#ifndef VECTOR_H #define VECTOR_H #include /* * 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]; } }; // VTABLE: LEGO1 0x100d4288 // SIZE 0x8 class Vector2Impl { public: // FUNCTION: LEGO1 0x1000c0f0 inline Vector2Impl(float* p_data) { this->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; // 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) { this->m_data = p_data; } // vtable + 0x20 virtual void EqualsImpl(float* p_data) = 0; virtual float* GetData(); virtual const float* GetData() const; virtual void Clear() = 0; // 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; // vtable + 0x40 virtual float LenSquared() const = 0; virtual int Unitize(); // vtable + 0x48 virtual void Add(Vector2Impl* p_other); virtual void Add(float* p_other); virtual void Add(float p_value); // vtable + 0x54 virtual void Sub(Vector2Impl* p_other); virtual void Sub(float* p_other); // 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); // vtable + 0x6C virtual void SetVector(Vector2Impl* p_other); virtual void SetVector(float* p_other); inline float& operator[](size_t idx) { return m_data[idx]; } inline const float& operator[](size_t idx) const { return m_data[idx]; } protected: float* m_data; }; // VTABLE: LEGO1 0x100d4518 // SIZE 0x8 class Vector3Impl : public Vector2Impl { public: inline Vector3Impl(float* p_data) : Vector2Impl(p_data) {} void AddScalarImpl(float p_value); 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; // 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); inline void Fill(float p_value) { EqualsScalar(&p_value); } }; // VTABLE: LEGO1 0x100d45a0 // SIZE 0x8 class Vector4Impl : public Vector3Impl { public: inline Vector4Impl(float* p_data) : Vector3Impl(p_data) {} void AddScalarImpl(float p_value); 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 + 0x84 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); }; // 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) { EqualsImpl(p_other.m_data); 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++; } inline void EqualsCross(Vector3Data& p_a, Vector3Data& p_b) { EqualsCrossImpl(p_a.m_data, p_b.m_data); } private: Vector3 m_vector; }; // VTABLE: LEGO1 0x100d41e8 // SIZE 0x18 class Vector4Data : public Vector4Impl { public: inline Vector4Data() : Vector4Impl(m_vector.elements) {} private: Vector4 m_vector; }; #endif // VECTOR_H