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Matrix/vector refactor (#426)
This commit is contained in:
parent
eac096036a
commit
d24f5db42f
41 changed files with 865 additions and 1365 deletions
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@ -143,6 +143,8 @@ add_library(lego1 SHARED
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LEGO1/main.cpp
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LEGO1/mxdirectx/mxdirect3d.cpp
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LEGO1/mxdirectx/mxdirectdraw.cpp
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LEGO1/mxgeometry/mxgeometry3d.cpp
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LEGO1/mxgeometry/mxmatrix.cpp
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LEGO1/omni/src/action/mxdsaction.cpp
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LEGO1/omni/src/action/mxdsanim.cpp
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LEGO1/omni/src/action/mxdsevent.cpp
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@ -9,11 +9,11 @@
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class HelicopterSubclass {
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public:
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inline HelicopterSubclass() : m_unk0x30(0) {}
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MxResult FUN_100040a0(Vector4Impl& p_v, float p_f);
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MxResult FUN_100040a0(Vector4& p_v, float p_f);
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private:
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Vector4Data m_unk0x0; // 0x0
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Vector4Data m_unk0x18; // 0x18
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Mx4DPointFloat m_unk0x0; // 0x0
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Mx4DPointFloat m_unk0x18; // 0x18
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undefined4 m_unk0x30; // 0x30
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};
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@ -39,7 +39,7 @@ class Helicopter : public IslePathActor {
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virtual MxResult Create(MxDSObject& p_dsObject) override; // vtable+0x18
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void VTable0x70(float p_float) override; // vtable+0x70
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void VTable0x74(Matrix4Impl& p_transform) override; // vtable+0x74
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void VTable0x74(Matrix4& p_transform) override; // vtable+0x74
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virtual MxU32 VTable0xcc() override; // vtable+0xcc
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virtual MxU32 VTable0xd4(MxType17NotificationParam& p_param) override; // vtable+0xd4
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virtual MxU32 VTable0xd8(MxType18NotificationParam& p_param) override; // vtable+0xd8
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@ -49,8 +49,8 @@ class Helicopter : public IslePathActor {
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// Helicopter::`scalar deleting destructor'
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protected:
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Matrix4Data m_unk0x160; // 0x160
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Matrix4Data m_unk0x1a8; // 0x1a8
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MxMatrix m_unk0x160; // 0x160
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MxMatrix m_unk0x1a8; // 0x1a8
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float m_unk0x1f0; // 0x1f0
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HelicopterSubclass m_unk0x1f4; // 0x1f4
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HelicopterState* m_state; // 0x228
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@ -3,9 +3,9 @@
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#include "legopointofviewcontroller.h"
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#include "mxcore.h"
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#include "mxgeometry/mxgeometry3d.h"
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#include "mxgeometry/mxmatrix.h"
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#include "mxpoint32.h"
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#include "realtime/matrix.h"
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#include "realtime/vector.h"
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// VTABLE: LEGO1 0x100d57b0
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// SIZE 0xc8
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@ -36,15 +36,15 @@ class LegoCameraController : public LegoPointOfViewController {
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virtual void OnMouseMove(MxU8 p_modifier, MxPoint32 p_point); // vtable+0x40
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virtual MxResult Create(); // vtable+0x44
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void SetWorldTransform(const Vector3Impl& p_at, const Vector3Impl& p_dir, const Vector3Impl& p_up);
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void FUN_100123e0(Matrix4Data& p_transform, MxU32);
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Vector3Data& FUN_10012740();
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Vector3Data& FUN_100127f0();
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Vector3Data& FUN_100128a0();
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void SetWorldTransform(const Vector3& p_at, const Vector3& p_dir, const Vector3& p_up);
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void FUN_100123e0(MxMatrix& p_transform, MxU32);
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Mx3DPointFloat GetWorldUp();
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Mx3DPointFloat GetWorldLocation();
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Mx3DPointFloat GetWorldDirection();
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private:
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Matrix4Data m_matrix1; // 0x38
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Matrix4Data m_matrix2; // 0x80
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MxMatrix m_matrix1; // 0x38
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MxMatrix m_matrix2; // 0x80
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};
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// SYNTHETIC: LEGO1 0x10011f50
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@ -36,11 +36,8 @@ class LegoEntity : public MxEntity {
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virtual void Destroy(MxBool p_fromDestructor); // vtable+0x1c
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virtual void ParseAction(char*); // vtable+0x20
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virtual void SetROI(LegoROI* p_roi, MxBool p_bool1, MxBool p_bool2); // vtable+0x24
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virtual void SetWorldTransform(
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const Vector3Impl& p_loc,
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const Vector3Impl& p_dir,
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const Vector3Impl& p_up
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); // vtable+0x28
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virtual void SetWorldTransform(const Vector3& p_loc, const Vector3& p_dir,
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const Vector3& p_up); // vtable+0x28
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virtual void ResetWorldTransform(MxBool p_inVehicle); // vtable+0x2c
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// FUNCTION: LEGO1 0x10001090
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virtual void SetWorldSpeed(MxFloat p_worldSpeed) { m_worldSpeed = p_worldSpeed; } // vtable+0x30
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@ -53,7 +50,7 @@ class LegoEntity : public MxEntity {
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virtual void VTable0x4c(); // vtable+0x4c
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void FUN_10010c30();
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void SetLocation(Vector3Data& p_location, Vector3Data& p_direction, Vector3Data& p_up, MxBool);
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void SetLocation(Mx3DPointFloat& p_location, Mx3DPointFloat& p_direction, Mx3DPointFloat& p_up, MxBool);
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protected:
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void Init();
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@ -61,9 +58,9 @@ class LegoEntity : public MxEntity {
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undefined m_unk0x10;
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undefined m_unk0x11;
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Vector3Data m_worldLocation; // 0x14
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Vector3Data m_worldDirection; // 0x28
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Vector3Data m_worldUp; // 0x3c
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Mx3DPointFloat m_worldLocation; // 0x14
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Mx3DPointFloat m_worldDirection; // 0x28
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Mx3DPointFloat m_worldUp; // 0x3c
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MxFloat m_worldSpeed; // 0x50
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LegoROI* m_roi; // 0x54
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MxBool m_cameraFlag; // 0x58
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@ -33,7 +33,7 @@ class LegoEntityPresenter : public MxCompositePresenter {
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virtual void Init(); // vtable+0x68
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virtual undefined4 SetBackend(LegoEntity* p_unk0x4c); // vtable+0x6c
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void SetBackendLocation(Vector3Data& p_location, Vector3Data& p_direction, Vector3Data& p_up);
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void SetBackendLocation(Mx3DPointFloat& p_location, Mx3DPointFloat& p_direction, Mx3DPointFloat& p_up);
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private:
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void Destroy(MxBool p_fromDestructor);
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@ -28,7 +28,7 @@ class LegoPathActor : public LegoActor {
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virtual void VTable0x68(); // vtable+0x68
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virtual void VTable0x6c(); // vtable+0x6c
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virtual void VTable0x70(float p_float); // vtable+0x70
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virtual void VTable0x74(Matrix4Impl& p_transform); // vtable+0x74
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virtual void VTable0x74(Matrix4& p_transform); // vtable+0x74
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// FUNCTION: LEGO1 0x10002d20
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virtual void VTable0x78(MxU8 p_unk0xea) { m_unk0xea = p_unk0xea; } // vtable+0x78
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// FUNCTION: LEGO1 0x10002d30
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@ -49,8 +49,8 @@ class LegoWorld : public LegoEntity {
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MxResult SetAsCurrentWorld(MxDSObject& p_dsObject);
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void EndAction(MxCore* p_object);
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void FUN_1001fc80(IslePathActor* p_actor);
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MxBool FUN_100727e0(MxU32, Vector3Data& p_loc, Vector3Data& p_dir, Vector3Data& p_up);
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MxBool FUN_10072980(MxU32, Vector3Data& p_loc, Vector3Data& p_dir, Vector3Data& p_up);
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MxBool FUN_100727e0(MxU32, Mx3DPointFloat& p_loc, Mx3DPointFloat& p_dir, Mx3DPointFloat& p_up);
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MxBool FUN_10072980(MxU32, Mx3DPointFloat& p_loc, Mx3DPointFloat& p_dir, Mx3DPointFloat& p_up);
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void FUN_10073400();
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void FUN_10073430();
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MxS32 GetCurrPathInfo(LegoPathBoundary** p_path, MxS32& p_value);
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@ -181,15 +181,15 @@ MxU32 Helicopter::VTable0xd4(MxType17NotificationParam& p_param)
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if (*g_act3Script != script)
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break;
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if (m_world && m_world->GetCamera()) {
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Vector3Data loc, dir, lookat;
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loc.CopyFrom(m_world->GetCamera()->FUN_100127f0());
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dir.CopyFrom(m_world->GetCamera()->FUN_100128a0());
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Mx3DPointFloat loc, dir, lookat;
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loc.CopyFrom(m_world->GetCamera()->GetWorldLocation());
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dir.CopyFrom(m_world->GetCamera()->GetWorldDirection());
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lookat = dir;
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float scale = 3;
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lookat.Mul(scale);
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lookat.Add(&loc);
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Vector3Data v68, v7c, v90(0, 1, 0), va4;
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v68.CopyFrom(m_world->GetCamera()->FUN_10012740());
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Mx3DPointFloat v68, v7c, v90(0, 1, 0), va4;
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v68.CopyFrom(m_world->GetCamera()->GetWorldUp());
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va4.EqualsCross(v68, dir);
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v7c.EqualsCross(va4, v90);
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if (ret)
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@ -219,6 +219,8 @@ MxU32 Helicopter::VTable0xd4(MxType17NotificationParam& p_param)
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// FUNCTION: LEGO1 0x10003c20
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MxU32 Helicopter::VTable0xd8(MxType18NotificationParam& p_param)
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{
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MxU32 ret = 0;
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switch (m_state->GetUnkown8()) {
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case 1: {
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if (GameState()->GetUnknown10() == 0) {
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@ -227,44 +229,54 @@ MxU32 Helicopter::VTable0xd8(MxType18NotificationParam& p_param)
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}
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else
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VTable0xe8(0x31, TRUE, 7);
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m_state->SetUnknown8(2);
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Matrix4Data mat;
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mat.SetIdentity();
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Matrix4 mat2 = mat.GetMatrix();
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MxMatrix matrix;
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matrix.SetIdentity();
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float s = sin(0.5235987901687622); // PI / 6, 30 deg
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float c = cos(0.5235987901687622); // PI / 6, 30 deg
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float matrixCopy[4][4];
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memcpy(matrixCopy, matrix.GetData(), sizeof(matrixCopy));
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for (MxS32 i = 0; i < 4; i++) {
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mat.GetMatrix()[i][1] = mat2[i][1] * c - mat2[i][2] * s;
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mat.GetMatrix()[i][2] = mat2[i][2] * c + mat2[i][1] * s;
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matrix.GetData()[i][1] = matrixCopy[i][1] * c - matrixCopy[i][2] * s;
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matrix.GetData()[i][2] = matrixCopy[i][2] * c + matrixCopy[i][1] * s;
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}
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Vector3Impl at(mat.GetMatrix()[3]), dir(mat.GetMatrix()[2]), up(mat.GetMatrix()[1]);
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Vector3 at(matrix[3]), dir(matrix[2]), up(matrix[1]);
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m_world->GetCamera()->SetWorldTransform(at, dir, up);
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FUN_10010c30();
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ret = 1;
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break;
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}
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case 3: {
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Matrix4Data mat;
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mat.SetIdentity();
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Vector3Impl at(mat.GetMatrix()[3]), dir(mat.GetMatrix()[2]), up(mat.GetMatrix()[1]);
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MxMatrix matrix;
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matrix.SetIdentity();
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Vector3 at(matrix[3]), dir(matrix[2]), up(matrix[1]);
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at[1] = 1.25;
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m_world->GetCamera()->SetWorldTransform(at, dir, up);
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if (GameState()->GetUnknown10() == 0) {
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((Act1State*) GameState()->GetState("Act1State"))->SetUnknown18(0);
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VTable0xe8(0x29, TRUE, 7);
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}
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else
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VTable0xe8(0x30, TRUE, 7);
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m_state->SetUnknown8(0);
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ret = 1;
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break;
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}
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default:
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return 0;
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}
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return 1;
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return ret;
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}
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// FUNCTION: LEGO1 0x10003e90
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void Helicopter::VTable0x74(Matrix4Impl& p_transform)
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void Helicopter::VTable0x74(Matrix4& p_transform)
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{
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if (m_unk0xea != 0) {
