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Improve several functions in vector.h
(#1049)
* Improve some functions in vector.h - Add BETA10 references - inline some functions based on BETA10 - Identify and improve `Vector4::EqualsHamiltonProduct` * Fix BETA10 offset * Fix BETA10 annotation order --------- Co-authored-by: jonschz <jonschz@users.noreply.github.com>
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2 changed files with 26 additions and 21 deletions
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@ -43,6 +43,7 @@ class Mx3DPointFloat : public Vector3 {
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};
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// VTABLE: LEGO1 0x100d41e8
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// VTABLE: BETA10 0x101bab78
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// SIZE 0x18
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class Mx4DPointFloat : public Vector4 {
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public:
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@ -178,7 +178,8 @@ class Vector3 : public Vector2 {
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// in reverse order of appearance.
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// FUNCTION: LEGO1 0x10002270
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virtual void EqualsCrossImpl(float* p_a, float* p_b)
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// FUNCTION: BETA10 0x100064a1
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inline virtual void EqualsCrossImpl(float* p_a, float* p_b)
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{
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m_data[0] = p_a[1] * p_b[2] - p_a[2] * p_b[1];
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m_data[1] = p_a[2] * p_b[0] - p_a[0] * p_b[2];
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@ -229,7 +230,7 @@ class Vector3 : public Vector2 {
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} // vtable+0x08
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// FUNCTION: LEGO1 0x10003b20
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void MulScalarImpl(float* p_value) override
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inline void MulScalarImpl(float* p_value) override
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{
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m_data[0] *= *p_value;
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m_data[1] *= *p_value;
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@ -274,6 +275,7 @@ class Vector3 : public Vector2 {
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};
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// VTABLE: LEGO1 0x100d45a0
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// VTABLE: BETA10 0x101bac38
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// SIZE 0x08
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class Vector4 : public Vector3 {
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public:
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@ -294,8 +296,8 @@ class Vector4 : public Vector3 {
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// FUNCTION: LEGO1 0x10002ae0
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virtual void SetMatrixProduct(Vector4* p_a, float* p_b) { SetMatrixProduct(p_a->m_data, p_b); } // vtable+0x88
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inline virtual int NormalizeQuaternion(); // vtable+0x90
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inline virtual void UnknownQuaternionOp(Vector4* p_a, Vector4* p_b); // vtable+0x94
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inline virtual int NormalizeQuaternion(); // vtable+0x90
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inline virtual int EqualsHamiltonProduct(Vector4* p_a, Vector4* p_b); // vtable+0x94
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// Vector3 overrides
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@ -383,40 +385,42 @@ class Vector4 : public Vector3 {
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friend class Mx4DPointFloat;
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};
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// Note close yet, included because I'm at least confident I know what operation
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// it's trying to do.
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// STUB: LEGO1 0x10002b70
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// FUNCTION: LEGO1 0x10002b70
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// FUNCTION: BETA10 0x10048ad0
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inline int Vector4::NormalizeQuaternion()
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{
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float* v = m_data;
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float magnitude = v[1] * v[1] + v[2] * v[2] + v[0] * v[0];
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float magnitude = v[0] * v[0] + v[2] * v[2] + v[1] * v[1];
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if (magnitude > 0.0f) {
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float theta = v[3] * 0.5f;
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v[3] = cos(theta);
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float frac = sin(theta);
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magnitude = frac / sqrt(magnitude);
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v[0] *= magnitude;
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v[1] *= magnitude;
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v[2] *= magnitude;
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magnitude = sin(theta) / sqrt(magnitude);
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Vector3::MulScalarImpl(&magnitude);
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return 0;
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}
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return -1;
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}
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// FUNCTION: LEGO1 0x10002bf0
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inline void Vector4::UnknownQuaternionOp(Vector4* p_a, Vector4* p_b)
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inline static float QuaternionProductScalarPart(float* bDat, float* aDat)
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{
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float* bDat = p_b->m_data;
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float* aDat = p_a->m_data;
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// We have no indication from the beta that this function exists,
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// but it helps with the stack layout of Vector4::EqualsHamiltonProduct()
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return aDat[3] * bDat[3] - (aDat[0] * bDat[0] + aDat[2] * bDat[2] + aDat[1] * bDat[1]);
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}
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this->m_data[3] = aDat[3] * bDat[3] - (bDat[0] * aDat[0] + aDat[2] * bDat[2] + aDat[1] * aDat[1]);
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this->m_data[0] = bDat[2] * aDat[1] - bDat[1] * aDat[2];
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this->m_data[1] = aDat[2] * bDat[0] - bDat[2] * aDat[0];
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this->m_data[2] = bDat[1] * aDat[0] - aDat[1] * bDat[0];
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// FUNCTION: LEGO1 0x10002bf0
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// FUNCTION: BETA10 0x10048c20
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inline int Vector4::EqualsHamiltonProduct(Vector4* p_a, Vector4* p_b)
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{
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m_data[3] = QuaternionProductScalarPart(p_a->m_data, p_b->m_data);
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Vector3::EqualsCrossImpl(p_a->m_data, p_b->m_data);
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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];
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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];
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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];
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return 0;
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}
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#endif // VECTOR_H
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