isle/LEGO1/mxgeometry/mxmatrix.h
Christian Semmler 67c9736953
Implement/match LegoAnimPresenter::FUN_1006afc0 (#843)
* Implement/match LegoAnimPresenter::FUN_1006afc0

* empty
2024-04-24 14:24:59 +02:00

33 lines
998 B
C++

#ifndef MXMATRIX_H
#define MXMATRIX_H
#include "realtime/matrix.h"
// VTABLE: LEGO1 0x100d4300
// SIZE 0x48
class MxMatrix : public Matrix4 {
public:
// FUNCTION: LEGO1 0x1006b120
inline MxMatrix() : Matrix4(m_elements) {}
// FUNCTION: LEGO1 0x10032770
inline MxMatrix(const MxMatrix& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); }
inline MxMatrix(const Matrix4& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); }
float* operator[](int idx) { return m_data[idx]; }
const float* operator[](int idx) const { return m_data[idx]; }
// FUNCTION: LEGO1 0x10002850
void operator=(const Matrix4& p_matrix) override { Equals(p_matrix); } // vtable+0x28
// No idea why there's another equals. Maybe to some other type like the
// DirectX Retained Mode Matrix type which is also a float* alias?
// FUNCTION: LEGO1 0x10002860
virtual void operator=(const MxMatrix& p_matrix) { Equals(p_matrix); } // vtable+0x48
private:
float m_elements[4][4]; // 0x08
};
#endif // MXMATRIX_H