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m_roi->FUN_100a46b0(p_transform);
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@ -295,13 +307,13 @@ void Helicopter::VTable0x70(float p_float)
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f2 = 0;
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if (1.0f < f2)
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f2 = 1.0f;
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Vector3Impl v(m_unk0x160.GetMatrix()[3]);
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Matrix4Data mat;
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Vector3Impl v2(m_unk0x1a8.GetMatrix()[3]);
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float* loc = m_unk0x1a8.GetMatrix()[3];
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Vector3 v(m_unk0x160[3]);
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MxMatrix mat;
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Vector3 v2(m_unk0x1a8[3]);
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float* loc = m_unk0x1a8[3];
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mat.SetIdentity();
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float fa[4];
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Vector4Impl v3(fa);
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Vector4 v3(fa);
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if (m_unk0x1f4.FUN_100040a0(v3, f2) == SUCCESS) {
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mat.FromQuaternion(v3);
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}
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@ -322,18 +334,17 @@ void Helicopter::VTable0x70(float p_float)
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}
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// FUNCTION: LEGO1 0x100040a0
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MxResult HelicopterSubclass::FUN_100040a0(Vector4Impl& p_v, float p_f)
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MxResult HelicopterSubclass::FUN_100040a0(Vector4& p_v, float p_f)
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{
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MxU32 state = m_unk0x30;
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if (state == 1) {
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p_v.EqualsImpl(m_unk0x0.GetVector().elements);
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p_v.EqualsImpl(m_unk0x0.GetData());
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p_v[3] = acos(p_v[3]) * (1 - p_f) * 2.0;
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return p_v.NormalizeQuaternion();
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}
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else if (state == 2) {
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p_v.EqualsImpl(m_unk0x18.GetVector().elements);
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p_v.EqualsImpl(m_unk0x18.GetData());
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p_v[3] = acos(p_v[3]) * p_f * 2.0;
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p_v.NormalizeQuaternion();
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return p_v.NormalizeQuaternion();
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}
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else if (state == 3) {
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@ -10,7 +10,7 @@ DECOMP_SIZE_ASSERT(LegoCameraController, 0xc8);
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// FUNCTION: LEGO1 0x10011d50
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LegoCameraController::LegoCameraController()
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{
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SetWorldTransform(Vector3Data(0, 0, 0), Vector3Data(0, 0, 1), Vector3Data(0, 1, 0));
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SetWorldTransform(Mx3DPointFloat(0, 0, 0), Mx3DPointFloat(0, 0, 1), Mx3DPointFloat(0, 1, 0));
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}
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// FUNCTION: LEGO1 0x10011f70
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@ -71,37 +71,49 @@ void LegoCameraController::OnMouseMove(MxU8 p_modifier, MxPoint32 p_point)
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}
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// FUNCTION: LEGO1 0x10012260
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void LegoCameraController::SetWorldTransform(const Vector3Impl& p_at, const Vector3Impl& p_dir, const Vector3Impl& p_up)
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void LegoCameraController::SetWorldTransform(const Vector3& p_at, const Vector3& p_dir, const Vector3& p_up)
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{
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CalcLocalTransform(p_at, p_dir, p_up, m_matrix1);
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m_matrix2 = m_matrix1;
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}
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// STUB: LEGO1 0x100123e0
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void LegoCameraController::FUN_100123e0(Matrix4Data& p_transform, MxU32)
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void LegoCameraController::FUN_100123e0(MxMatrix& p_transform, MxU32)
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{
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}
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// STUB: LEGO1 0x10012740
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Vector3Data& LegoCameraController::FUN_10012740()
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// FUNCTION: LEGO1 0x10012740
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Mx3DPointFloat LegoCameraController::GetWorldUp()
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{
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// Actually returns reference to a member
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static Vector3Data g_v;
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return g_v;
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if (m_lego3DView && m_lego3DView->GetPointOfView()) {
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Mx3DPointFloat vec;
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vec = m_lego3DView->GetPointOfView()->GetWorldUp();
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return Mx3DPointFloat(vec[0], vec[1], vec[2]);
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}
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else
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return Mx3DPointFloat(0, 0, 0);
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}
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// STUB: LEGO1 0x100127f0
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Vector3Data& LegoCameraController::FUN_100127f0()
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// FUNCTION: LEGO1 0x100127f0
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Mx3DPointFloat LegoCameraController::GetWorldLocation()
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{
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// Actually returns reference to a member
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static Vector3Data g_v;
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return g_v;
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if (m_lego3DView && m_lego3DView->GetPointOfView()) {
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Mx3DPointFloat vec;
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vec = m_lego3DView->GetPointOfView()->GetWorldPosition();
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return Mx3DPointFloat(vec[0], vec[1] - m_entityOffsetUp, vec[2]);
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}
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else
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return Mx3DPointFloat(0, 0, 0);
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}
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// STUB: LEGO1 0x100128a0
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Vector3Data& LegoCameraController::FUN_100128a0()
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// FUNCTION: LEGO1 0x100128a0
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Mx3DPointFloat LegoCameraController::GetWorldDirection()
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{
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// Actually returns reference to a member
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static Vector3Data g_v;
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return g_v;
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if (m_lego3DView && m_lego3DView->GetPointOfView()) {
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Mx3DPointFloat vec;
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vec = m_lego3DView->GetPointOfView()->GetWorldDirection();
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return Mx3DPointFloat(vec[0], vec[1], vec[2]);
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}
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else
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return Mx3DPointFloat(0, 0, 0);
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}
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@ -36,7 +36,7 @@ void LegoEntity::ResetWorldTransform(MxBool p_inVehicle)
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}
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// STUB: LEGO1 0x10010790
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void LegoEntity::SetWorldTransform(const Vector3Impl& p_loc, const Vector3Impl& p_dir, const Vector3Impl& p_up)
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void LegoEntity::SetWorldTransform(const Vector3& p_loc, const Vector3& p_dir, const Vector3& p_up)
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{
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// TODO
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}
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||||
|
@ -77,7 +77,7 @@ void LegoEntity::SetROI(LegoROI* p_roi, MxBool p_bool1, MxBool p_bool2)
|
|||
}
|
||||
|
||||
// STUB: LEGO1 0x100109b0
|
||||
void LegoEntity::SetLocation(Vector3Data& p_location, Vector3Data& p_direction, Vector3Data& p_up, MxBool)
|
||||
void LegoEntity::SetLocation(Mx3DPointFloat& p_location, Mx3DPointFloat& p_direction, Mx3DPointFloat& p_up, MxBool)
|
||||
{
|
||||
// TODO
|
||||
}
|
||||
|
|
|
@ -82,7 +82,11 @@ void LegoEntityPresenter::RepeatingTickle()
|
|||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10053730
|
||||
void LegoEntityPresenter::SetBackendLocation(Vector3Data& p_location, Vector3Data& p_direction, Vector3Data& p_up)
|
||||
void LegoEntityPresenter::SetBackendLocation(
|
||||
Mx3DPointFloat& p_location,
|
||||
Mx3DPointFloat& p_direction,
|
||||
Mx3DPointFloat& p_up
|
||||
)
|
||||
{
|
||||
if (m_objectBackend) {
|
||||
m_objectBackend->SetLocation(p_location, p_direction, p_up, TRUE);
|
||||
|
|
|
@ -39,7 +39,7 @@ void LegoPathActor::VTable0x8c()
|
|||
}
|
||||
|
||||
// STUB: LEGO1 0x1002e740
|
||||
void LegoPathActor::VTable0x74(Matrix4Impl& p_transform)
|
||||
void LegoPathActor::VTable0x74(Matrix4& p_transform)
|
||||
{
|
||||
// TODO
|
||||
}
|
||||
|
|
|
@ -131,13 +131,13 @@ void LegoWorld::VTable0x50()
|
|||
}
|
||||
|
||||
// STUB: LEGO1 0x100727e0
|
||||
MxBool LegoWorld::FUN_100727e0(MxU32, Vector3Data& p_loc, Vector3Data& p_dir, Vector3Data& p_up)
|
||||
MxBool LegoWorld::FUN_100727e0(MxU32, Mx3DPointFloat& p_loc, Mx3DPointFloat& p_dir, Mx3DPointFloat& p_up)
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// STUB: LEGO1 0x10072980
|
||||
MxBool LegoWorld::FUN_10072980(MxU32, Vector3Data& p_loc, Vector3Data& p_dir, Vector3Data& p_up)
|
||||
MxBool LegoWorld::FUN_10072980(MxU32, Mx3DPointFloat& p_loc, Mx3DPointFloat& p_dir, Mx3DPointFloat& p_up)
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
|
|
@ -65,10 +65,10 @@ MxResult LegoVideoManager::Create(MxVideoParam& p_videoParam, MxU32 p_frequencyM
|
|||
MxResult result = FAILURE;
|
||||
|
||||
MxDeviceEnumerate100d9cc8 deviceEnumerate;
|
||||
Vector3Data posVec(0.0, 1.25, -50.0);
|
||||
Vector3Data dirVec(0.0, 0.0, 1.0);
|
||||
Vector3Data upVec(0.0, 1.0, 0.0);
|
||||
Matrix4Data outMatrix;
|
||||
Mx3DPointFloat posVec(0.0, 1.25, -50.0);
|
||||
Mx3DPointFloat dirVec(0.0, 0.0, 1.0);
|
||||
Mx3DPointFloat upVec(0.0, 1.0, 0.0);
|
||||
MxMatrix outMatrix;
|
||||
HWND hwnd = MxOmni::GetInstance()->GetWindowHandle();
|
||||
MxS32 bits = p_videoParam.Flags().Get16Bit() ? 16 : 8;
|
||||
MxS32 deviceNum = -1;
|
||||
|
|
|
@ -4,13 +4,24 @@
|
|||
#include "legoview1.h"
|
||||
|
||||
#include "decomp.h"
|
||||
#include "mxgeometry/mxgeometry3d.h"
|
||||
#include "mxgeometry/mxmatrix.h"
|
||||
#include "realtime/realtime.h"
|
||||
|
||||
#include <vec.h> // SETMAT4
|
||||
#include <vec.h>
|
||||
|
||||
DECOMP_SIZE_ASSERT(LegoView, 0x78);
|
||||
DECOMP_SIZE_ASSERT(LegoView1, 0x88);
|
||||
|
||||
// GLOBAL: LEGO1 0x101013e4
|
||||
float g_sunLightRGB = 1.0;
|
||||
|
||||
// GLOBAL: LEGO1 0x101013e8
|
||||
float g_directionalLightRGB = 1.0;
|
||||
|
||||
// GLOBAL: LEGO1 0x101013ec
|
||||
float g_ambientLightRGB = 0.3;
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// LegoView
|
||||
|
||||
|
@ -112,51 +123,39 @@ BOOL LegoView1::AddLightsToViewport()
|
|||
return TRUE;
|
||||
}
|
||||
|
||||
// STUB: LEGO1 0x100ab860
|
||||
// FUNCTION: LEGO1 0x100ab860
|
||||
BOOL LegoView1::Create(const TglSurface::CreateStruct& rCreateStruct, Tgl::Renderer* pRenderer)
|
||||
{
|
||||
double position[3] = {0, 0, 0};
|
||||
double direction[3];
|
||||
double up[3] = {0, 1, 0};
|
||||
|
||||
if (!LegoView::Create(rCreateStruct, pRenderer)) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// lights
|
||||
m_pSunLight = pRenderer->CreateLight(Tgl::Directional, .9, .9, .9);
|
||||
m_pDirectionalLight = pRenderer->CreateLight(Tgl::Directional, .4, .4, .4);
|
||||
m_pAmbientLight = pRenderer->CreateLight(Tgl::Ambient, .3, .3, .3);
|
||||
m_pSunLight = pRenderer->CreateLight(Tgl::Point, g_sunLightRGB, g_sunLightRGB, g_sunLightRGB);
|
||||
m_pDirectionalLight =
|
||||
pRenderer->CreateLight(Tgl::Directional, g_directionalLightRGB, g_directionalLightRGB, g_directionalLightRGB);
|
||||
m_pAmbientLight = pRenderer->CreateLight(Tgl::Ambient, g_ambientLightRGB, g_ambientLightRGB, g_ambientLightRGB);
|
||||
|
||||
#if 0
|
||||
direction[0] = 1, direction[1] = -1, direction[2] = 2;
|
||||
m_pSunLight->SetOrientation(direction, up);
|
||||
direction[0] = -1, direction[1] = -2, direction[2] = -1;
|
||||
m_pDirectionalLight->SetOrientation(direction, up);
|
||||
#else
|
||||
{
|
||||
// Change everything to float and proper Matrix types
|
||||
/*
|
||||
Tgl::FloatMatrix4 transformation;
|
||||
Matrix4Data transform;
|
||||
Mx3DPointFloat direction(0.0, -1.0, 0.0);
|
||||
Mx3DPointFloat position(0.0, 0.0, 0.0);
|
||||
Mx3DPointFloat up(1.0, 0.0, 0.0);
|
||||
|
||||
Tgl::FloatMatrix4 matrix;
|
||||
Matrix4 in(matrix);
|
||||
MxMatrix transform;
|
||||
|
||||
direction[0] = 1, direction[1] = -1, direction[2] = 2;
|
||||
CalcLocalTransform(position, direction, up, transform);
|
||||
SETMAT4(transformation, transform);
|
||||
m_pSunLight->SetTransformation(transformation);
|
||||
SETMAT4(in, transform);
|
||||
m_pDirectionalLight->SetTransformation(matrix);
|
||||
|
||||
direction[0] = -1, direction[1] = -2, direction[2] = -1;
|
||||
direction[0] = 0, direction[1] = 150, direction[2] = -150;
|
||||
CalcLocalTransform(position, direction, up, transform);
|
||||
SETMAT4(transformation, transform);
|
||||
m_pDirectionalLight->SetTransformation(transformation);
|
||||
*/
|
||||
}
|
||||
#endif
|
||||
SETMAT4(in, transform);
|
||||
m_pSunLight->SetTransformation(matrix);
|
||||
|
||||
assert(GetView());
|
||||
AddLightsToViewport();
|
||||
|
||||
return TRUE;
|
||||
return AddLightsToViewport();
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100abad0
|
||||
|
|
|
@ -38,18 +38,18 @@ MxS32 g_roiConfig = 100;
|
|||
ROIHandler g_someHandlerFunction = NULL;
|
||||
|
||||
// FUNCTION: LEGO1 0x100a46a0
|
||||
void LegoROI::WrappedSetLocalTransform(Matrix4Impl& p_transform)
|
||||
void LegoROI::WrappedSetLocalTransform(Matrix4& p_transform)
|
||||
{
|
||||
SetLocalTransform(p_transform);
|
||||
}
|
||||
|
||||
// STUB: LEGO1 0x100a46b0
|
||||
void LegoROI::FUN_100a46b0(Matrix4Impl& p_transform)
|
||||
void LegoROI::FUN_100a46b0(Matrix4& p_transform)
|
||||
{
|
||||
}
|
||||
|
||||
// STUB: LEGO1 0x100a58f0
|
||||
void LegoROI::FUN_100a58f0(Matrix4Impl& p_transform)
|
||||
void LegoROI::FUN_100a58f0(Matrix4& p_transform)
|
||||
{
|
||||
}
|
||||
|
||||
|
|
|
@ -28,9 +28,9 @@ class LegoROI : public ViewROI {
|
|||
);
|
||||
static MxBool ColorAliasLookup(char* p_param, MxFloat& p_red, MxFloat& p_green, MxFloat& p_blue, MxFloat& p_other);
|
||||
|
||||
void WrappedSetLocalTransform(Matrix4Impl& p_transform);
|
||||
void FUN_100a46b0(Matrix4Impl& p_transform);
|
||||
void FUN_100a58f0(Matrix4Impl& p_transform);
|
||||
void WrappedSetLocalTransform(Matrix4& p_transform);
|
||||
void FUN_100a46b0(Matrix4& p_transform);
|
||||
void FUN_100a58f0(Matrix4& p_transform);
|
||||
|
||||
// Note: Actually part of parent class (doesn't exist yet)
|
||||
virtual void UpdateWorldBoundingVolumes() override; // vtable+0x18
|
||||
|
|
6
LEGO1/mxgeometry/mxgeometry3d.cpp
Normal file
6
LEGO1/mxgeometry/mxgeometry3d.cpp
Normal file
|
@ -0,0 +1,6 @@
|
|||
#include "mxgeometry3d.h"
|
||||
|
||||
#include "decomp.h"
|
||||
|
||||
DECOMP_SIZE_ASSERT(Mx3DPointFloat, 0x14);
|
||||
DECOMP_SIZE_ASSERT(Mx4DPointFloat, 0x18);
|
48
LEGO1/mxgeometry/mxgeometry3d.h
Normal file
48
LEGO1/mxgeometry/mxgeometry3d.h
Normal file
|
@ -0,0 +1,48 @@
|
|||
#ifndef MXGEOMETRY3D_H
|
||||
#define MXGEOMETRY3D_H
|
||||
|
||||
#include "realtime/vector.h"
|
||||
|
||||
// VTABLE: LEGO1 0x100d4488
|
||||
// SIZE 0x14
|
||||
class Mx3DPointFloat : public Vector3 {
|
||||
public:
|
||||
inline Mx3DPointFloat() : Vector3(m_elements) {}
|
||||
inline 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 0x10003c10
|
||||
virtual void operator=(const Vector3& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x88
|
||||
|
||||
inline void CopyFrom(const Mx3DPointFloat& p_other)
|
||||
{
|
||||
// ALPHA: 0x10010860, multiple indirections to this call
|
||||
EqualsImpl(p_other.m_data);
|
||||
|
||||
float* dest = m_elements;
|
||||
const float* src = p_other.m_elements;
|
||||
for (size_t i = sizeof(m_elements) / sizeof(float); i > 0; --i)
|
||||
*dest++ = *src++;
|
||||
}
|
||||
|
||||
inline void EqualsCross(Mx3DPointFloat& p_a, Mx3DPointFloat& p_b) { EqualsCrossImpl(p_a.m_data, p_b.m_data); }
|
||||
|
||||
private:
|
||||
float m_elements[3];
|
||||
};
|
||||
|
||||
// VTABLE: LEGO1 0x100d41e8
|
||||
// SIZE 0x18
|
||||
class Mx4DPointFloat : public Vector4 {
|
||||
public:
|
||||
inline Mx4DPointFloat() : Vector4(m_elements) {}
|
||||
|
||||
private:
|
||||
float m_elements[4];
|
||||
};
|
||||
|
||||
#endif // MXGEOMETRY3D_H
|
5
LEGO1/mxgeometry/mxmatrix.cpp
Normal file
5
LEGO1/mxgeometry/mxmatrix.cpp
Normal file
|
@ -0,0 +1,5 @@
|
|||
#include "mxmatrix.h"
|
||||
|
||||
#include "decomp.h"
|
||||
|
||||
DECOMP_SIZE_ASSERT(MxMatrix, 0x48);
|
22
LEGO1/mxgeometry/mxmatrix.h
Normal file
22
LEGO1/mxgeometry/mxmatrix.h
Normal file
|
@ -0,0 +1,22 @@
|
|||
#ifndef MXMATRIX_H
|
||||
#define MXMATRIX_H
|
||||
|
||||
#include "realtime/matrix.h"
|
||||
|
||||
// VTABLE: LEGO1 0x100d4300
|
||||
// SIZE 0x48
|
||||
class MxMatrix : public Matrix4 {
|
||||
public:
|
||||
inline MxMatrix() : Matrix4(m_elements) {}
|
||||
inline MxMatrix(const MxMatrix& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); }
|
||||
|
||||
// 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?
