mirror of
https://github.com/isledecomp/isle-portable.git
synced 2024-12-23 22:32:32 -05:00
4c0aae720b
* Commit finished code changes * Add enum data type * Refactor away GetCurrentArea, SetCurrentArea * Clean up and add FUN_10024890 * Add `SetPartObjectIdByName()` * Fix naming error * Address review comments, part 1 * Address review comments, part 2 --------- Co-authored-by: jonschz <jonschz@users.noreply.github.com>
232 lines
5 KiB
C++
232 lines
5 KiB
C++
#ifndef MXGEOMETRY3D_H
|
|
#define MXGEOMETRY3D_H
|
|
|
|
#include "decomp.h"
|
|
#include "realtime/matrix.h"
|
|
#include "realtime/vector.h"
|
|
|
|
// VTABLE: LEGO1 0x100d4488
|
|
// VTABLE: BETA10 0x101b84d0
|
|
// SIZE 0x14
|
|
class Mx3DPointFloat : public Vector3 {
|
|
public:
|
|
// FUNCTION: LEGO1 0x1001d170
|
|
// FUNCTION: BETA10 0x10011990
|
|
Mx3DPointFloat() : Vector3(m_elements) {}
|
|
|
|
// FUNCTION: BETA10 0x10011870
|
|
Mx3DPointFloat(float p_x, float p_y, float p_z) : Vector3(m_elements)
|
|
{
|
|
m_elements[0] = p_x;
|
|
m_elements[1] = p_y;
|
|
m_elements[2] = p_z;
|
|
}
|
|
|
|
// FUNCTION: LEGO1 0x100343a0
|
|
// FUNCTION: BETA10 0x10011600
|
|
Mx3DPointFloat(const Mx3DPointFloat& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
|
|
|
|
// FUNCTION: BETA10 0x100151e0
|
|
Mx3DPointFloat(const Vector3& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
|
|
|
|
// FUNCTION: LEGO1 0x10003c10
|
|
virtual void operator=(const Vector3& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x88
|
|
|
|
// FUNCTION: BETA10 0x10013460
|
|
float& operator[](int idx) { return m_data[idx]; }
|
|
|
|
// According to the PDB, BETA10 will not link this one if it is never used
|
|
// const float& operator[](int idx) const { return m_data[idx]; }
|
|
|
|
// only used by LegoUnknown100db7f4::FUN_1002ddc0() for some unknown reason
|
|
// FUNCTION: BETA10 0x100373c0
|
|
float& index_operator(int idx) { return m_data[idx]; }
|
|
|
|
// SYNTHETIC: LEGO1 0x10010c00
|
|
// Mx3DPointFloat::operator=
|
|
|
|
private:
|
|
float m_elements[3]; // 0x08
|
|
};
|
|
|
|
// VTABLE: LEGO1 0x100d41e8
|
|
// VTABLE: BETA10 0x101bab78
|
|
// SIZE 0x18
|
|
class Mx4DPointFloat : public Vector4 {
|
|
public:
|
|
// FUNCTION: LEGO1 0x10048290
|
|
// FUNCTION: BETA10 0x100484c0
|
|
Mx4DPointFloat() : Vector4(m_elements) {}
|
|
|
|
// FUNCTION: BETA10 0x10073bb0
|
|
Mx4DPointFloat(float p_x, float p_y, float p_z, float p_a) : Vector4(m_elements)
|
|
{
|
|
m_elements[0] = p_x;
|
|
m_elements[1] = p_y;
|
|
m_elements[2] = p_z;
|
|
m_elements[3] = p_a;
|
|
}
|
|
|
|
Mx4DPointFloat(const Mx4DPointFloat& p_other) : Vector4(m_elements) { EqualsImpl(p_other.m_data); }
|
|
|
|
// FUNCTION: LEGO1 0x10003200
|
|
virtual void operator=(const Vector4& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x98
|
|
|
|
// FUNCTION: BETA10 0x1004af10
|
|
float& operator[](int idx) { return m_data[idx]; }
|
|
|
|
const float& operator[](int idx) const { return m_data[idx]; }
|
|
|
|
// SYNTHETIC: LEGO1 0x10064b20
|
|
// SYNTHETIC: BETA10 0x10070420
|
|
// Mx4DPointFloat::operator=
|
|
|
|
private:
|
|
float m_elements[4]; // 0x08
|
|
};
|
|
|
|
// SIZE 0x34
|
|
