#include "matrix.h" #include "../decomp.h" #include "math.h" #include DECOMP_SIZE_ASSERT(Matrix4, 0x40); DECOMP_SIZE_ASSERT(Matrix4Impl, 0x8); DECOMP_SIZE_ASSERT(Matrix4Data, 0x48); // OFFSET: LEGO1 0x10002320 void Matrix4Impl::EqualsMatrixData(const Matrix4& p_matrix) { *m_data = p_matrix; } // OFFSET: LEGO1 0x10002340 void Matrix4Impl::EqualsMatrixImpl(const Matrix4Impl* p_other) { *m_data = *p_other->m_data; } // OFFSET: LEGO1 0x10002360 void Matrix4Impl::AnotherSetData(Matrix4& p_data) { m_data = &p_data; } // OFFSET: LEGO1 0x10002370 void Matrix4Impl::SetData(Matrix4& p_data) { m_data = &p_data; } // OFFSET: LEGO1 0x10002380 const Matrix4* Matrix4Impl::GetData() const { return m_data; } // OFFSET: LEGO1 0x10002390 Matrix4* Matrix4Impl::GetData() { return m_data; } // OFFSET: LEGO1 0x100023a0 const float* Matrix4Impl::Element(int p_row, int p_col) const { return &(*m_data)[p_row][p_col]; } // OFFSET: LEGO1 0x100023c0 float* Matrix4Impl::Element(int p_row, int p_col) { return &(*m_data)[p_row][p_col]; } // OFFSET: LEGO1 0x100023e0 void Matrix4Impl::Clear() { memset(m_data, 0, 16 * sizeof(float)); } // OFFSET: 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; } // OFFSET: 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. // OFFSET: 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; } // OFFSET: 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; } // OFFSET: 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++; } } } // OFFSET: 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. // OFFSET: LEGO1 0x10002550 STUB 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; } // 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 int Matrix4Impl::FUN_10002710(const Vector3Impl* p_vec) { return -1; } // OFFSET: LEGO1 0x10002850 void Matrix4Impl::operator=(const Matrix4Impl& p_other) { EqualsMatrixImpl(&p_other); } // OFFSET: LEGO1 0x10002860 void Matrix4Data::operator=(const Matrix4Data& p_other) { EqualsMatrixImpl(&p_other); }