|
||||
// FUNCTION: LEGO1 0x10002860
|
||||
virtual void operator=(const MxMatrix& p_matrix) { Equals(p_matrix); } // vtable+0x48
|
||||
|
||||
private:
|
||||
float m_elements[4][4];
|
||||
};
|
||||
|
||||
#endif // MXMATRIX_H
|
|
@ -2,8 +2,8 @@
|
|||
#define MXDSACTION_H
|
||||
|
||||
#include "mxdsobject.h"
|
||||
#include "mxgeometry/mxgeometry3d.h"
|
||||
#include "mxtypes.h"
|
||||
#include "realtime/vector.h"
|
||||
|
||||
class MxOmni;
|
||||
|
||||
|
@ -63,9 +63,9 @@ class MxDSAction : public MxDSObject {
|
|||
inline MxLong GetStartTime() const { return m_startTime; }
|
||||
inline MxS32 GetLoopCount() { return m_loopCount; }
|
||||
inline void SetLoopCount(MxS32 p_loopCount) { m_loopCount = p_loopCount; }
|
||||
inline Vector3Data& GetLocation() { return m_location; }
|
||||
inline Vector3Data& GetDirection() { return m_direction; }
|
||||
inline Vector3Data& GetUp() { return m_up; }
|
||||
inline Mx3DPointFloat& GetLocation() { return m_location; }
|
||||
inline Mx3DPointFloat& GetDirection() { return m_direction; }
|
||||
inline Mx3DPointFloat& GetUp() { return m_up; }
|
||||
inline MxCore* GetUnknown84() { return m_unk0x84; }
|
||||
inline void SetUnknown84(MxCore* p_unk0x84) { m_unk0x84 = p_unk0x84; }
|
||||
inline MxCore* GetOrigin() { return m_origin; }
|
||||
|
@ -88,9 +88,9 @@ class MxDSAction : public MxDSObject {
|
|||
MxLong m_startTime; // 0x34
|
||||
MxLong m_duration; // 0x38
|
||||
MxS32 m_loopCount; // 0x3c
|
||||
Vector3Data m_location; // 0x40
|
||||
Vector3Data m_direction; // 0x54
|
||||
Vector3Data m_up; // 0x68
|
||||
Mx3DPointFloat m_location; // 0x40
|
||||
Mx3DPointFloat m_direction; // 0x54
|
||||
Mx3DPointFloat m_up; // 0x68
|
||||
char* m_extraData; // 0x7c
|
||||
MxU16 m_extraLength; // 0x80
|
||||
MxCore* m_unk0x84; // 0x84
|
||||
|
|
|
@ -65,6 +65,7 @@ class MxVideoPresenter : public MxMediaPresenter {
|
|||
|
||||
// FUNCTION: LEGO1 0x1000c730
|
||||
virtual void RealizePalette(){}; // vtable+0x70
|
||||
|
||||
virtual undefined VTable0x74(); // vtable+0x74
|
||||
|
||||
// FUNCTION: LEGO1 0x1000c7b0
|
||||
|
|
|
@ -36,7 +36,7 @@ MxResult MxPresenter::StartAction(MxStreamController*, MxDSAction* p_action)
|
|||
|
||||
this->m_action = p_action;
|
||||
|
||||
const Vector3Data& location = this->m_action->GetLocation();
|
||||
const Mx3DPointFloat& location = this->m_action->GetLocation();
|
||||
MxS32 previousTickleState = this->m_currentTickleState;
|
||||
|
||||
this->m_location = MxPoint32(this->m_action->GetLocation()[0], this->m_action->GetLocation()[1]);
|
||||
|
|
|
@ -1,180 +1,5 @@
|
|||
|
||||
#include "matrix.h"
|
||||
|
||||
#include "decomp.h"
|
||||
#include "math.h"
|
||||
|
||||
#include <memory.h>
|
||||
|
||||
DECOMP_SIZE_ASSERT(Matrix4, 0x40);
|
||||
DECOMP_SIZE_ASSERT(Matrix4Impl, 0x8);
|
||||
DECOMP_SIZE_ASSERT(Matrix4Data, 0x48);
|
||||
|
||||
// FUNCTION: LEGO1 0x10002320
|
||||
void Matrix4Impl::EqualsMatrixData(const Matrix4& p_matrix)
|
||||
{
|
||||
*m_data = p_matrix;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002340
|
||||
void Matrix4Impl::EqualsMatrixImpl(const Matrix4Impl* p_other)
|
||||
{
|
||||
*m_data = *p_other->m_data;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002360
|
||||
void Matrix4Impl::AnotherSetData(Matrix4& p_data)
|
||||
{
|
||||
m_data = &p_data;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002380
|
||||
const Matrix4* Matrix4Impl::GetData() const
|
||||
{
|
||||
return m_data;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002390
|
||||
Matrix4* Matrix4Impl::GetData()
|
||||
{
|
||||
return m_data;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100023a0
|
||||
const float* Matrix4Impl::Element(int p_row, int p_col) const
|
||||
{
|
||||
return &(*m_data)[p_row][p_col];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100023c0
|
||||
float* Matrix4Impl::Element(int p_row, int p_col)
|
||||
{
|
||||
return &(*m_data)[p_row][p_col];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100023e0
|
||||
void Matrix4Impl::Clear()
|
||||
{
|
||||
memset(m_data, 0, 16 * sizeof(float));
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100023f0
|
||||
void Matrix4Impl::SetIdentity()
|
||||
{
|
||||
Clear();
|
||||
(*m_data)[0][0] = 1.0f;
|
||||
(*m_data)[1][1] = 1.0f;
|
||||
(*m_data)[2][2] = 1.0f;
|
||||
(*m_data)[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002430
|
||||
Matrix4Impl* Matrix4Impl::operator+=(const Matrix4& p_matrix)
|
||||
{
|
||||
for (int i = 0; i < 16; ++i)
|
||||
((float*) m_data)[i] += ((float*) &p_matrix)[i];
|
||||
return this;
|
||||
}
|
||||
|
||||
// Matches but instructions are significantly out of order. Probably not wrong
|
||||
// code given that the very similar SetTranslation does match.
|
||||
// FUNCTION: LEGO1 0x10002460
|
||||
void Matrix4Impl::TranslateBy(const float* p_x, const float* p_y, const float* p_z)
|
||||
{
|
||||
((float*) m_data)[12] += *p_x;
|
||||
((float*) m_data)[13] += *p_y;
|
||||
((float*) m_data)[14] += *p_z;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100024a0
|
||||
void Matrix4Impl::SetTranslation(const float* p_x, const float* p_y, const float* p_z)
|
||||
{
|
||||
(*m_data)[3][0] = *p_x;
|
||||
(*m_data)[3][1] = *p_y;
|
||||
(*m_data)[3][2] = *p_z;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100024d0
|
||||
void Matrix4Impl::EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b)
|
||||
{
|
||||
float* cur = (float*) m_data;
|
||||
for (int row = 0; row < 4; ++row) {
|
||||
for (int col = 0; col < 4; ++col) {
|
||||
*cur = 0.0f;
|
||||
for (int k = 0; k < 4; ++k) {
|
||||
*cur += p_a[row][k] * p_b[k][col];
|
||||
}
|
||||
cur++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002530
|
||||
void Matrix4Impl::EqualsMxProduct(const Matrix4Impl* p_a, const Matrix4Impl* p_b)
|
||||
{
|
||||
EqualsDataProduct(*p_a->m_data, *p_b->m_data);
|
||||
}
|
||||
|
||||
// Not close, Ghidra struggles understinging this method so it will have to
|
||||
// be manually worked out. Included since I at least figured out what it was
|
||||
// doing with rotateIndex and what overall operation it's trying to do.
|
||||
// STUB: LEGO1 0x10002550
|
||||
void Matrix4Impl::ToQuaternion(Vector4Impl* p_outQuat)
|
||||
{
|
||||
/*
|
||||
float trace = m_data[0] + m_data[5] + m_data[10];
|
||||
if (trace > 0) {
|
||||
trace = sqrt(trace + 1.0);
|
||||
p_outQuat->GetData()[3] = trace * 0.5f;
|
||||
p_outQuat->GetData()[0] = (m_data[9] - m_data[6]) * trace;
|
||||
p_outQuat->GetData()[1] = (m_data[2] - m_data[8]) * trace;
|
||||
p_outQuat->GetData()[2] = (m_data[4] - m_data[1]) * trace;
|
||||
return;
|
||||
}
|
||||
|
||||
// ~GLOBAL: LEGO1 0x100d4090
|
||||
static int rotateIndex[] = {1, 2, 0};
|
||||
|
||||
// Largest element along the trace
|
||||
int largest = m_data[0] < m_data[5];
|
||||
if (*Element(largest, largest) < m_data[10])
|
||||
largest = 2;
|
||||
|
||||
int next = rotateIndex[largest];
|
||||
int nextNext = rotateIndex[next];
|
||||
float valueA = *Element(nextNext, nextNext);
|
||||
float valueB = *Element(next, next);
|
||||
float valueC = *Element(largest, largest);
|
||||
|
||||
// Above is somewhat decomped, below is pure speculation since the automatic
|
||||
// decomp becomes very garbled.
|
||||
float traceValue = sqrt(valueA - valueB - valueC + 1.0);
|
||||
|
||||
p_outQuat->GetData()[largest] = traceValue * 0.5f;
|
||||
traceValue = 0.5f / traceValue;
|
||||
|
||||
p_outQuat->GetData()[3] = (m_data[next + 4 * nextNext] - m_data[nextNext + 4 * next]) * traceValue;
|
||||
p_outQuat->GetData()[next] = (m_data[next + 4 * largest] + m_data[largest + 4 * next]) * traceValue;
|
||||
p_outQuat->GetData()[nextNext] = (m_data[nextNext + 4 * largest] + m_data[largest + 4 * nextNext]) * traceValue;
|
||||
*/
|
||||
}
|
||||
|
||||
// No idea what this function is doing and it will be hard to tell until
|
||||
// we have a confirmed usage site.
|
||||
// STUB: LEGO1 0x10002710
|
||||
int Matrix4Impl::FromQuaternion(const Vector4Impl& p_vec)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002850
|
||||
void Matrix4Impl::operator=(const Matrix4Impl& p_other)
|
||||
{
|
||||
EqualsMatrixImpl(&p_other);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002860
|
||||
void Matrix4Data::operator=(const Matrix4Data& p_other)
|
||||
{
|
||||
EqualsMatrixImpl(&p_other);
|
||||
}
|
||||
DECOMP_SIZE_ASSERT(Matrix4, 0x8);
|
||||
|
|
|
@ -3,90 +3,166 @@
|
|||
|
||||
#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
|
||||
#include <memory.h>
|
||||
|
||||
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]; }
|
||||
struct UnknownMatrixType {
|
||||
float m_data[4][4];
|
||||
};
|
||||
|
||||
// VTABLE: LEGO1 0x100d4350
|
||||
// SIZE 0x8
|
||||
class Matrix4Impl {
|
||||
class Matrix4 {
|
||||
public:
|
||||
inline Matrix4Impl(Matrix4& p_data) { SetData(p_data); }
|
||||
inline Matrix4(float (*p_data)[4]) { SetData(p_data); }
|
||||
|
||||
// Note: virtual function overloads appear in the virtual table
|
||||
// in reverse order of appearance.
|
||||
|
||||
// FUNCTION: LEGO1 0x10002320
|
||||
virtual void Equals(float (*p_data)[4]) { memcpy(m_data, p_data, sizeof(float) * 4 * 4); } // vtable+0x04
|
||||
|
||||
// FUNCTION: LEGO1 0x10002340
|
||||
virtual void Equals(const Matrix4& p_matrix)
|
||||
{
|
||||
memcpy(m_data, p_matrix.m_data, sizeof(float) * 4 * 4);
|
||||
}; // vtable+0x00
|
||||
|
||||
// FUNCTION: LEGO1 0x10002360
|
||||
virtual void SetData(float (*p_data)[4]) { m_data = p_data; } // vtable+0x0c
|
||||
|
||||
// vtable + 0x00
|
||||
virtual void EqualsMatrixImpl(const Matrix4Impl* p_other);
|
||||
virtual void EqualsMatrixData(const Matrix4& p_matrix);
|
||||
// FUNCTION: LEGO1 0x10002370
|
||||
virtual void SetData(Matrix4& p_data) { m_data = &p_data; }
|
||||
virtual void AnotherSetData(Matrix4& p_data);
|
||||
virtual void SetData(UnknownMatrixType& p_matrix) { m_data = p_matrix.m_data; }; // vtable+0x08
|
||||
|
||||
// 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;
|
||||
// FUNCTION: LEGO1 0x10002380
|
||||
virtual float (*GetData())[4] { return m_data; }; // vtable+0x14
|
||||
|
||||
// vtable + 0x20
|
||||
virtual void Clear();
|
||||
virtual void SetIdentity();
|
||||
virtual void operator=(const Matrix4Impl& p_other);
|
||||
virtual Matrix4Impl* operator+=(const Matrix4& p_matrix);
|
||||
// FUNCTION: LEGO1 0x10002390
|
||||
virtual float (*GetData() const)[4] { return m_data; }; // vtable+0x10
|
||||
|
||||
// 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);
|
||||
// FUNCTION: LEGO1 0x100023a0
|
||||
virtual float* Element(int p_row, int p_col) { return &m_data[p_row][p_col]; } // vtable+0x1c
|
||||
|
||||
// vtable + 0x40
|
||||
virtual void ToQuaternion(Vector4Impl* p_resultQuat);
|
||||
virtual int FromQuaternion(const Vector4Impl& p_vec);
|
||||
// FUNCTION: LEGO1 0x100023c0
|
||||
virtual const float* Element(int p_row, int p_col) const { return &m_data[p_row][p_col]; }; // vtable+0x18
|
||||
|
||||
inline float& operator[](size_t idx) { return ((float*) m_data)[idx]; }
|
||||
// FUNCTION: LEGO1 0x100023e0
|
||||
virtual void Clear() { memset(m_data, 0, 16 * sizeof(float)); }; // vtable+0x20
|
||||
|
||||
// FUNCTION: LEGO1 0x100023f0
|
||||
virtual void SetIdentity()
|
||||
{
|
||||
Clear();
|
||||
m_data[0][0] = 1.0f;
|
||||
m_data[1][1] = 1.0f;
|
||||
m_data[2][2] = 1.0f;
|
||||
m_data[3][3] = 1.0f;
|
||||
} // vtable+0x24
|
||||
|
||||
// FUNCTION: LEGO1 0x10002850
|
||||
virtual void operator=(const Matrix4& p_matrix) { Equals(p_matrix); } // vtable+0x28
|
||||
|
||||
// FUNCTION: LEGO1 0x10002430
|
||||
virtual Matrix4& operator+=(float (*p_data)[4])
|
||||
{
|
||||
for (int i = 0; i < 16; i++)
|
||||
((float*) m_data)[i] += ((float*) p_data)[i];
|
||||
return *this;
|
||||
} // vtable+0x2c
|
||||
|
||||
// FUNCTION: LEGO1 0x10002460
|
||||
virtual void TranslateBy(const float* p_x, const float* p_y, const float* p_z)
|
||||
{
|
||||
m_data[3][0] += *p_x;
|
||||
m_data[3][1] += *p_y;
|
||||
m_data[3][2] += *p_z;
|
||||
} // vtable+0x30
|
||||
|
||||
// FUNCTION: LEGO1 0x100024a0
|
||||
virtual void SetTranslation(const float* p_x, const float* p_y, const float* p_z)
|
||||
{
|
||||
m_data[3][0] = *p_x;
|
||||
m_data[3][1] = *p_y;
|
||||
m_data[3][2] = *p_z;
|
||||
} // vtable+0x34
|
||||
|
||||
// FUNCTION: LEGO1 0x100024d0
|
||||
virtual void Product(float (*p_a)[4], float (*p_b)[4])
|
||||
{
|
||||
float* cur = (float*) m_data;
|
||||
for (int row = 0; row < 4; row++) {
|
||||
for (int col = 0; col < 4; col++) {
|
||||
*cur = 0.0f;
|
||||
for (int k = 0; k < 4; k++) {
|
||||
*cur += p_a[row][k] * p_b[k][col];
|
||||
}
|
||||
cur++;
|
||||
}
|
||||
}
|
||||
}; // vtable+0x3c
|
||||
|
||||
// FUNCTION: LEGO1 0x10002530
|
||||
virtual void Product(const Matrix4& p_a, const Matrix4& p_b) { Product(p_a.m_data, p_b.m_data); } // vtable+0x38
|
||||
|
||||
inline virtual void ToQuaternion(Vector4& p_resultQuat); // vtable+0x40
|
||||
inline virtual int FromQuaternion(const Vector4& p_vec); // vtable+0x44
|
||||
|
||||
float* operator[](size_t idx) { return m_data[idx]; }
|
||||
const float* operator[](size_t idx) const { return m_data[idx]; }
|
||||
|
||||
protected:
|
||||
// TODO: Currently unclear whether this class contains a Matrix4* or float*.