class UnknownMx4DPointFloat {
|
|
public:
|
|
enum {
|
|
c_bit1 = 0x01,
|
|
c_bit2 = 0x02
|
|
};
|
|
|
|
UnknownMx4DPointFloat() : m_unk0x30(0) {}
|
|
|
|
// FUNCTION: BETA10 0x1004a9b0
|
|
void Unknown1(Matrix4& p_m1, Matrix4& p_m2)
|
|
{
|
|
Unknown2(p_m1);
|
|
Unknown3(p_m2);
|
|
}
|
|
|
|
// FUNCTION: BETA10 0x1004a9f0
|
|
void Unknown2(Matrix4& p_m)
|
|
{
|
|
p_m.ToQuaternion(m_unk0x00);
|
|
m_unk0x30 |= c_bit1;
|
|
}
|
|
|
|
// FUNCTION: BETA10 0x1004aa30
|
|
void Unknown3(Matrix4& p_m)
|
|
{
|
|
p_m.ToQuaternion(m_unk0x18);
|
|
m_unk0x30 |= c_bit2;
|
|
}
|
|
|
|
// FUNCTION: BETA10 0x10180b80
|
|
void Unknown4(Vector4& p_v)
|
|
{
|
|
m_unk0x00 = p_v;
|
|
m_unk0x30 |= c_bit1;
|
|
}
|
|
|
|
// FUNCTION: BETA10 0x10180bc0
|
|
void Unknown5(Vector4& p_v)
|
|
{
|
|
m_unk0x18 = p_v;
|
|
m_unk0x30 |= c_bit2;
|
|
}
|
|
|
|
inline int Unknown6(Matrix4& p_matrix, float p_f);
|
|
inline void Unknown7();
|
|
|
|
private:
|
|
inline int FUN_100040a0(Vector4& p_v, float p_f);
|
|
|
|
Mx4DPointFloat m_unk0x00; // 0x00
|
|
Mx4DPointFloat m_unk0x18; // 0x18
|
|
undefined4 m_unk0x30; // 0x30
|
|
};
|
|
|
|
// FUNCTION: BETA10 0x1004aaa0
|
|
int UnknownMx4DPointFloat::Unknown6(Matrix4& p_matrix, float p_f)
|
|
{
|
|
float data[4];
|
|
Vector4 v(data);
|
|
|
|
if (FUN_100040a0(v, p_f) == 0) {
|
|
return p_matrix.FromQuaternion(v);
|
|
}
|
|
else {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
inline void UnknownMx4DPointFloat::Unknown7()
|
|
{
|
|
if (m_unk0x30) {
|
|
Mx4DPointFloat v1;
|
|
Mx4DPointFloat v2;
|
|
|
|
v1 = m_unk0x00;
|
|
((Vector4&) v1).Add(m_unk0x18);
|
|
|
|
v2 = m_unk0x00;
|
|
((Vector4&) v2).Sub(m_unk0x18);
|
|
|
|
if (v1.Dot(&v1, &v1) < v2.Dot(&v2, &v2)) {
|
|
((Vector4&) m_unk0x18).Mul(-1.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
// FUNCTION: LEGO1 0x100040a0
|
|
// FUNCTION: BETA10 0x1004ab10
|
|
inline int UnknownMx4DPointFloat::FUN_100040a0(Vector4& p_v, float p_f)
|
|
{
|
|
if (m_unk0x30 == 1) {
|
|
p_v = m_unk0x00;
|
|
p_v[3] = (1.0 - p_f) * acos((double) p_v[3]) * 2.0;
|
|
return p_v.NormalizeQuaternion();
|
|
}
|
|
else if (m_unk0x30 == 2) {
|
|
p_v = m_unk0x18;
|
|
p_v[3] = p_f * acos((double) p_v[3]) * 2.0;
|
|
return p_v.NormalizeQuaternion();
|
|
}
|
|
else if (m_unk0x30 == 3) {
|
|
int i;
|
|
double d1 = p_v.Dot(&m_unk0x00, &m_unk0x18);
|
|
double a;
|
|
double b;
|
|
|
|
if (d1 + 1.0 > 0.00001) {
|
|
if (1.0 - d1 > 0.00001) {
|
|
double d2 = acos(d1);
|
|
double denominator = sin(d2);
|
|
a = sin((1.0 - p_f) * d2) / denominator;
|
|
b = sin(p_f * d2) / denominator;
|
|
}
|
|
else {
|
|
a = 1.0 - p_f;
|
|
b = p_f;
|
|
}
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
p_v[i] = m_unk0x00[i] * a + m_unk0x18[i] * b;
|
|
}
|
|
}
|
|
else {
|
|
p_v[0] = -m_unk0x00[1];
|
|
p_v[1] = m_unk0x00[0];
|
|
p_v[2] = -m_unk0x00[3];
|
|
p_v[3] = m_unk0x00[2];
|
|
a = sin((1.0 - p_f) * 1.570796326794895);
|
|
b = sin(p_f * 1.570796326794895);
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
p_v[i] = m_unk0x00[i] * a + p_v[i] * b;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
else {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
#endif // MXGEOMETRY3D_H
|