isle-portable/LEGO1/mxgeometry/mxmatrix.h
Christian Semmler c54805fde8
Order functions in binary up to the end of Helicopter; refactor vector/matrix classes ()
* Order experimentation

* Revert IslePathActor

* Fix order

* Fix inlining

* Fixes

* WIP

* WIP

* Refactor

* Refactor

* Fix operators

* Remove obsolete inline keyword

* Fix ctors

* Refactor

* Rename files

* Refactor

* Remove empty line
2025-01-04 15:07:04 -07:00

43 lines
1.3 KiB
C++

#ifndef MXMATRIX_H
#define MXMATRIX_H
#include "realtime/matrix4d.inl.h"
// VTABLE: LEGO1 0x100d4300
// VTABLE: BETA10 0x101b82e0
// SIZE 0x48
class MxMatrix : public Matrix4 {
public:
// FUNCTION: LEGO1 0x1006b120
// FUNCTION: BETA10 0x10015370
MxMatrix() : Matrix4(m_elements) {}
// FUNCTION: LEGO1 0x10032770
// FUNCTION: BETA10 0x1001ff30
MxMatrix(const MxMatrix& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); }
// FUNCTION: BETA10 0x1000fc20
MxMatrix(const Matrix4& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); }
// FUNCTION: BETA10 0x10010860
float* operator[](int idx) { return m_data[idx]; }
// FUNCTION: BETA10 0x1001c670
const float* operator[](int idx) const { return m_data[idx]; }
// FUNCTION: LEGO1 0x10002850
void operator=(const Matrix4& p_matrix) override { Equals(p_matrix); } // vtable+0x28
// FUNCTION: LEGO1 0x10002860
virtual void operator=(const MxMatrix& p_matrix) { Equals(p_matrix); } // vtable+0x48
private:
float m_elements[4][4]; // 0x08
};
// Must be included here (not before MxMatrix) for correct ordering in binary.
// FromQuaternion and ToQuaternion in Matrix4 depend on Vector4.
// There's a chance they included mxgeometry4d.h after including this somewhere.
#include "realtime/vector4d.inl.h"
#endif // MXMATRIX_H