|
||||
Matrix4* m_data;
|
||||
float (*m_data)[4];
|
||||
};
|
||||
|
||||
// VTABLE: LEGO1 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; }
|
||||
// Not close, Ghidra struggles understinging this method so it will have to
|
||||
// be manually worked out. Included since I at least figured out what it was
|
||||
// doing with rotateIndex and what overall operation it's trying to do.
|
||||
// STUB: LEGO1 0x10002550
|
||||
inline void Matrix4::ToQuaternion(Vector4& p_outQuat)
|
||||
{
|
||||
/*
|
||||
float trace = m_data[0] + m_data[5] + m_data[10];
|
||||
if (trace > 0) {
|
||||
trace = sqrt(trace + 1.0);
|
||||
p_outQuat->GetData()[3] = trace * 0.5f;
|
||||
p_outQuat->GetData()[0] = (m_data[9] - m_data[6]) * trace;
|
||||
p_outQuat->GetData()[1] = (m_data[2] - m_data[8]) * trace;
|
||||
p_outQuat->GetData()[2] = (m_data[4] - m_data[1]) * trace;
|
||||
return;
|
||||
}
|
||||
|
||||
// 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);
|
||||
// ~GLOBAL: LEGO1 0x100d4090
|
||||
static int rotateIndex[] = {1, 2, 0};
|
||||
|
||||
Matrix4 m_matrix;
|
||||
};
|
||||
// Largest element along the trace
|
||||
int largest = m_data[0] < m_data[5];
|
||||
if (*Element(largest, largest) < m_data[10])
|
||||
largest = 2;
|
||||
|
||||
int next = rotateIndex[largest];
|
||||
int nextNext = rotateIndex[next];
|
||||
float valueA = *Element(nextNext, nextNext);
|
||||
float valueB = *Element(next, next);
|
||||
float valueC = *Element(largest, largest);
|
||||
|
||||
// Above is somewhat decomped, below is pure speculation since the automatic
|
||||
// decomp becomes very garbled.
|
||||
float traceValue = sqrt(valueA - valueB - valueC + 1.0);
|
||||
|
||||
p_outQuat->GetData()[largest] = traceValue * 0.5f;
|
||||
traceValue = 0.5f / traceValue;
|
||||
|
||||
p_outQuat->GetData()[3] = (m_data[next + 4 * nextNext] - m_data[nextNext + 4 * next]) * traceValue;
|
||||
p_outQuat->GetData()[next] = (m_data[next + 4 * largest] + m_data[largest + 4 * next]) * traceValue;
|
||||
p_outQuat->GetData()[nextNext] = (m_data[nextNext + 4 * largest] + m_data[largest + 4 * nextNext]) * traceValue;
|
||||
*/
|
||||
}
|
||||
|
||||
// No idea what this function is doing and it will be hard to tell until
|
||||
// we have a confirmed usage site.
|
||||
// STUB: LEGO1 0x10002710
|
||||
inline int Matrix4::FromQuaternion(const Vector4& p_vec)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
#endif // MATRIX_H
|
||||
|
|
|
@ -2,8 +2,24 @@
|
|||
|
||||
#include "decomp.h"
|
||||
|
||||
#include <vec.h>
|
||||
|
||||
DECOMP_SIZE_ASSERT(OrientableROI, 0xdc)
|
||||
|
||||
// FUNCTION: LEGO1 0x100a4420
|
||||
OrientableROI::OrientableROI()
|
||||
{
|
||||
FILLVEC3(m_world_bounding_box.Min(), 888888.8);
|
||||
FILLVEC3(m_world_bounding_box.Max(), -888888.8);
|
||||
ZEROVEC3(m_world_bounding_sphere.Center());
|
||||
m_world_bounding_sphere.Radius() = 0.0;
|
||||
ZEROVEC3(m_world_velocity);
|
||||
IDENTMAT4(m_local2world);
|
||||
|
||||
m_unk0xd4 = 0;
|
||||
m_unk0xd8 |= Flag_Bit1 | Flag_Bit2;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100a5910
|
||||
void OrientableROI::VTable0x1c()
|
||||
{
|
||||
|
@ -12,27 +28,27 @@ void OrientableROI::VTable0x1c()
|
|||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100a5930
|
||||
void OrientableROI::SetLocalTransform(const Matrix4Impl& p_transform)
|
||||
void OrientableROI::SetLocalTransform(const Matrix4& p_transform)
|
||||
{
|
||||
reinterpret_cast<Matrix4Impl&>(m_local2world) = p_transform;
|
||||
reinterpret_cast<Matrix4&>(m_local2world) = p_transform;
|
||||
UpdateWorldBoundingVolumes();
|
||||
UpdateWorldVelocity();
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100a5960
|
||||
void OrientableROI::VTable0x24(const Matrix4Data& p_transform)
|
||||
void OrientableROI::VTable0x24(const MxMatrix& p_transform)
|
||||
{
|
||||
Matrix4Data l_matrix(m_local2world);
|
||||
m_local2world.EqualsMxProduct(&p_transform, &l_matrix);
|
||||
MxMatrix l_matrix(m_local2world);
|
||||
m_local2world.Product(p_transform, l_matrix);
|
||||
UpdateWorldBoundingVolumes();
|
||||
UpdateWorldVelocity();
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100a59b0
|
||||
void OrientableROI::UpdateWorldData(const Matrix4Data& p_transform)
|
||||
void OrientableROI::UpdateWorldData(const MxMatrix& p_transform)
|
||||
{
|
||||
Matrix4Data l_matrix(m_local2world);
|
||||
m_local2world.EqualsMxProduct(&l_matrix, &p_transform);
|
||||
MxMatrix l_matrix(m_local2world);
|
||||
m_local2world.Product(l_matrix, p_transform);
|
||||
UpdateWorldBoundingVolumes();
|
||||
UpdateWorldVelocity();
|
||||
|
||||
|
@ -50,9 +66,9 @@ void OrientableROI::UpdateWorldVelocity()
|
|||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100a5d80
|
||||
const Vector3& OrientableROI::GetWorldVelocity() const
|
||||
const float* OrientableROI::GetWorldVelocity() const
|
||||
{
|
||||
return (Vector3&) *m_world_velocity.GetData();
|
||||
return m_world_velocity.GetData();
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100a5d90
|
||||
|
|
|
@ -1,47 +1,55 @@
|
|||
#ifndef ORIENTABLEROI_H
|
||||
#define ORIENTABLEROI_H
|
||||
|
||||
#include "matrix.h"
|
||||
#include "decomp.h"
|
||||
#include "mxgeometry/mxmatrix.h"
|
||||
#include "roi.h"
|
||||
|
||||
// VTABLE: LEGO1 0x100dbc08
|
||||
// SIZE 0xdc
|
||||
class OrientableROI : public ROI {
|
||||
public:
|
||||
// FUNCTION: LEGO1 0x100a4420
|
||||
OrientableROI()
|
||||
{
|
||||
FILLVEC3(m_world_bounding_box.Min(), 888888.8);
|
||||
FILLVEC3(m_world_bounding_box.Max(), -888888.8);
|
||||
ZEROVEC3(m_world_bounding_sphere.Center());
|
||||
m_world_bounding_sphere.Radius() = 0.0;
|
||||
ZEROVEC3(m_world_velocity);
|
||||
IDENTMAT4(m_local2world.GetMatrix());
|
||||
}
|
||||
enum {
|
||||
Flag_Bit1 = 0x01,
|
||||
Flag_Bit2 = 0x02
|
||||
};
|
||||
|
||||
virtual const Vector3& GetWorldVelocity() const override; // vtable+0x8
|
||||
OrientableROI();
|
||||
|
||||
virtual const float* GetWorldVelocity() const override; // vtable+0x8
|
||||
virtual const BoundingBox& GetWorldBoundingBox() const override; // vtable+0xc
|
||||
virtual const BoundingSphere& GetWorldBoundingSphere() const override; // vtable+0x10
|
||||
// FUNCTION: LEGO1 0x100a5db0
|
||||
virtual void VTable0x14() { VTable0x1c(); } // vtable+0x14
|
||||
virtual void UpdateWorldBoundingVolumes() = 0; // vtable+0x18
|
||||
virtual void VTable0x1c(); // vtable+0x1c
|
||||
virtual void SetLocalTransform(const Matrix4Impl& p_transform); // vtable+0x20
|
||||
virtual void VTable0x24(const Matrix4Data& p_transform); // vtable+0x24
|
||||
virtual void UpdateWorldData(const Matrix4Data& p_transform); // vtable+0x28
|
||||
virtual void SetLocalTransform(const Matrix4& p_transform); // vtable+0x20
|
||||
virtual void VTable0x24(const MxMatrix& p_transform); // vtable+0x24
|
||||
virtual void UpdateWorldData(const MxMatrix& p_transform); // vtable+0x28
|
||||
virtual void UpdateWorldVelocity(); // vtable+0x2c
|
||||
|
||||
const float* GetWorldPosition() const { return m_local2world[3]; }
|
||||
const float* GetWorldDirection() const { return m_local2world[2]; }
|
||||
const float* GetWorldUp() const { return m_local2world[1]; }
|
||||
|
||||
// SYNTHETIC: LEGO1 0x100a4630
|
||||
// OrientableROI::`scalar deleting destructor'
|
||||
|
||||
protected:
|
||||
char m_unk0xc; // 0xc
|
||||
Matrix4Data m_local2world; // 0x10
|
||||
MxMatrix m_local2world; // 0x10
|
||||
BoundingBox m_world_bounding_box; // 0x58
|
||||
|
||||
// Unclear whether the following vectors are:
|
||||
// 1) Part of m_world_bounding_box;
|
||||
// 2) A second BoundingBox;
|
||||
// 3) Standalone vectors
|
||||
|
||||
Mx3DPointFloat m_unk0x80; // 0x80
|
||||
Mx3DPointFloat m_unk0x94; // 0x94
|
||||
BoundingSphere m_world_bounding_sphere; // 0xa8
|
||||
Vector3Data m_world_velocity; // 0xc0
|
||||
unsigned int m_unk0xd4; // 0xd4
|
||||
unsigned int m_unk0xd8; // 0xd8
|
||||
Mx3DPointFloat m_world_velocity; // 0xc0
|
||||
undefined4 m_unk0xd4; // 0xd4
|
||||
undefined4 m_unk0xd8; // 0xd8
|
||||
};
|
||||
|
||||
#endif // ORIENTABLEROI_H
|
||||
|
|
|
@ -1,45 +1,20 @@
|
|||
#include "realtime.h"
|
||||
|
||||
#include <vec.h>
|
||||
|
||||
// FUNCTION: LEGO1 0x100a5b40
|
||||
void CalcLocalTransform(
|
||||
const Vector3Impl& p_posVec,
|
||||
const Vector3Impl& p_dirVec,
|
||||
const Vector3Impl& p_upVec,
|
||||
Matrix4Impl& p_outMatrix
|
||||
)
|
||||
void CalcLocalTransform(const Vector3& p_posVec, const Vector3& p_dirVec, const Vector3& p_upVec, Matrix4& p_outMatrix)
|
||||
{
|
||||
float x_axis[3], y_axis[3], z_axis[3];
|
||||
|
||||
// This is an unrolled version of the "NORMVEC3" macro,
|
||||
// used here to apply a silly hack to get a 100% match
|
||||
{
|
||||
const float dirVec1Operation = (p_dirVec)[1] * (p_dirVec)[1];
|
||||
double len = sqrt(((p_dirVec)[0] * (p_dirVec)[0] + dirVec1Operation + (p_dirVec)[2] * (p_dirVec)[2]));
|
||||
((z_axis)[0] = (p_dirVec)[0] / (len), (z_axis)[1] = (p_dirVec)[1] / (len), (z_axis)[2] = (p_dirVec)[2] / (len));
|
||||
}
|
||||
|
||||
NORMVEC3(z_axis, p_dirVec);
|
||||
NORMVEC3(y_axis, p_upVec)
|
||||
|
||||
VXV3(x_axis, y_axis, z_axis);
|
||||
|
||||
// Exact same thing as pointed out by the above comment
|
||||
{
|
||||
const float axis2Operation = (x_axis)[2] * (x_axis)[2];
|
||||
double len = sqrt(((x_axis)[0] * (x_axis)[0] + axis2Operation + (x_axis)[1] * (x_axis)[1]));
|
||||
((x_axis)[0] = (x_axis)[0] / (len), (x_axis)[1] = (x_axis)[1] / (len), (x_axis)[2] = (x_axis)[2] / (len));
|
||||
}
|
||||
|
||||
NORMVEC3(x_axis, x_axis);
|
||||
VXV3(y_axis, z_axis, x_axis);
|
||||
|
||||
// Again, the same thing
|
||||
{
|
||||
const float axis2Operation = (y_axis)[2] * (y_axis)[2];
|
||||
double len = sqrt(((y_axis)[0] * (y_axis)[0] + axis2Operation + (y_axis)[1] * (y_axis)[1]));
|
||||
((y_axis)[0] = (y_axis)[0] / (len), (y_axis)[1] = (y_axis)[1] / (len), (y_axis)[2] = (y_axis)[2] / (len));
|
||||
}
|
||||
|
||||
SET4from3(&p_outMatrix[0], x_axis, 0);
|
||||
SET4from3(&p_outMatrix[4], y_axis, 0);
|
||||
SET4from3(&p_outMatrix[8], z_axis, 0);
|
||||
SET4from3(&p_outMatrix[12], p_posVec, 1);
|
||||
NORMVEC3(y_axis, y_axis);
|
||||
SET4from3(p_outMatrix[0], x_axis, 0);
|
||||
SET4from3(p_outMatrix[1], y_axis, 0);
|
||||
SET4from3(p_outMatrix[2], z_axis, 0);
|
||||
SET4from3(p_outMatrix[3], p_posVec, 1);
|
||||
}
|
||||
|
|
|
@ -9,11 +9,6 @@
|
|||
VDS3(dst, src, len); \
|
||||
}
|
||||
|
||||
void CalcLocalTransform(
|
||||
const Vector3Impl& p_posVec,
|
||||
const Vector3Impl& p_dirVec,
|
||||
const Vector3Impl& p_upVec,
|
||||
Matrix4Impl& p_outMatrix
|
||||
);
|
||||
void CalcLocalTransform(const Vector3& p_posVec, const Vector3& p_dirVec, const Vector3& p_upVec, Matrix4& p_outMatrix);
|
||||
|
||||
#endif // REALTIME_H
|
||||
|
|
|
@ -5,39 +5,39 @@
|
|||
|
||||
#include "compat.h"
|
||||
#include "lodlist.h"
|
||||
#include "mxgeometry/mxgeometry3d.h"
|
||||
#include "mxstl/stlcompat.h"
|
||||
#include "realtime/realtime.h"
|
||||
#include "vector.h"
|
||||
|
||||
/*
|
||||
* A simple bounding box object with Min and Max accessor methods.
