#include "mxmatrix.h" #include "decomp.h" #include "math.h" #include DECOMP_SIZE_ASSERT(MxMatrix, 0x8); DECOMP_SIZE_ASSERT(MxMatrixData, 0x48); // OFFSET: LEGO1 0x10002340 void MxMatrix::EqualsMxMatrix(const MxMatrix* p_other) { memcpy(m_data, p_other->m_data, 16 * sizeof(float)); } // OFFSET: LEGO1 0x10002320 void MxMatrix::EqualsMatrixData(const float* p_matrix) { memcpy(m_data, p_matrix, 16 * sizeof(float)); } // OFFSET: LEGO1 0x10002370 void MxMatrix::SetData(float* p_data) { m_data = p_data; } // OFFSET: LEGO1 0x10002360 void MxMatrix::AnotherSetData(float* p_data) { m_data = p_data; } // OFFSET: LEGO1 0x10002390 float* MxMatrix::GetData() { return m_data; } // OFFSET: LEGO1 0x10002380 const float* MxMatrix::GetData() const { return m_data; } // OFFSET: LEGO1 0x100023c0 float* MxMatrix::Element(int p_row, int p_col) { return &m_data[p_row * 4 + p_col]; } // OFFSET: LEGO1 0x100023a0 const float* MxMatrix::Element(int p_row, int p_col) const { return &m_data[p_row * 4 + p_col]; } // OFFSET: LEGO1 0x100023e0 void MxMatrix::Clear() { memset(m_data, 0, 16 * sizeof(float)); } // OFFSET: LEGO1 0x100023f0 void MxMatrix::SetIdentity() { Clear(); m_data[0] = 1.0f; m_data[5] = 1.0f; m_data[10] = 1.0f; m_data[15] = 1.0f; } // OFFSET: LEGO1 0x10002850 void MxMatrix::operator=(const MxMatrix& p_other) { EqualsMxMatrix(&p_other); } // OFFSET: LEGO1 0x10002430 MxMatrix* MxMatrix::operator+=(const float* p_matrix) { for (int i = 0; i < 16; ++i) m_data[i] += 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. // OFFSET: LEGO1 0x10002460 void MxMatrix::TranslateBy(const float* p_x, const float* p_y, const float* p_z) { m_data[12] += *p_x; m_data[13] += *p_y; m_data[14] += *p_z; } // OFFSET: LEGO1 0x100024a0 void MxMatrix::SetTranslation(const float* p_x, const float* p_y, const float* p_z) { m_data[12] = *p_x; m_data[13] = *p_y; m_data[14] = *p_z; } // OFFSET: LEGO1 0x10002530 void MxMatrix::EqualsMxProduct(const MxMatrix* p_a, const MxMatrix* p_b) { EqualsDataProduct(p_a->m_data, p_b->m_data); } // OFFSET: LEGO1 0x100024d0 void MxMatrix::EqualsDataProduct(const float* p_a, const float* p_b) { float* cur = 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 * 4 + k] * p_b[k * 4 + col]; } cur++; } } } // 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. // OFFSET: LEGO1 0x10002550 STUB void MxMatrix::ToQuaternion(MxVector4* 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; } // OFFSET: 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. // OFFSET: LEGO1 0x10002710 STUB MxResult MxMatrix::FUN_10002710(const MxVector3* p_vec) { return FAILURE; } // OFFSET: LEGO1 0x10002860 void MxMatrixData::operator=(const MxMatrixData& p_other) { EqualsMxMatrix(&p_other); }