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* All of the MxVectors share an inheritance chain. MxVector4 inherits from MxVector3 which inherits from MxVector2. * They all operate on a shared `float*` data member which points to the underlying storage. * There are also MxVector3/4Data classes, which inherit from Vector3/4, but add concrete storage for the Vector data rather than just an abstract data pointer. * The same is true for MxMatrix, with there being an abstract and a concrete variant of it. * Also improve reccmp.py register matching algorithm. It previously could not recognize an effective match when a swap had to take place between two registers used on the same line. It turns out this happens a lot in floating point math code so I adjusted the implementation to break the disassembly lines on spaces rather than just linebreaks allowing the existing effective match code to handle that case too.
70 lines
No EOL
1.8 KiB
C++
70 lines
No EOL
1.8 KiB
C++
#ifndef MXMATRIX_H
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#define MXMATRIX_H
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#include "mxvector.h"
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// VTABLE 0x100d4350
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// SIZE 0x8
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class MxMatrix
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{
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public:
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inline MxMatrix(float *p_data) : m_data(p_data) {}
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// vtable + 0x00
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virtual void EqualsMxMatrix(const MxMatrix *p_other);
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virtual void EqualsMatrixData(const float *p_matrix);
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virtual void SetData(float *p_data);
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virtual void AnotherSetData(float *p_data);
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// vtable + 0x10
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virtual float *GetData();
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virtual const float *GetData() const;
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virtual float *Element(int p_row, int p_col);
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virtual const float *Element(int p_row, int p_col) const;
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// vtable + 0x20
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virtual void Clear();
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virtual void SetIdentity();
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virtual void operator=(const MxMatrix& p_other);
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virtual MxMatrix *operator+=(const float *p_matrix);
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// vtable + 0x30
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virtual void TranslateBy(const float *p_x, const float *p_y, const float *p_z);
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virtual void SetTranslation(const float *p_x, const float *p_y, const float *p_z);
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virtual void EqualsMxProduct(const MxMatrix *p_a, const MxMatrix *p_b);
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virtual void EqualsDataProduct(const float *p_a, const float *p_b);
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// vtable + 0x40
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virtual void ToQuaternion(MxVector4 *p_resultQuat);
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virtual MxResult DoSomethingWithLength(const MxVector3 *p_vec);
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private:
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float *m_data;
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};
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// VTABLE 0x100d4300
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// SIZE 0x48
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class MxMatrixData : public MxMatrix
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{
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public:
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inline MxMatrixData() : MxMatrix(e) {}
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// No idea why there's another equals. Maybe to some other type like the
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// DirectX Retained Mode Matrix type which is also a float* alias?
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// vtable + 0x44
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virtual void operator=(const MxMatrixData& p_other);
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// Alias an easy way to access the translation part of the matrix, because
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// various members / other functions benefit from the clarity.
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union
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{
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float e[16];
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struct
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{
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float _[12];
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float x, y, z, w;
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};
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};
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};
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#endif // MXMATRIX_H
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