|
||||
*/
|
||||
// SIZE 0x28
|
||||
class BoundingBox {
|
||||
public:
|
||||
const Vector3Data& Min() const { return min; }
|
||||
Vector3Data& Min() { return min; }
|
||||
const Vector3Data& Max() const { return max; }
|
||||
Vector3Data& Max() { return max; }
|
||||
const Mx3DPointFloat& Min() const { return min; }
|
||||
Mx3DPointFloat& Min() { return min; }
|
||||
const Mx3DPointFloat& Max() const { return max; }
|
||||
Mx3DPointFloat& Max() { return max; }
|
||||
|
||||
private:
|
||||
Vector3Data min;
|
||||
Vector3Data max;
|
||||
Vector3Data m_unk0x28;
|
||||
Vector3Data m_unk0x3c;
|
||||
Mx3DPointFloat min;
|
||||
Mx3DPointFloat max;
|
||||
};
|
||||
|
||||
/*
|
||||
* A simple bounding sphere object with center and radius accessor methods.
|
||||
*/
|
||||
// SIZE 0x18
|
||||
class BoundingSphere {
|
||||
public:
|
||||
const Vector3Data& Center() const { return center; }
|
||||
Vector3Data& Center() { return center; }
|
||||
const Mx3DPointFloat& Center() const { return center; }
|
||||
Mx3DPointFloat& Center() { return center; }
|
||||
const float& Radius() const { return radius; }
|
||||
float& Radius() { return radius; }
|
||||
|
||||
private:
|
||||
Vector3Data center;
|
||||
Mx3DPointFloat center;
|
||||
float radius;
|
||||
};
|
||||
|
||||
|
@ -74,13 +74,14 @@ typedef vector<const ROI*> ROIList;
|
|||
typedef vector<int> IntList;
|
||||
|
||||
// VTABLE: LEGO1 0x100dbc38
|
||||
// SIZE 0xc
|
||||
// SIZE 0x10
|
||||
class ROI {
|
||||
public:
|
||||
ROI()
|
||||
{
|
||||
m_comp = 0;
|
||||
m_lods = 0;
|
||||
m_unk0xc = 1;
|
||||
}
|
||||
virtual ~ROI()
|
||||
{
|
||||
|
@ -89,7 +90,7 @@ class ROI {
|
|||
assert(!m_lods);
|
||||
}
|
||||
virtual float IntrinsicImportance() const = 0; // vtable+0x4
|
||||
virtual const Vector3& GetWorldVelocity() const = 0; // vtable+0x8
|
||||
virtual const float* GetWorldVelocity() const = 0; // vtable+0x8
|
||||
virtual const BoundingBox& GetWorldBoundingBox() const = 0; // vtable+0xc
|
||||
virtual const BoundingSphere& GetWorldBoundingSphere() const = 0; // vtable+0x10
|
||||
|
||||
|
@ -105,5 +106,6 @@ class ROI {
|
|||
protected:
|
||||
CompoundObject* m_comp; // 0x4
|
||||
LODListBase* m_lods; // 0x8
|
||||
undefined m_unk0xc; // 0xc
|
||||
};
|
||||
#endif // ROI_H
|
||||
|
|
|
@ -1,457 +1,7 @@
|
|||
|
||||
#include "vector.h"
|
||||
|
||||
#include "decomp.h"
|
||||
|
||||
#include <math.h>
|
||||
#include <memory.h>
|
||||
|
||||
DECOMP_SIZE_ASSERT(Vector2Impl, 0x8);
|
||||
DECOMP_SIZE_ASSERT(Vector3Impl, 0x8);
|
||||
DECOMP_SIZE_ASSERT(Vector4Impl, 0x8);
|
||||
DECOMP_SIZE_ASSERT(Vector3Data, 0x14);
|
||||
DECOMP_SIZE_ASSERT(Vector4Data, 0x18);
|
||||
|
||||
// FUNCTION: LEGO1 0x10001f80
|
||||
void Vector2Impl::AddVectorImpl(float* p_value)
|
||||
{
|
||||
m_data[0] += p_value[0];
|
||||
m_data[1] += p_value[1];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10001fa0
|
||||
void Vector2Impl::AddScalarImpl(float p_value)
|
||||
{
|
||||
m_data[0] += p_value;
|
||||
m_data[1] += p_value;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10001fc0
|
||||
void Vector2Impl::SubVectorImpl(float* p_value)
|
||||
{
|
||||
m_data[0] -= p_value[0];
|
||||
m_data[1] -= p_value[1];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10001fe0
|
||||
void Vector2Impl::MullVectorImpl(float* p_value)
|
||||
{
|
||||
m_data[0] *= p_value[0];
|
||||
m_data[1] *= p_value[1];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002000
|
||||
void Vector2Impl::MullScalarImpl(float* p_value)
|
||||
{
|
||||
m_data[0] *= *p_value;
|
||||
m_data[1] *= *p_value;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002020
|
||||
void Vector2Impl::DivScalarImpl(float* p_value)
|
||||
{
|
||||
m_data[0] /= *p_value;
|
||||
m_data[1] /= *p_value;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002040
|
||||
float Vector2Impl::DotImpl(float* p_a, float* p_b) const
|
||||
{
|
||||
return p_b[0] * p_a[0] + p_b[1] * p_a[1];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002070
|
||||
void Vector2Impl::EqualsImpl(float* p_data)
|
||||
{
|
||||
float* vec = m_data;
|
||||
vec[0] = p_data[0];
|
||||
vec[1] = p_data[1];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002090
|
||||
float* Vector2Impl::GetData()
|
||||
{
|
||||
return m_data;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100020a0
|
||||
const float* Vector2Impl::GetData() const
|
||||
{
|
||||
return m_data;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100020b0
|
||||
void Vector2Impl::Clear()
|
||||
{
|
||||
float* vec = m_data;
|
||||
vec[0] = 0.0f;
|
||||
vec[1] = 0.0f;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100020d0
|
||||
float Vector2Impl::Dot(float* p_a, float* p_b) const
|
||||
{
|
||||
return DotImpl(p_a, p_b);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100020f0
|
||||
float Vector2Impl::Dot(Vector2Impl* p_a, Vector2Impl* p_b) const
|
||||
{
|
||||
return DotImpl(p_a->m_data, p_b->m_data);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002110
|
||||
float Vector2Impl::Dot(float* p_a, Vector2Impl* p_b) const
|
||||
{
|
||||
return DotImpl(p_a, p_b->m_data);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002130
|
||||
float Vector2Impl::Dot(Vector2Impl* p_a, float* p_b) const
|
||||
{
|
||||
return DotImpl(p_a->m_data, p_b);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002150
|
||||
float Vector2Impl::LenSquared() const
|
||||
{
|
||||
return m_data[0] * m_data[0] + m_data[1] * m_data[1];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002160
|
||||
int Vector2Impl::Unitize()
|
||||
{
|
||||
float sq = LenSquared();
|
||||
if (sq > 0.0f) {
|
||||
float root = sqrt(sq);
|
||||
if (root > 0) {
|
||||
DivScalarImpl(&root);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100021c0
|
||||
void Vector2Impl::Add(float p_value)
|
||||
{
|
||||
AddScalarImpl(p_value);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100021d0
|
||||
void Vector2Impl::Add(float* p_other)
|
||||
{
|
||||
AddVectorImpl(p_other);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100021e0
|
||||
void Vector2Impl::Add(Vector2Impl* p_other)
|
||||
{
|
||||
AddVectorImpl(p_other->m_data);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100021f0
|
||||
void Vector2Impl::Sub(float* p_other)
|
||||
{
|
||||
SubVectorImpl(p_other);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002200
|
||||
void Vector2Impl::Sub(Vector2Impl* p_other)
|
||||
{
|
||||
SubVectorImpl(p_other->m_data);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002210
|
||||
void Vector2Impl::Mul(float* p_other)
|
||||
{
|
||||
MullVectorImpl(p_other);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002220
|
||||
void Vector2Impl::Mul(Vector2Impl* p_other)
|
||||
{
|
||||
MullVectorImpl(p_other->m_data);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002230
|
||||
void Vector2Impl::Mul(float& p_value)
|
||||
{
|
||||
MullScalarImpl(&p_value);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002240
|
||||
void Vector2Impl::Div(float& p_value)
|
||||
{
|
||||
DivScalarImpl(&p_value);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002250
|
||||
void Vector2Impl::SetVector(float* p_other)
|
||||
{
|
||||
EqualsImpl(p_other);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002260
|
||||
void Vector2Impl::SetVector(Vector2Impl* p_other)
|
||||
{
|
||||
EqualsImpl(p_other->m_data);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002270
|
||||
void Vector3Impl::EqualsCrossImpl(float* p_a, float* p_b)
|
||||
{
|
||||
m_data[0] = p_a[1] * p_b[2] - p_a[2] * p_b[1];
|
||||
m_data[1] = p_a[2] * p_b[0] - p_a[0] * p_b[2];
|
||||
m_data[2] = p_a[0] * p_b[1] - p_a[1] * p_b[0];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100022c0
|
||||
void Vector3Impl::EqualsCross(Vector3Impl* p_a, Vector3Impl* p_b)
|
||||
{
|
||||
EqualsCrossImpl(p_a->m_data, p_b->m_data);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100022e0
|
||||
void Vector3Impl::EqualsCross(Vector3Impl* p_a, float* p_b)
|
||||
{
|
||||
EqualsCrossImpl(p_a->m_data, p_b);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002300
|
||||
void Vector3Impl::EqualsCross(float* p_a, Vector3Impl* p_b)
|
||||
{
|
||||
EqualsCrossImpl(p_a, p_b->m_data);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002870
|
||||
void Vector4Impl::AddVectorImpl(float* p_value)
|
||||
{
|
||||
m_data[0] += p_value[0];
|
||||
m_data[1] += p_value[1];
|
||||
m_data[2] += p_value[2];
|
||||
m_data[3] += p_value[3];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100028b0
|
||||
void Vector4Impl::AddScalarImpl(float p_value)
|
||||
{
|
||||
m_data[0] += p_value;
|
||||
m_data[1] += p_value;
|
||||
m_data[2] += p_value;
|
||||
m_data[3] += p_value;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100028f0
|
||||
void Vector4Impl::SubVectorImpl(float* p_value)
|
||||
{
|
||||
m_data[0] -= p_value[0];
|
||||
m_data[1] -= p_value[1];
|
||||
m_data[2] -= p_value[2];
|
||||
m_data[3] -= p_value[3];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002930
|
||||
void Vector4Impl::MullVectorImpl(float* p_value)
|
||||
{
|
||||
m_data[0] *= p_value[0];
|
||||
m_data[1] *= p_value[1];
|
||||
m_data[2] *= p_value[2];
|
||||
m_data[3] *= p_value[3];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002970
|
||||
void Vector4Impl::MullScalarImpl(float* p_value)
|
||||
{
|
||||
m_data[0] *= *p_value;
|
||||
m_data[1] *= *p_value;
|
||||
m_data[2] *= *p_value;
|
||||
m_data[3] *= *p_value;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100029b0
|
||||
void Vector4Impl::DivScalarImpl(float* p_value)
|
||||
{
|
||||
m_data[0] /= *p_value;
|
||||
m_data[1] /= *p_value;
|
||||
m_data[2] /= *p_value;
|
||||
m_data[3] /= *p_value;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100029f0
|
||||
float Vector4Impl::DotImpl(float* p_a, float* p_b) const
|
||||
{
|
||||
return p_a[0] * p_b[0] + p_a[2] * p_b[2] + (p_a[1] * p_b[1] + p_a[3] * p_b[3]);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002a20
|
||||
void Vector4Impl::EqualsImpl(float* p_data)
|
||||
{
|
||||
float* vec = m_data;
|
||||
vec[0] = p_data[0];
|
||||
vec[1] = p_data[1];
|
||||
vec[2] = p_data[2];
|
||||
vec[3] = p_data[3];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002a40
|
||||
void Vector4Impl::SetMatrixProductImpl(float* p_vec, float* p_mat)
|
||||
{
|
||||
m_data[0] = p_vec[0] * p_mat[0] + p_vec[1] * p_mat[4] + p_vec[2] * p_mat[8] + p_vec[3] * p_mat[12];
|
||||
m_data[1] = p_vec[0] * p_mat[1] + p_vec[1] * p_mat[5] + p_vec[2] * p_mat[9] + p_vec[4] * p_mat[13];
|
||||
m_data[2] = p_vec[0] * p_mat[2] + p_vec[1] * p_mat[6] + p_vec[2] * p_mat[10] + p_vec[4] * p_mat[14];
|
||||
m_data[3] = p_vec[0] * p_mat[3] + p_vec[1] * p_mat[7] + p_vec[2] * p_mat[11] + p_vec[4] * p_mat[15];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002ae0
|
||||
void Vector4Impl::SetMatrixProduct(Vector4Impl* p_a, float* p_b)
|
||||
{
|
||||
SetMatrixProductImpl(p_a->m_data, p_b);
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002b00
|
||||
void Vector4Impl::Clear()
|
||||
{
|
||||
float* vec = m_data;
|
||||
vec[0] = 0.0f;
|
||||
vec[1] = 0.0f;
|
||||
vec[2] = 0.0f;
|
||||
vec[3] = 0.0f;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002b20
|
||||
float Vector4Impl::LenSquared() const
|
||||
{
|
||||
return m_data[1] * m_data[1] + m_data[0] * m_data[0] + m_data[2] * m_data[2] + m_data[3] * m_data[3];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002b40
|
||||
void Vector4Impl::EqualsScalar(float* p_value)
|
||||
{
|
||||
m_data[0] = *p_value;
|
||||
m_data[1] = *p_value;
|
||||
m_data[2] = *p_value;
|
||||
m_data[3] = *p_value;
|
||||
}
|
||||
|
||||
// Note close yet, included because I'm at least confident I know what operation
|
||||
// it's trying to do.
