#ifndef MATRIX_H #define MATRIX_H #include "vector.h" #include struct UnknownMatrixType { float m_data[4][4]; }; // Note: Many functions most likely take const references/pointers instead of non-const. // The class needs to undergo a very careful refactoring to fix that (no matches should break). // VTABLE: LEGO1 0x100d4350 // VTABLE: BETA10 0x101b8340 // SIZE 0x08 class Matrix4 { public: // FUNCTION: LEGO1 0x10004500 // FUNCTION: BETA10 0x1000fc70 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 // FUNCTION: BETA10 0x1000fcb0 virtual void Equals(float (*p_data)[4]) { memcpy(m_data, p_data, sizeof(float) * 4 * 4); } // vtable+0x04 // FUNCTION: LEGO1 0x10002340 // FUNCTION: BETA10 0x1000fcf0 virtual void Equals(const Matrix4& p_matrix) { memcpy(m_data, p_matrix.m_data, sizeof(float) * 4 * 4); } // vtable+0x00 // FUNCTION: LEGO1 0x10002360 // FUNCTION: BETA10 0x1000fd30 virtual void SetData(float (*p_data)[4]) { m_data = p_data; } // vtable+0x0c // FUNCTION: LEGO1 0x10002370 // FUNCTION: BETA10 0x1000fd60 virtual void SetData(UnknownMatrixType& p_matrix) { m_data = p_matrix.m_data; } // vtable+0x08 // FUNCTION: LEGO1 0x10002380 // FUNCTION: BETA10 0x1000fd90 virtual float (*GetData())[4] { return m_data; } // vtable+0x14 // FUNCTION: LEGO1 0x10002390 // FUNCTION: BETA10 0x1000fdc0 virtual float (*GetData() const)[4] { return m_data; } // vtable+0x10 // FUNCTION: LEGO1 0x100023a0 // FUNCTION: BETA10 0x1000fdf0 virtual float* Element(int p_row, int p_col) { return &m_data[p_row][p_col]; } // vtable+0x1c // FUNCTION: LEGO1 0x100023c0 // FUNCTION: BETA10 0x1000fe30 virtual const float* Element(int p_row, int p_col) const { return &m_data[p_row][p_col]; } // vtable+0x18 // FUNCTION: LEGO1 0x100023e0 // FUNCTION: BETA10 0x1000fe70 virtual void Clear() { memset(m_data, 0, 16 * sizeof(float)); } // vtable+0x20 // FUNCTION: LEGO1 0x100023f0 // FUNCTION: BETA10 0x1000feb0 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 0x10002420 // FUNCTION: BETA10 0x1000ff20 virtual void operator=(const Matrix4& p_matrix) { Equals(p_matrix); } // vtable+0x28 // FUNCTION: LEGO1 0x10002430 // FUNCTION: BETA10 0x1000ff50 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 // FUNCTION: BETA10 0x1000ffc0 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 // FUNCTION: BETA10 0x10010040 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 // FUNCTION: BETA10 0x100100a0 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 // FUNCTION: BETA10 0x10010180 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 // FUNCTION: LEGO1 0x100a0ff0 // FUNCTION: BETA10 0x1001fe60 void Scale(const float& p_x, const float& p_y, const float& p_z) { for (int i = 0; i < 4; i++) { m_data[i][0] *= p_x; m_data[i][1] *= p_y; m_data[i][2] *= p_z; } } // FUNCTION: BETA10 0x1001c6a0 void RotateX(const float& p_angle) { float s = sin(p_angle); float c = cos(p_angle); float matrix[4][4]; memcpy(matrix, m_data, sizeof(float) * 16); for (int i = 0; i < 4; i++) { m_data[i][1] = matrix[i][1] * c - matrix[i][2] * s; m_data[i][2] = matrix[i][2] * c + matrix[i][1] * s; } } // FUNCTION: BETA10 0x1001fd60 void RotateY(const float& p_angle) { float s = sin(p_angle); float c = cos(p_angle); float matrix[4][4]; memcpy(matrix, m_data, sizeof(float) * 16); for (int i = 0; i < 4; i++) { m_data[i][0] = matrix[i][0] * c + matrix[i][2] * s; m_data[i][2] = matrix[i][2] * c - matrix[i][0] * s; } } // FUNCTION: BETA10 0x1006ab10 void RotateZ(const float& p_angle) { float s = sin(p_angle); float c = cos(p_angle); float matrix[4][4]; memcpy(matrix, m_data, sizeof(float) * 16); for (int i = 0; i < 4; i++) { m_data[i][0] = matrix[i][0] * c - matrix[i][1] * s; m_data[i][1] = matrix[i][1] * c + matrix[i][0] * s; } } inline int Unknown(Matrix4& p_mat); // FUNCTION: LEGO1 0x1006b500 void Swap(int p_d1, int p_d2) { for (int i = 0; i < 4; i++) { float e = m_data[p_d1][i]; m_data[p_d1][i] = m_data[p_d2][i]; m_data[p_d2][i] = e; } } float* operator[](int idx) { return m_data[idx]; } const float* operator[](int idx) const { return m_data[idx]; } protected: float (*m_data)[4]; }; // FUNCTION: LEGO1 0x10002550 // FUNCTION: BETA10 0x100101c0 inline void Matrix4::ToQuaternion(Vector4& p_outQuat) { float trace = m_data[0][0] + m_data[1][1] + m_data[2][2]; if (trace > 0) { trace = sqrt(trace + 1.0); p_outQuat[3] = trace * 0.5f; trace = 0.5f / trace; p_outQuat[0] = (m_data[2][1] - m_data[1][2]) * trace; p_outQuat[1] = (m_data[0][2] - m_data[2][0]) * trace; p_outQuat[2] = (m_data[1][0] - m_data[0][1]) * trace; } else { // GLOBAL: LEGO1 0x100d4090 static int rotateIndex[] = {1, 2, 0}; // Largest element along the trace int largest = 0; if (m_data[0][0] < m_data[1][1]) { largest = 1; } if (*Element(largest, largest) < m_data[2][2]) { largest = 2; } int next = rotateIndex[largest]; int nextNext = rotateIndex[next]; float trace = sqrt(*Element(largest, largest) - (*Element(nextNext, nextNext) + *Element(next, next)) + 1.0); p_outQuat[largest] = trace * 0.5f; trace = 0.5f / trace; p_outQuat[3] = (*Element(nextNext, next) - *Element(next, nextNext)) * trace; p_outQuat[next] = (*Element(largest, next) + *Element(next, largest)) * trace; p_outQuat[nextNext] = (*Element(largest, nextNext) + *Element(nextNext, largest)) * trace; } } // FUNCTION: LEGO1 0x10002710 // FUNCTION: BETA10 0x10010550 inline int Matrix4::FromQuaternion(const Vector4& p_vec) { float len = p_vec.LenSquared(); if (len > 0.0f) { float v7 = 2.0f / len; float v9 = p_vec[0] * v7; float v11 = p_vec[1] * v7; float v12 = p_vec[2] * v7; float v13 = p_vec[3] * v9; float v14 = p_vec[3] * v11; float v16 = p_vec[3] * v12; float v17 = p_vec[0] * v9; float v22 = p_vec[0] * v11; float v23 = p_vec[0] * v12; float v18 = p_vec[1] * v11; float v24 = p_vec[1] * v12; float v19 = p_vec[2] * v12; m_data[0][0] = 1.0f - (v18 + v19); m_data[1][0] = v22 + v16; m_data[2][0] = v23 - v14; m_data[0][1] = v22 - v16; m_data[1][1] = 1.0f - (v17 + v19); m_data[2][1] = v24 + v13; m_data[0][2] = v14 + v23; m_data[1][2] = v24 - v13; m_data[2][2] = 1.0f - (v18 + v17); m_data[3][0] = 0; m_data[3][1] = 0; m_data[3][2] = 0; m_data[3][3] = 1.0f; m_data[0][3] = 0; m_data[1][3] = 0; m_data[2][3] = 0; return 0; } return -1; } // FUNCTION: BETA10 0x1005a590 inline int Matrix4::Unknown(Matrix4& p_mat) { float local5c[4][4]; Matrix4 localc(local5c); ((Matrix4&) localc) = *this; p_mat.SetIdentity(); for (int i = 0; i < 4; i++) { int local1c = i; int local10; for (local10 = i + 1; local10 < 4; local10++) { if (fabs(localc[local1c][i]) < fabs(localc[local10][i])) { local1c = local10; } } if (local1c != i) { localc.Swap(local1c, i); p_mat.Swap(local1c, i); } if (localc[i][i] < 0.001f && localc[i][i] > -0.001f) { return -1; } float local60 = localc[i][i]; int local18; for (local18 = 0; local18 < 4; local18++) { p_mat[i][local18] /= local60; } for (local18 = 0; local18 < 4; local18++) { localc[i][local18] /= local60; } for (local10 = 0; local10 < 4; local10++) { if (i != local10) { float afStack70[4]; for (local18 = 0; local18 < 4; local18++) { afStack70[local18] = p_mat[i][local18] * localc[local10][i]; } for (local18 = 0; local18 < 4; local18++) { p_mat[local10][local18] -= afStack70[local18]; } for (local18 = 0; local18 < 4; local18++) { afStack70[local18] = localc[i][local18] * localc[local10][i]; } for (local18 = 0; local18 < 4; local18++) { localc[local10][local18] -= afStack70[local18]; } } } } return 0; } #endif // MATRIX_H