isle/LEGO1/realtime/matrix.h

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#ifndef MATRIX_H
#define MATRIX_H
#include "vector.h"
/*
* A simple array of four Vector4s that can be indexed into.
*/
class Matrix4 {
public:
float rows[4][4]; // storage is public for easy access
inline Matrix4() {}
/*
Matrix4(const Vector4& x_axis, const Vector4& y_axis, const Vector4& z_axis, const Vector4& position)
{
rows[0] = x_axis;
rows[1] = y_axis;
rows[2] = z_axis;
rows[3] = position;
}
Matrix4(const float m[4][4])
{
rows[0] = m[0];
rows[1] = m[1];
rows[2] = m[2];
rows[3] = m[3];
}
*/
const float* operator[](long i) const { return rows[i]; }
float* operator[](long i) { return rows[i]; }
};
// VTABLE 0x100d4350
// SIZE 0x8
class Matrix4Impl {
public:
inline Matrix4Impl(Matrix4& p_data) : m_data(&p_data) {}
// vtable + 0x00
virtual void EqualsMatrixImpl(const Matrix4Impl* p_other);
virtual void EqualsMatrixData(const Matrix4& p_matrix);
virtual void SetData(Matrix4& p_data);
virtual void AnotherSetData(Matrix4& p_data);
// vtable + 0x10
virtual Matrix4* GetData();
virtual const Matrix4* GetData() const;
virtual float* Element(int p_row, int p_col);
virtual const float* Element(int p_row, int p_col) const;
// vtable + 0x20
virtual void Clear();
virtual void SetIdentity();
virtual void operator=(const Matrix4Impl& p_other);
virtual Matrix4Impl* operator+=(const Matrix4& p_matrix);
// vtable + 0x30
virtual void TranslateBy(const float* p_x, const float* p_y, const float* p_z);
virtual void SetTranslation(const float* p_x, const float* p_y, const float* p_z);
virtual void EqualsMxProduct(const Matrix4Impl* p_a, const Matrix4Impl* p_b);
virtual void EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b);
// vtable + 0x40
virtual void ToQuaternion(Vector4Impl* p_resultQuat);
virtual int FUN_10002710(const Vector3Impl* p_vec);
inline float& operator[](size_t idx) { return ((float*) m_data)[idx]; }
protected:
// TODO: Currently unclear whether this class contains a Matrix4* or float*.
Matrix4* m_data;
};
// VTABLE 0x100d4300
// SIZE 0x48
class Matrix4Data : public Matrix4Impl {
public:
inline Matrix4Data() : Matrix4Impl(m_matrix) {}
inline Matrix4Data(Matrix4Data& p_other) : Matrix4Impl(m_matrix) { m_matrix = *p_other.m_data; }
inline Matrix4& GetMatrix() { return *m_data; }
// No idea why there's another equals. Maybe to some other type like the
// DirectX Retained Mode Matrix type which is also a float* alias?
// vtable + 0x44
virtual void operator=(const Matrix4Data& p_other);
Matrix4 m_matrix;
};
#endif // MATRIX_H