|
||||
// STUB: LEGO1 0x10002b70
|
||||
int Vector4Impl::NormalizeQuaternion()
|
||||
{
|
||||
float* v = m_data;
|
||||
float magnitude = v[1] * v[1] + v[2] * v[2] + v[0] * v[0];
|
||||
if (magnitude > 0.0f) {
|
||||
float theta = v[3] * 0.5f;
|
||||
v[3] = cos(theta);
|
||||
float frac = sin(theta);
|
||||
magnitude = frac / sqrt(magnitude);
|
||||
v[0] *= magnitude;
|
||||
v[1] *= magnitude;
|
||||
v[2] *= magnitude;
|
||||
return 0;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10002bf0
|
||||
void Vector4Impl::UnknownQuaternionOp(Vector4Impl* p_a, Vector4Impl* p_b)
|
||||
{
|
||||
float* bDat = p_b->m_data;
|
||||
float* aDat = p_a->m_data;
|
||||
|
||||
this->m_data[3] = aDat[3] * bDat[3] - (bDat[0] * aDat[0] + aDat[2] * bDat[2] + aDat[1] * aDat[1]);
|
||||
this->m_data[0] = bDat[2] * aDat[1] - bDat[1] * aDat[2];
|
||||
this->m_data[1] = aDat[2] * bDat[0] - bDat[2] * aDat[0];
|
||||
this->m_data[2] = bDat[1] * aDat[0] - aDat[1] * bDat[0];
|
||||
|
||||
m_data[0] = p_b->m_data[3] * p_a->m_data[0] + p_a->m_data[3] * p_b->m_data[0] + m_data[0];
|
||||
m_data[1] = p_b->m_data[1] * p_a->m_data[3] + p_a->m_data[1] * p_b->m_data[3] + m_data[1];
|
||||
m_data[2] = p_b->m_data[2] * p_a->m_data[3] + p_a->m_data[2] * p_b->m_data[3] + m_data[2];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10003a60
|
||||
void Vector3Impl::AddVectorImpl(float* p_value)
|
||||
{
|
||||
m_data[0] += p_value[0];
|
||||
m_data[1] += p_value[1];
|
||||
m_data[2] += p_value[2];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10003a90
|
||||
void Vector3Impl::AddScalarImpl(float p_value)
|
||||
{
|
||||
m_data[0] += p_value;
|
||||
m_data[1] += p_value;
|
||||
m_data[2] += p_value;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10003ac0
|
||||
void Vector3Impl::SubVectorImpl(float* p_value)
|
||||
{
|
||||
m_data[0] -= p_value[0];
|
||||
m_data[1] -= p_value[1];
|
||||
m_data[2] -= p_value[2];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10003af0
|
||||
void Vector3Impl::MullVectorImpl(float* p_value)
|
||||
{
|
||||
m_data[0] *= p_value[0];
|
||||
m_data[1] *= p_value[1];
|
||||
m_data[2] *= p_value[2];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10003b20
|
||||
void Vector3Impl::MullScalarImpl(float* p_value)
|
||||
{
|
||||
m_data[0] *= *p_value;
|
||||
m_data[1] *= *p_value;
|
||||
m_data[2] *= *p_value;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10003b50
|
||||
void Vector3Impl::DivScalarImpl(float* p_value)
|
||||
{
|
||||
m_data[0] /= *p_value;
|
||||
m_data[1] /= *p_value;
|
||||
m_data[2] /= *p_value;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10003b80
|
||||
float Vector3Impl::DotImpl(float* p_a, float* p_b) const
|
||||
{
|
||||
return p_a[0] * p_b[0] + p_a[2] * p_b[2] + p_a[1] * p_b[1];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10003ba0
|
||||
void Vector3Impl::EqualsImpl(float* p_data)
|
||||
{
|
||||
float* vec = m_data;
|
||||
vec[0] = p_data[0];
|
||||
vec[1] = p_data[1];
|
||||
vec[2] = p_data[2];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10003bc0
|
||||
void Vector3Impl::Clear()
|
||||
{
|
||||
float* vec = m_data;
|
||||
vec[0] = 0.0f;
|
||||
vec[1] = 0.0f;
|
||||
vec[2] = 0.0f;
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10003bd0
|
||||
float Vector3Impl::LenSquared() const
|
||||
{
|
||||
return m_data[1] * m_data[1] + m_data[0] * m_data[0] + m_data[2] * m_data[2];
|
||||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x10003bf0
|
||||
void Vector3Impl::EqualsScalar(float* p_value)
|
||||
{
|
||||
m_data[0] = *p_value;
|
||||
m_data[1] = *p_value;
|
||||
m_data[2] = *p_value;
|
||||
}
|
||||
DECOMP_SIZE_ASSERT(Vector2, 0x8);
|
||||
DECOMP_SIZE_ASSERT(Vector3, 0x8);
|
||||
DECOMP_SIZE_ASSERT(Vector4, 0x8);
|
||||
|
|
|
@ -1,115 +1,145 @@
|
|||
#ifndef VECTOR_H
|
||||
#define VECTOR_H
|
||||
|
||||
#include <vec.h>
|
||||
#include "compat.h"
|
||||
|
||||
/*
|
||||
* A simple array of three floats that can be indexed into.
|
||||
*/
|
||||
class Vector3 {
|
||||
public:
|
||||
float elements[3]; // storage is public for easy access
|
||||
|
||||
Vector3() {}
|
||||
Vector3(float x, float y, float z)
|
||||
{
|
||||
elements[0] = x;
|
||||
elements[1] = y;
|
||||
elements[2] = z;
|
||||
}
|
||||
|
||||
Vector3(const float v[3])
|
||||
{
|
||||
elements[0] = v[0];
|
||||
elements[1] = v[1];
|
||||
elements[2] = v[2];
|
||||
}
|
||||
|
||||
const float& operator[](long i) const { return elements[i]; }
|
||||
float& operator[](long i) { return elements[i]; }
|
||||
};
|
||||
|
||||
/*
|
||||
* A simple array of four floats that can be indexed into.
|
||||
*/
|
||||
struct Vector4 {
|
||||
public:
|
||||
float elements[4]; // storage is public for easy access
|
||||
|
||||
inline Vector4() {}
|
||||
Vector4(float x, float y, float z, float w)
|
||||
{
|
||||
elements[0] = x;
|
||||
elements[1] = y;
|
||||
elements[2] = z;
|
||||
elements[3] = w;
|
||||
}
|
||||
Vector4(const float v[4])
|
||||
{
|
||||
elements[0] = v[0];
|
||||
elements[1] = v[1];
|
||||
elements[2] = v[2];
|
||||
elements[3] = v[3];
|
||||
}
|
||||
|
||||
const float& operator[](long i) const { return elements[i]; }
|
||||
float& operator[](long i) { return elements[i]; }
|
||||
};
|
||||
#include <math.h>
|
||||
#include <memory.h>
|
||||
|
||||
// VTABLE: LEGO1 0x100d4288
|
||||
// SIZE 0x8
|
||||
class Vector2Impl {
|
||||
// SIZE 0x08
|
||||
class Vector2 {
|
||||
public:
|
||||
// FUNCTION: LEGO1 0x1000c0f0
|
||||
inline Vector2Impl(float* p_data) { SetData(p_data); }
|
||||
inline Vector2(float* p_data) { SetData(p_data); }
|
||||
|
||||
// vtable + 0x00 (no virtual destructor)
|
||||
virtual void AddScalarImpl(float p_value) = 0;
|
||||
virtual void AddVectorImpl(float* p_value) = 0;
|
||||
virtual void SubVectorImpl(float* p_value) = 0;
|
||||
virtual void MullScalarImpl(float* p_value) = 0;
|
||||
// Note: virtual function overloads appear in the virtual table
|
||||
// in reverse order of appearance.
|
||||
|
||||
// FUNCTION: LEGO1 0x10001f80
|
||||
virtual void AddImpl(float* p_value)
|
||||
{
|
||||
m_data[0] += p_value[0];
|
||||
m_data[1] += p_value[1];
|
||||
} // vtable+0x04
|
||||
|
||||
// FUNCTION: LEGO1 0x10001fa0
|
||||
virtual void AddImpl(float p_value)
|
||||
{
|
||||
m_data[0] += p_value;
|
||||
m_data[1] += p_value;
|
||||
} // vtable+0x00
|
||||
|
||||
// FUNCTION: LEGO1 0x10001fc0
|
||||
virtual void SubImpl(float* p_value)
|
||||
{
|
||||
m_data[0] -= p_value[0];
|
||||
m_data[1] -= p_value[1];
|
||||
} // vtable+0x08
|
||||
|
||||
// Those are also overloads in all likelihood,
|
||||
// but we need a type to do that.
|
||||
|
||||
// FUNCTION: LEGO1 0x10002000
|
||||
virtual void MulScalarImpl(float* p_value)
|
||||
{
|
||||
m_data[0] *= *p_value;
|
||||
m_data[1] *= *p_value;
|
||||
} // vtable+0x0c
|
||||
|
||||
// FUNCTION: LEGO1 0x10001fe0
|
||||
virtual void MulVectorImpl(float* p_value)
|
||||
{
|
||||
m_data[0] *= p_value[0];
|
||||
m_data[1] *= p_value[1];
|
||||
} // vtable+0x10
|
||||
|
||||
// FUNCTION: LEGO1 0x10002020
|
||||
virtual void DivScalarImpl(float* p_value)
|
||||
{
|
||||
m_data[0] /= *p_value;
|
||||
m_data[1] /= *p_value;
|
||||
} // vtable+0x14
|
||||
|
||||
// FUNCTION: LEGO1 0x10002040
|
||||
virtual float DotImpl(float* p_a, float* p_b) const { return p_b[0] * p_a[0] + p_b[1] * p_a[1]; } // vtable+0x18
|
||||
|
||||
// vtable + 0x10
|
||||
virtual void MullVectorImpl(float* p_value) = 0;
|
||||
virtual void DivScalarImpl(float* p_value) = 0;
|
||||
virtual float DotImpl(float* p_a, float* p_b) const = 0;
|
||||
// FUNCTION: LEGO1 0x10002060
|
||||
virtual void SetData(float* p_data) { m_data = p_data; }
|
||||
virtual void SetData(float* p_data) { m_data = p_data; } // vtable+0x1c
|
||||
|
||||
// vtable + 0x20
|
||||
virtual void EqualsImpl(float* p_data) = 0;
|
||||
virtual float* GetData();
|
||||
virtual const float* GetData() const;
|
||||
virtual void Clear() = 0;
|
||||
// FUNCTION: LEGO1 0x10002070
|
||||
virtual void EqualsImpl(float* p_data) { memcpy(m_data, p_data, sizeof(float) * 2); } // vtable+0x20
|
||||
|
||||
// vtable + 0x30
|
||||
virtual float Dot(Vector2Impl* p_a, float* p_b) const;
|
||||
virtual float Dot(float* p_a, Vector2Impl* p_b) const;
|
||||
virtual float Dot(Vector2Impl* p_a, Vector2Impl* p_b) const;
|
||||
virtual float Dot(float* p_a, float* p_b) const;
|
||||
// FUNCTION: LEGO1 0x10002090
|
||||
virtual float* GetData() { return m_data; } // vtable+0x28
|
||||
|
||||
// vtable + 0x40
|
||||
virtual float LenSquared() const = 0;
|
||||
virtual int Unitize();
|
||||
// FUNCTION: LEGO1 0x100020a0
|
||||
virtual const float* GetData() const { return m_data; } // vtable+0x24
|
||||
|
||||
// vtable + 0x48
|
||||
virtual void Add(Vector2Impl* p_other);
|
||||
virtual void Add(float* p_other);
|
||||
virtual void Add(float p_value);
|
||||
// FUNCTION: LEGO1 0x100020b0
|
||||
virtual void Clear() { memset(m_data, 0, sizeof(float) * 2); } // vtable+0x2c
|
||||
|
||||
// vtable + 0x54
|
||||
virtual void Sub(Vector2Impl* p_other);
|
||||
virtual void Sub(float* p_other);
|
||||
// FUNCTION: LEGO1 0x100020d0
|
||||
virtual float Dot(float* p_a, float* p_b) const { return DotImpl(p_a, p_b); } // vtable+0x3c
|
||||
|
||||
// vtable + 0x5C
|
||||
virtual void Mul(float* p_value);
|
||||
virtual void Mul(Vector2Impl* p_other);
|
||||
virtual void Mul(float& p_other);
|
||||
virtual void Div(float& p_value);
|
||||
// FUNCTION: LEGO1 0x100020f0
|
||||
virtual float Dot(Vector2* p_a, Vector2* p_b) const { return DotImpl(p_a->m_data, p_b->m_data); } // vtable+0x38
|
||||
|
||||
// vtable + 0x6C
|
||||
virtual void SetVector(Vector2Impl* p_other);
|
||||
virtual void SetVector(float* p_other);
|
||||
// FUNCTION: LEGO1 0x10002110
|
||||
virtual float Dot(float* p_a, Vector2* p_b) const { return DotImpl(p_a, p_b->m_data); } // vtable+0x34
|
||||
|
||||
// FUNCTION: LEGO1 0x10002130
|
||||
virtual float Dot(Vector2* p_a, float* p_b) const { return DotImpl(p_a->m_data, p_b); } // vtable+0x30
|
||||
|
||||
// FUNCTION: LEGO1 0x10002150
|
||||
virtual float LenSquared() const { return m_data[0] * m_data[0] + m_data[1] * m_data[1]; } // vtable+0x40
|
||||
|
||||
// FUNCTION: LEGO1 0x10002160
|
||||
virtual int Unitize()
|
||||
{
|
||||
float sq = LenSquared();
|
||||
if (sq > 0.0f) {
|
||||
float root = sqrt(sq);
|
||||
if (root > 0) {
|
||||
DivScalarImpl(&root);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
} // vtable+0x44
|
||||
|
||||
// FUNCTION: LEGO1 0x100021c0
|
||||
virtual void Add(float p_value) { AddImpl(p_value); } // vtable+0x50
|
||||
|
||||
// FUNCTION: LEGO1 0x100021d0
|
||||
virtual void Add(float* p_other) { AddImpl(p_other); } // vtable+0x4c
|
||||
|
||||
// FUNCTION: LEGO1 0x100021e0
|
||||
virtual void Add(Vector2* p_other) { AddImpl(p_other->m_data); } // vtable+0x48
|
||||
|
||||
// FUNCTION: LEGO1 0x100021f0
|
||||
virtual void Sub(float* p_other) { SubImpl(p_other); } // vtable+0x58
|
||||
|
||||
// FUNCTION: LEGO1 0x10002200
|
||||
virtual void Sub(Vector2* p_other) { SubImpl(p_other->m_data); } // vtable+0x54
|
||||
|
||||
// FUNCTION: LEGO1 0x10002210
|
||||
virtual void Mul(float* p_other) { MulVectorImpl(p_other); } // vtable+0x64
|
||||
|
||||
// FUNCTION: LEGO1 0x10002220
|
||||
virtual void Mul(Vector2* p_other) { MulVectorImpl(p_other->m_data); } // vtable+0x60
|
||||
|
||||
// FUNCTION: LEGO1 0x10002230
|
||||
virtual void Mul(float& p_value) { MulScalarImpl(&p_value); } // vtable+0x5c
|
||||
|
||||
// FUNCTION: LEGO1 0x10002240
|
||||
virtual void Div(float& p_value) { DivScalarImpl(&p_value); } // vtable+0x68
|
||||
|
||||
// FUNCTION: LEGO1 0x10002250
|
||||
virtual void SetVector(float* p_other) { EqualsImpl(p_other); } // vtable+0x70
|
||||
|
||||
// FUNCTION: LEGO1 0x10002260
|
||||
virtual void SetVector(Vector2* p_other) { EqualsImpl(p_other->m_data); } // vtable+0x6c
|
||||
|
||||
inline float& operator[](size_t idx) { return m_data[idx]; }
|
||||
inline const float& operator[](size_t idx) const { return m_data[idx]; }
|
||||
|
@ -119,100 +149,261 @@ class Vector2Impl {
|
|||
};
|
||||
|
||||
// VTABLE: LEGO1 0x100d4518
|
||||
// SIZE 0x8
|
||||
class Vector3Impl : public Vector2Impl {
|
||||
// SIZE 0x08
|
||||
class Vector3 : public Vector2 {
|
||||
public:
|
||||
inline Vector3Impl(float* p_data) : Vector2Impl(p_data) {}
|
||||
// FUNCTION: LEGO1 0x1001d150
|
||||
inline Vector3(float* p_data) : Vector2(p_data) {}
|
||||
|
||||
void AddScalarImpl(float p_value);
|
||||
// Hack: Some code initializes a Vector3 from a (most likely) const float* source.
|
||||
// Example: LegoCameraController::GetWorldUp
|
||||
// Vector3 however is a class that can mutate its underlying source, making
|
||||
// initialization with a const source fundamentally incompatible.
|
||||
inline Vector3(const float* p_data) : Vector2((float*) p_data) {}
|
||||
|
||||
void AddVectorImpl(float* p_value);
|
||||
// Note: virtual function overloads appear in the virtual table
|
||||
// in reverse order of appearance.
|
||||
|
||||
void SubVectorImpl(float* p_value);
|
||||
void MullScalarImpl(float* p_value);
|
||||
void MullVectorImpl(float* p_value);
|
||||
void DivScalarImpl(float* p_value);
|
||||
float DotImpl(float* p_a, float* p_b) const;
|
||||
// FUNCTION: LEGO1 0x10002270
|
||||
virtual void EqualsCrossImpl(float* p_a, float* p_b)
|
||||
{
|
||||
m_data[0] = p_a[1] * p_b[2] - p_a[2] * p_b[1];
|
||||
m_data[1] = p_a[2] * p_b[0] - p_a[0] * p_b[2];
|
||||
m_data[2] = p_a[0] * p_b[1] - p_a[1] * p_b[0];
|
||||
} // vtable+0x74
|
||||
|
||||
void EqualsImpl(float* p_data);
|
||||
// FUNCTION: LEGO1 0x100022c0
|
||||
virtual void EqualsCross(Vector3* p_a, Vector3* p_b) { EqualsCrossImpl(p_a->m_data, p_b->m_data); } // vtable+0x80
|
||||
|
||||
void Clear();
|
||||
// FUNCTION: LEGO1 0x100022e0
|
||||
virtual void EqualsCross(Vector3* p_a, float* p_b) { EqualsCrossImpl(p_a->m_data, p_b); } // vtable+0x7c
|
||||
|
||||
float LenSquared() const;
|
||||
// FUNCTION: LEGO1 0x10002300
|
||||
virtual void EqualsCross(float* p_a, Vector3* p_b) { EqualsCrossImpl(p_a, p_b->m_data); } // vtable+0x78
|
||||
|
||||
// vtable + 0x74
|
||||
virtual void EqualsCrossImpl(float* p_a, float* p_b);
|
||||
virtual void EqualsCross(float* p_a, Vector3Impl* p_b);
|
||||
virtual void EqualsCross(Vector3Impl* p_a, float* p_b);
|
||||
virtual void EqualsCross(Vector3Impl* p_a, Vector3Impl* p_b);
|
||||
virtual void EqualsScalar(float* p_value);
|
||||
// FUNCTION: LEGO1 0x10003bf0
|
||||
virtual void EqualsScalar(float* p_value)
|
||||
{
|
||||
m_data[0] = *p_value;
|
||||
m_data[1] = *p_value;
|
||||
m_data[2] = *p_value;
|
||||
} // vtable+0x84
|
||||
|
||||
// Vector2 overrides
|
||||
|
||||
// FUNCTION: LEGO1 0x10003a60
|
||||
virtual void AddImpl(float* p_value) override
|
||||
{
|
||||
m_data[0] += p_value[0];
|
||||
m_data[1] += p_value[1];
|
||||
m_data[2] += p_value[2];
|
||||
} // vtable+0x04
|
||||
|
||||
// FUNCTION: LEGO1 0x10003a90
|
||||
virtual void AddImpl(float p_value) override
|
||||
{
|
||||
m_data[0] += p_value;
|
||||
m_data[1] += p_value;
|
||||
m_data[2] += p_value;
|
||||
} // vtable+0x00
|
||||
|
||||
// FUNCTION: LEGO1 0x10003ac0
|
||||
virtual void SubImpl(float* p_value) override
|
||||
{
|
||||
m_data[0] -= p_value[0];
|
||||
m_data[1] -= p_value[1];
|
||||
m_data[2] -= p_value[2];
|
||||
} // vtable+0x08
|
||||
|
||||
// FUNCTION: LEGO1 0x10003b20
|
||||
virtual void MulScalarImpl(float* p_value) override
|
||||
{
|
||||
m_data[0] *= *p_value;
|
||||
m_data[1] *= *p_value;
|
||||
m_data[2] *= *p_value;
|
||||
} // vtable+0x0c
|
||||
|
||||
// FUNCTION: LEGO1 0x10003af0
|
||||
virtual void MulVectorImpl(float* p_value) override
|
||||
{
|
||||
m_data[0] *= p_value[0];
|
||||
m_data[1] *= p_value[1];
|
||||
m_data[2] *= p_value[2];
|
||||
} // vtable+0x10
|
||||
|
||||
// FUNCTION: LEGO1 0x10003b50
|
||||
virtual void DivScalarImpl(float* p_value) override
|
||||
{
|
||||
m_data[0] /= *p_value;
|
||||
m_data[1] /= *p_value;
|
||||
m_data[2] /= *p_value;
|
||||
} // vtable+0x14
|
||||
|
||||
// FUNCTION: LEGO1 0x10003b80
|
||||
virtual float DotImpl(float* p_a, float* p_b) const override
|
||||
{
|
||||
return p_a[0] * p_b[0] + p_a[2] * p_b[2] + p_a[1] * p_b[1];
|
||||
} // vtable+0x18
|
||||
|
||||
// FUNCTION: LEGO1 0x10003ba0
|
||||
virtual void EqualsImpl(float* p_data) override { memcpy(m_data, p_data, sizeof(float) * 3); } // vtable+0x20
|
||||
|
||||
// FUNCTION: LEGO1 0x10003bc0
|
||||
virtual void Clear() override { memset(m_data, 0, sizeof(float) * 3); } // vtable+0x2c
|
||||
|
||||
// FUNCTION: LEGO1 0x10003bd0
|
||||
virtual float LenSquared() const override
|
||||
{
|
||||
return m_data[1] * m_data[1] + m_data[0] * m_data[0] + m_data[2] * m_data[2];
|
||||
} // vtable+0x40
|
||||
|
||||
inline void Fill(float p_value) { EqualsScalar(&p_value); }
|
||||
|
||||
friend class Mx3DPointFloat;
|
||||
};
|
||||
|
||||
// VTABLE: LEGO1 0x100d45a0
|
||||
// SIZE 0x8
|
||||
class Vector4Impl : public Vector3Impl {
|
||||
class Vector4 : public Vector3 {
|
||||
public:
|
||||
inline Vector4Impl(float* p_data) : Vector3Impl(p_data) {}
|
||||
inline Vector4(float* p_data) : Vector3(p_data) {}
|
||||
|
||||
void AddScalarImpl(float p_value);
|
||||
// Note: virtual function overloads appear in the virtual table
|
||||
// in reverse order of appearance.
|
||||
|
||||
void AddVectorImpl(float* p_value);
|
||||
|
||||
void SubVectorImpl(float* p_value);
|
||||
void MullScalarImpl(float* p_value);
|
||||
void MullVectorImpl(float* p_value);
|
||||
void DivScalarImpl(float* p_value);
|
||||
float DotImpl(float* p_a, float* p_b) const;
|
||||
|
||||
void EqualsImpl(float* p_data);
|
||||
|
||||
void Clear();
|
||||
|
||||
float LenSquared() const;
|
||||
|
||||
void EqualsScalar(float* p_value);
|
||||
|
||||
// vtable + 0x88
|
||||
virtual void SetMatrixProduct(Vector4Impl* p_a, float* p_b);
|
||||
virtual void SetMatrixProductImpl(float* p_vec, float* p_mat);
|
||||
virtual int NormalizeQuaternion();
|
||||
virtual void UnknownQuaternionOp(Vector4Impl* p_a, Vector4Impl* p_b);
|
||||
|
||||
inline Vector4& GetVector() { return *((Vector4*) m_data); }
|
||||
};
|
||||
|
||||
// VTABLE: LEGO1 0x100d4488
|
||||
// SIZE 0x14
|
||||
class Vector3Data : public Vector3Impl {
|
||||
public:
|
||||
inline Vector3Data() : Vector3Impl(m_vector.elements) {}
|
||||
inline Vector3Data(float p_x, float p_y, float p_z) : Vector3Impl(m_vector.elements), m_vector(p_x, p_y, p_z) {}
|
||||
|
||||
void CopyFrom(Vector3Data& p_other)
|
||||
// FUNCTION: LEGO1 0x10002a40
|
||||
virtual void SetMatrixProduct(float* p_vec, float* p_mat)
|
||||
{
|
||||
EqualsImpl(p_other.m_data);
|
||||
m_data[0] = p_vec[0] * p_mat[0] + p_vec[1] * p_mat[4] + p_vec[2] * p_mat[8] + p_vec[3] * p_mat[12];
|
||||
m_data[1] = p_vec[0] * p_mat[1] + p_vec[1] * p_mat[5] + p_vec[2] * p_mat[9] + p_vec[4] * p_mat[13];
|
||||
m_data[2] = p_vec[0] * p_mat[2] + p_vec[1] * p_mat[6] + p_vec[2] * p_mat[10] + p_vec[4] * p_mat[14];
|
||||
m_data[3] = p_vec[0] * p_mat[3] + p_vec[1] * p_mat[7] + p_vec[2] * p_mat[11] + p_vec[4] * p_mat[15];
|
||||
} // vtable+0x8c
|
||||
|
||||
float* dest = m_vector.elements;
|
||||
float* src = p_other.m_vector.elements;
|
||||
for (size_t i = sizeof(m_vector) / sizeof(float); i > 0; --i)
|
||||
*dest++ = *src++;
|
||||
// FUNCTION: LEGO1 0x10002ae0
|
||||
virtual void SetMatrixProduct(Vector4* p_a, float* p_b) { SetMatrixProduct(p_a->m_data, p_b); } // vtable+0x88
|
||||
|
||||
inline virtual int NormalizeQuaternion(); // vtable+90
|
||||
inline virtual void UnknownQuaternionOp(Vector4* p_a, Vector4* p_b); // vtable+94
|
||||
|
||||
// Vector3 overrides
|
||||
|
||||
// FUNCTION: LEGO1 0x10002870
|
||||
virtual void AddImpl(float* p_value) override
|
||||
{
|
||||
m_data[0] += p_value[0];
|
||||
m_data[1] += p_value[1];
|
||||
m_data[2] += p_value[2];
|
||||
m_data[3] += p_value[3];
|
||||
} // vtable+0x04
|
||||
|
||||
// FUNCTION: LEGO1 0x100028b0
|
||||
virtual void AddImpl(float p_value) override
|
||||
{
|
||||
m_data[0] += p_value;
|
||||
m_data[1] += p_value;
|
||||
m_data[2] += p_value;
|
||||
m_data[3] += p_value;
|
||||
} // vtable+0x00
|
||||
|
||||
// FUNCTION: LEGO1 0x100028f0
|
||||
virtual void SubImpl(float* p_value) override
|
||||
{
|
||||
m_data[0] -= p_value[0];
|
||||
m_data[1] -= p_value[1];
|
||||
m_data[2] -= p_value[2];
|
||||
m_data[3] -= p_value[3];
|
||||
} // vtable+0x08
|
||||
|
||||
// FUNCTION: LEGO1 0x10002970
|
||||
virtual void MulScalarImpl(float* p_value) override
|
||||
{
|
||||
m_data[0] *= *p_value;
|
||||
m_data[1] *= *p_value;
|
||||
m_data[2] *= *p_value;
|
||||
m_data[3] *= *p_value;
|
||||
} // vtable+0x0c
|
||||
|
||||
// FUNCTION: LEGO1 0x10002930
|
||||
virtual void MulVectorImpl(float* p_value) override
|
||||
{
|
||||
m_data[0] *= p_value[0];
|
||||
m_data[1] *= p_value[1];
|
||||
m_data[2] *= p_value[2];
|
||||
m_data[3] *= p_value[3];
|
||||
} // vtable+0x10
|
||||
|
||||
// FUNCTION: LEGO1 0x100029b0
|
||||
virtual void DivScalarImpl(float* p_value) override
|
||||
{
|
||||
m_data[0] /= *p_value;
|
||||
m_data[1] /= *p_value;
|
||||
m_data[2] /= *p_value;
|
||||
m_data[3] /= *p_value;
|
||||
} // vtable+0x14
|
||||
|
||||
// FUNCTION: LEGO1 0x100029f0
|
||||
virtual float DotImpl(float* p_a, float* p_b) const override
|
||||
{
|
||||
return p_a[0] * p_b[0] + p_a[2] * p_b[2] + (p_a[1] * p_b[1] + p_a[3] * p_b[3]);
|
||||
} // vtable+0x18
|
||||
|
||||
// FUNCTION: LEGO1 0x10002a20
|
||||
virtual void EqualsImpl(float* p_data) override { memcpy(m_data, p_data, sizeof(float) * 4); } // vtable+0x20
|
||||
|
||||
// FUNCTION: LEGO1 0x10002b00
|
||||
virtual void Clear() override { memset(m_data, 0, sizeof(float) * 4); } // vtable+0x2c
|
||||
|
||||
// FUNCTION: LEGO1 0x10002b20
|
||||
virtual float LenSquared() const override
|
||||
{
|
||||
return m_data[1] * m_data[1] + m_data[0] * m_data[0] + m_data[2] * m_data[2] + m_data[3] * m_data[3];
|
||||
} // vtable+0x40
|
||||
|
||||
// FUNCTION: LEGO1 0x10002b40
|
||||
virtual void EqualsScalar(float* p_value) override
|
||||
{
|
||||
m_data[0] = *p_value;
|
||||
m_data[1] = *p_value;
|
||||
m_data[2] = *p_value;
|
||||
m_data[3] = *p_value;
|
||||
} // vtable+0x84
|
||||
};
|
||||
|
||||
// Note close yet, included because I'm at least confident I know what operation
|
||||
// it's trying to do.
|
||||
// STUB: LEGO1 0x10002b70
|
||||
inline int Vector4::NormalizeQuaternion()
|
||||
{
|
||||
float* v = m_data;
|
||||
float magnitude = v[1] * v[1] + v[2] * v[2] + v[0] * v[0];
|
||||
if (magnitude > 0.0f) {
|
||||
float theta = v[3] * 0.5f;
|
||||
v[3] = cos(theta);
|
||||
float frac = sin(theta);
|
||||
magnitude = frac / sqrt(magnitude);
|
||||
v[0] *= magnitude;
|
||||
v[1] *= magnitude;
|
||||
v[2] *= magnitude;
|
||||
return 0;
|
||||
}
|
||||
inline void EqualsCross(Vector3Data& p_a, Vector3Data& p_b) { EqualsCrossImpl(p_a.m_data, p_b.m_data); }
|
||||
return -1;
|
||||
}
|
||||
|
||||
private:
|
||||
Vector3 m_vector;
|
||||
};
|
||||
// FUNCTION: LEGO1 0x10002bf0
|
||||
inline void Vector4::UnknownQuaternionOp(Vector4* p_a, Vector4* p_b)
|
||||
{
|
||||
float* bDat = p_b->m_data;
|
||||
float* aDat = p_a->m_data;
|
||||
|
||||
// VTABLE: LEGO1 0x100d41e8
|
||||
// SIZE 0x18
|
||||
class Vector4Data : public Vector4Impl {
|
||||
public:
|
||||
inline Vector4Data() : Vector4Impl(m_vector.elements) {}
|
||||
this->m_data[3] = aDat[3] * bDat[3] - (bDat[0] * aDat[0] + aDat[2] * bDat[2] + aDat[1] * aDat[1]);
|
||||
this->m_data[0] = bDat[2] * aDat[1] - bDat[1] * aDat[2];
|
||||
this->m_data[1] = aDat[2] * bDat[0] - bDat[2] * aDat[0];
|
||||
this->m_data[2] = bDat[1] * aDat[0] - aDat[1] * bDat[0];
|
||||
|
||||
private:
|
||||
Vector4 m_vector;
|
||||
};
|
||||
m_data[0] = p_b->m_data[3] * p_a->m_data[0] + p_a->m_data[3] * p_b->m_data[0] + m_data[0];
|
||||
m_data[1] = p_b->m_data[1] * p_a->m_data[3] + p_a->m_data[1] * p_b->m_data[3] + m_data[1];
|
||||
m_data[2] = p_b->m_data[2] * p_a->m_data[3] + p_a->m_data[2] * p_b->m_data[3] + m_data[2];
|
||||
}
|
||||
|
||||
#endif // VECTOR_H
|
||||
|
|
|
@ -12,7 +12,7 @@ void* CameraImpl::ImplementationDataPtr()
|
|||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100a3700
|
||||
Result CameraImpl::SetTransformation(const FloatMatrix4& matrix)
|
||||
Result CameraImpl::SetTransformation(FloatMatrix4& matrix)
|
||||
{
|
||||
D3DRMMATRIX4D helper;
|
||||
D3DRMMATRIX4D* pTransformation = Translate(matrix, helper);
|
||||
|
|
|
@ -9,7 +9,7 @@ void* GroupImpl::ImplementationDataPtr()
|
|||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100a31e0
|
||||
Result GroupImpl::SetTransformation(const FloatMatrix4& matrix)
|
||||
Result GroupImpl::SetTransformation(FloatMatrix4& matrix)
|
||||
{
|
||||
D3DRMMATRIX4D helper;
|
||||
D3DRMMATRIX4D* d3dMatrix = Translate(matrix, helper);
|
||||
|
|
|
@ -209,7 +209,7 @@ class CameraImpl : public Camera {
|
|||
virtual void* ImplementationDataPtr();
|
||||
|
||||
// vtable+0x08
|
||||
virtual Result SetTransformation(const FloatMatrix4&);
|
||||
virtual Result SetTransformation(FloatMatrix4&);
|
||||
|
||||
inline IDirect3DRMFrame2* ImplementationData() const { return m_data; }
|
||||
|
||||
|
@ -234,7 +234,7 @@ class LightImpl : public Light {
|
|||
virtual void* ImplementationDataPtr();
|
||||
|
||||
// vtable+0x08
|
||||
virtual Result SetTransformation(const FloatMatrix4&);
|
||||
virtual Result SetTransformation(FloatMatrix4&);
|
||||
virtual Result SetColor(float r, float g, float b);
|
||||
|
||||
inline IDirect3DRMFrame2* ImplementationData() const { return m_data; }
|
||||
|
@ -300,7 +300,7 @@ class GroupImpl : public Group {
|
|||
virtual void* ImplementationDataPtr();
|
||||
|
||||
// vtable+0x08
|
||||
virtual Result SetTransformation(const FloatMatrix4&);
|
||||
virtual Result SetTransformation(FloatMatrix4&);
|
||||
virtual Result SetColor(float r, float g, float b, float a);
|
||||
|
||||
// vtable+0x10
|
||||
|
@ -474,7 +474,7 @@ inline D3DRMPROJECTIONTYPE Translate(ProjectionType tglProjectionType)
|
|||
// Yes this function serves no purpose, originally they intended it to
|
||||
// convert from doubles to floats but ended up using floats throughout
|
||||
// the software stack.
|
||||
inline D3DRMMATRIX4D* Translate(const FloatMatrix4& tglMatrix4x4, D3DRMMATRIX4D& rD3DRMMatrix4x4)
|
||||
inline D3DRMMATRIX4D* Translate(FloatMatrix4& tglMatrix4x4, D3DRMMATRIX4D& rD3DRMMatrix4x4)
|
||||
{
|
||||
for (int i = 0; i < (sizeof(rD3DRMMatrix4x4) / sizeof(rD3DRMMatrix4x4[0])); i++) {
|
||||
for (int j = 0; j < (sizeof(rD3DRMMatrix4x4[0]) / sizeof(rD3DRMMatrix4x4[0][0])); j++) {
|
||||
|
|
|
@ -12,7 +12,7 @@ void* LightImpl::ImplementationDataPtr()
|
|||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100a3780
|
||||
Result LightImpl::SetTransformation(const FloatMatrix4& matrix)
|
||||
Result LightImpl::SetTransformation(FloatMatrix4& matrix)
|
||||
{
|
||||
D3DRMMATRIX4D helper;
|
||||
D3DRMMATRIX4D* d3dMatrix = Translate(matrix, helper);
|
||||
|
|
|
@ -222,13 +222,13 @@ class View : public Object {
|
|||
// VTABLE 0x100dbae8
|
||||
class Camera : public Object {
|
||||
public:
|
||||
virtual Result SetTransformation(const FloatMatrix4&) = 0;
|
||||
virtual Result SetTransformation(FloatMatrix4&) = 0;
|
||||
};
|
||||
|
||||
// VTABLE 0x100dbb08
|
||||
class Light : public Object {
|
||||
public:
|
||||
virtual Result SetTransformation(const FloatMatrix4&) = 0;
|
||||
virtual Result SetTransformation(FloatMatrix4&) = 0;
|
||||
virtual Result SetColor(float r, float g, float b) = 0;
|
||||
};
|
||||
|
||||
|
@ -252,7 +252,7 @@ class Mesh : public Object {
|
|||
// VTABLE 0x100dbaa0
|
||||
class Group : public Object {
|
||||
public:
|
||||
virtual Result SetTransformation(const FloatMatrix4&) = 0;
|
||||
virtual Result SetTransformation(FloatMatrix4&) = 0;
|
||||
virtual Result SetColor(float r, float g, float b, float a) = 0;
|
||||
virtual Result SetTexture(const Texture*) = 0;
|
||||
virtual Result GetTexture(Texture*&) = 0;
|
||||
|
|
|
@ -1,8 +1,5 @@
|
|||
#ifndef _tglVector_h
|
||||
#define _tglVector_h
|
||||
// Note: This file is almost an exact copy of the one from
|
||||
// the leak but using floats instead of doubles, hence the
|
||||
// strange formatting in some places.
|
||||
|
||||
#include "math.h" // sin() in RotateAroundY()
|
||||
|
||||
|
@ -26,253 +23,7 @@ inline float RadiansToDegrees(float radians)
|
|||
return (radians / Constant::Pi) * 180.0;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Array<T, N>
|
||||
|
||||
template <class T, int N>
|
||||
class Array {
|
||||
public:
|
||||
Array() {}
|
||||
Array(const Array& rArray) { *this = rArray; }
|
||||
~Array() {}
|
||||
|
||||
const T& operator[](int i) const { return m_elements[i]; };
|
||||
T& operator[](int i) { return m_elements[i]; };
|
||||
|
||||
Array<T, N>& operator=(const Array<T, N>&);
|
||||
void operator+=(const Array<T, N>&);
|
||||
|
||||
protected:
|
||||
T m_elements[N];
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Array<T, N> implementation
|
||||
|
||||
template <class T, int N>
|
||||
inline Array<T, N>& Array<T, N>::operator=(const Array<T, N>& rArray)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < N; i++) {
|
||||
m_elements[i] = rArray.m_elements[i];
|
||||
}
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
template <class T, int N>
|
||||
inline void Array<T, N>::operator+=(const Array<T, N>& rArray)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < N; i++) {
|
||||
m_elements[i] += rArray.m_elements[i];
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// FloatMatrix4
|
||||
|
||||
class FloatMatrix4 : public Array<Array<float, 4>, 4> {
|
||||
public:
|
||||
FloatMatrix4() {}
|
||||
FloatMatrix4(const FloatMatrix4& rMatrix) { *this = rMatrix; }
|
||||
FloatMatrix4(const FloatMatrix4&, const FloatMatrix4&);
|
||||
|
||||
void operator*=(const FloatMatrix4&);
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// FloatMatrix4 implementation
|
||||
|
||||
inline FloatMatrix4::FloatMatrix4(const FloatMatrix4& rMatrix1, const FloatMatrix4& rMatrix2)
|
||||
{
|
||||
for (int row = 0; row < 4; row++) {
|
||||
for (int column = 0; column < 4; column++) {
|
||||
float element = 0;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
element += rMatrix1[row][i] * rMatrix2[i][column];
|
||||
}
|
||||
|
||||
m_elements[row][column] = element;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline void FloatMatrix4::operator*=(const FloatMatrix4& rMatrix)
|
||||
{
|
||||
FloatMatrix4 temp(*this, rMatrix);
|
||||
|
||||
// *this = FloatMatrix4(*this, rMatrix);
|
||||
*this = temp;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Transformation matrices
|
||||
|
||||
class Translation : public FloatMatrix4 {
|
||||
public:
|
||||
Translation(const float[3]);
|
||||
Translation(float x, float y, float z);
|
||||
|
||||
protected:
|
||||
void Init(float x, float y, float z);
|
||||
};
|
||||
|
||||
class Scale : public FloatMatrix4 {
|
||||
public:
|
||||
Scale(const float[3]);
|
||||
Scale(float x, float y, float z);
|
||||
Scale(float);
|
||||
|
||||
protected:
|
||||
void Init(float x, float y, float z);
|
||||
};
|
||||
|
||||
class RotationX : public FloatMatrix4 {
|
||||
public:
|
||||
RotationX(float radians);
|
||||
};
|
||||
|
||||
class RotationY : public FloatMatrix4 {
|
||||
public:
|
||||
RotationY(float radians);
|
||||
};
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Transformation matrices implementation
|
||||
|
||||
inline Translation::Translation(const float vector[3])
|
||||
{
|
||||
Init(vector[0], vector[1], vector[2]);
|
||||
}
|
||||
|
||||
inline Translation::Translation(float x, float y, float z)
|
||||
{
|
||||
Init(x, y, z);
|
||||
}
|
||||
|
||||
inline void Translation::Init(float x, float y, float z)
|
||||
{
|
||||
m_elements[0][0] = 1;
|
||||
m_elements[0][1] = 0;
|
||||
m_elements[0][2] = 0;
|
||||
m_elements[0][3] = 0;
|
||||
|
||||
m_elements[1][0] = 0;
|
||||
m_elements[1][1] = 1;
|
||||
m_elements[1][2] = 0;
|
||||
m_elements[1][3] = 0;
|
||||
|
||||
m_elements[2][0] = 0;
|
||||
m_elements[2][1] = 0;
|
||||
m_elements[2][2] = 1;
|
||||
m_elements[2][3] = 0;
|
||||
|
||||
m_elements[3][0] = x;
|
||||
m_elements[3][1] = y;
|
||||
m_elements[3][2] = z;
|
||||
m_elements[3][3] = 1;
|
||||
}
|
||||
|
||||
inline Scale::Scale(const float vector[3])
|
||||
{
|
||||
Init(vector[0], vector[1], vector[2]);
|
||||
}
|
||||
|
||||
inline Scale::Scale(float x, float y, float z)
|
||||
{
|
||||
Init(x, y, z);
|
||||
}
|
||||
|
||||
inline Scale::Scale(float scale)
|
||||
{
|
||||
Init(scale, scale, scale);
|
||||
}
|
||||
|
||||
inline void Scale::Init(float x, float y, float z)
|
||||
{
|
||||
m_elements[0][0] = x;
|
||||
m_elements[0][1] = 0;
|
||||
m_elements[0][2] = 0;
|
||||
m_elements[0][3] = 0;
|
||||
|
||||
m_elements[1][0] = 0;
|
||||
m_elements[1][1] = y;
|
||||
m_elements[1][2] = 0;
|
||||
m_elements[1][3] = 0;
|
||||
|
||||
m_elements[2][0] = 0;
|
||||
m_elements[2][1] = 0;
|
||||
m_elements[2][2] = z;
|
||||
m_elements[2][3] = 0;
|
||||
|
||||
m_elements[3][0] = 0;
|
||||
m_elements[3][1] = 0;
|
||||
m_elements[3][2] = 0;
|
||||
m_elements[3][3] = 1;
|
||||
}
|
||||
|
||||
inline RotationX::RotationX(float radians)
|
||||
{
|
||||
float cosRadians = cos(radians);
|
||||
float sinRadians = sin(radians);
|
||||
|
||||
m_elements[0][0] = 1;
|
||||
m_elements[0][1] = 0;
|
||||
m_elements[0][2] = 0;
|
||||
m_elements[0][3] = 0;
|
||||
|
||||
m_elements[1][0] = 0;
|
||||
m_elements[1][1] = cosRadians;
|
||||
m_elements[1][2] = -sinRadians;
|
||||
m_elements[1][3] = 0;
|
||||
|
||||
m_elements[2][0] = 0;
|
||||
m_elements[2][1] = sinRadians;
|
||||
m_elements[2][2] = cosRadians;
|
||||
m_elements[2][3] = 0;
|
||||
|
||||
m_elements[3][0] = 0;
|
||||
m_elements[3][1] = 0;
|
||||
m_elements[3][2] = 0;
|
||||
m_elements[3][3] = 1;
|
||||
}
|
||||
|
||||
inline RotationY::RotationY(float radians)
|
||||
{
|
||||
float cosRadians = cos(radians);
|
||||
float sinRadians = sin(radians);
|
||||
|
||||
m_elements[0][0] = cosRadians;
|
||||
m_elements[0][1] = 0;
|
||||
m_elements[0][2] = sinRadians;
|
||||
m_elements[0][3] = 0;
|
||||
|
||||
m_elements[1][0] = 0;
|
||||
m_elements[1][1] = 1;
|
||||
m_elements[1][2] = 0;
|
||||
m_elements[1][3] = 0;
|
||||
|
||||
m_elements[2][0] = -sinRadians;
|
||||
m_elements[2][1] = 0;
|
||||
m_elements[2][2] = cosRadians;
|
||||
m_elements[2][3] = 0;
|
||||
|
||||
m_elements[3][0] = 0;
|
||||
m_elements[3][1] = 0;
|
||||
m_elements[3][2] = 0;
|
||||
m_elements[3][3] = 1;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
typedef float FloatMatrix4[4][4];
|
||||
|
||||
} // namespace Tgl
|
||||
|
||||
|
|
|
@ -2,6 +2,8 @@
|
|||
|
||||
#include "decomp.h"
|
||||
|
||||
#include <vec.h>
|
||||
|
||||
DECOMP_SIZE_ASSERT(ViewROI, 0xe0)
|
||||
|
||||
// GLOBAL: LEGO1 0x101013d8
|
||||
|
@ -26,13 +28,15 @@ Tgl::Group* ViewROI::GetGeometry()
|
|||
}
|
||||
|
||||
// FUNCTION: LEGO1 0x100a9ee0
|
||||
void ViewROI::UpdateWorldData(const Matrix4Data& parent2world)
|
||||
void ViewROI::UpdateWorldData(const MxMatrix& parent2world)
|
||||
{
|
||||
OrientableROI::UpdateWorldData(parent2world);
|
||||
|
||||
if (geometry) {
|
||||
Tgl::FloatMatrix4 mat;
|
||||
SETMAT4(mat, m_local2world.GetMatrix());
|
||||
Tgl::Result result = geometry->SetTransformation(mat);
|
||||
Tgl::FloatMatrix4 matrix;
|
||||
Matrix4 in(matrix);
|
||||
SETMAT4(in, m_local2world);
|
||||
Tgl::Result result = geometry->SetTransformation(matrix);
|
||||
// assert(Tgl::Succeeded(result));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -52,7 +52,7 @@ class ViewROI : public OrientableROI {
|
|||
|
||||
protected:
|
||||
Tgl::Group* geometry;
|
||||
void UpdateWorldData(const Matrix4Data& parent2world);
|
||||
void UpdateWorldData(const MxMatrix& parent2world);
|
||||
};
|
||||
|
||||
// SYNTHETIC: LEGO1 0x100aa250
|
||||
|
|
Loading…
Reference in a new issue