mirror of
https://github.com/isledecomp/isle.git
synced 2024-11-22 23:57:54 -05:00
7fc1f8019f
* Implement ViewROI and base classes * Clean up Orientable header * Move tgl to tgl subdirectory, and use target_include_directories * Move classes to submodules * Fix some missed references * Fix/match UpdateWorldData * Renaming / removing MxTypes / refactoring * Consistent naming for Matrix * Adjust format action * Add Vector3/Vector4 to Data vector * Add TGL comment * Add a comment about Matrix4Impl * Add ROI comment --------- Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com> Co-authored-by: Christian Semmler <mail@csemmler.com>
457 lines
9.5 KiB
C++
457 lines
9.5 KiB
C++
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#include "vector.h"
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#include "../decomp.h"
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#include <math.h>
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#include <memory.h>
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DECOMP_SIZE_ASSERT(Vector2Impl, 0x8);
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DECOMP_SIZE_ASSERT(Vector3Impl, 0x8);
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DECOMP_SIZE_ASSERT(Vector4Impl, 0x8);
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DECOMP_SIZE_ASSERT(Vector3Data, 0x14);
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DECOMP_SIZE_ASSERT(Vector4Data, 0x18);
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// OFFSET: LEGO1 0x100020a0
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const float* Vector2Impl::GetData() const
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{
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return m_data;
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}
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// OFFSET: LEGO1 0x10002090
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float* Vector2Impl::GetData()
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{
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return m_data;
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}
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// OFFSET: LEGO1 0x10002130
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float Vector2Impl::Dot(Vector2Impl* p_a, float* p_b) const
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{
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return DotImpl(p_a->m_data, p_b);
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}
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// OFFSET: LEGO1 0x10002110
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float Vector2Impl::Dot(float* p_a, Vector2Impl* p_b) const
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{
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return DotImpl(p_a, p_b->m_data);
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}
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// OFFSET: LEGO1 0x100020f0
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float Vector2Impl::Dot(Vector2Impl* p_a, Vector2Impl* p_b) const
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{
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return DotImpl(p_a->m_data, p_b->m_data);
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}
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// OFFSET: LEGO1 0x100020d0
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float Vector2Impl::Dot(float* p_a, float* p_b) const
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{
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return DotImpl(p_a, p_b);
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}
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// OFFSET: LEGO1 0x10002160
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int Vector2Impl::Unitize()
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{
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float sq = LenSquared();
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if (sq > 0.0f) {
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float root = sqrt(sq);
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if (root > 0) {
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DivScalarImpl(&root);
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return 0;
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}
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}
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return -1;
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}
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// OFFSET: LEGO1 0x100021e0
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void Vector2Impl::AddVector(Vector2Impl* p_other)
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{
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AddVectorImpl(p_other->m_data);
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}
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// OFFSET: LEGO1 0x100021d0
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void Vector2Impl::AddVector(float* p_other)
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{
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AddVectorImpl(p_other);
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}
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// OFFSET: LEGO1 0x100021c0
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void Vector2Impl::AddScalar(float p_value)
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{
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AddScalarImpl(p_value);
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}
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// OFFSET: LEGO1 0x10002200
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void Vector2Impl::SubVector(Vector2Impl* p_other)
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{
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SubVectorImpl(p_other->m_data);
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}
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// OFFSET: LEGO1 0x100021f0
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void Vector2Impl::SubVector(float* p_other)
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{
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SubVectorImpl(p_other);
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}
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// OFFSET: LEGO1 0x10002230
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void Vector2Impl::MullScalar(float* p_value)
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{
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MullScalarImpl(p_value);
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}
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// OFFSET: LEGO1 0x10002220
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void Vector2Impl::MullVector(Vector2Impl* p_other)
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{
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MullVectorImpl(p_other->m_data);
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}
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// OFFSET: LEGO1 0x10002210
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void Vector2Impl::MullVector(float* p_other)
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{
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MullVectorImpl(p_other);
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}
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// OFFSET: LEGO1 0x10002240
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void Vector2Impl::DivScalar(float* p_value)
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{
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DivScalarImpl(p_value);
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}
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// OFFSET: LEGO1 0x10002260
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void Vector2Impl::SetVector(Vector2Impl* p_other)
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{
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EqualsImpl(p_other->m_data);
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}
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// OFFSET: LEGO1 0x10002250
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void Vector2Impl::SetVector(float* p_other)
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{
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EqualsImpl(p_other);
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}
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// OFFSET: LEGO1 0x10001fa0
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void Vector2Impl::AddScalarImpl(float p_value)
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{
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m_data[0] += p_value;
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m_data[1] += p_value;
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}
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// OFFSET: LEGO1 0x10001f80
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void Vector2Impl::AddVectorImpl(float* p_value)
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{
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m_data[0] += p_value[0];
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m_data[1] += p_value[1];
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}
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// OFFSET: LEGO1 0x10001fc0
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void Vector2Impl::SubVectorImpl(float* p_value)
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{
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m_data[0] -= p_value[0];
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m_data[1] -= p_value[1];
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}
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// OFFSET: LEGO1 0x10002000
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void Vector2Impl::MullScalarImpl(float* p_value)
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{
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m_data[0] *= *p_value;
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m_data[1] *= *p_value;
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}
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// OFFSET: LEGO1 0x10001fe0
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void Vector2Impl::MullVectorImpl(float* p_value)
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{
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m_data[0] *= p_value[0];
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m_data[1] *= p_value[1];
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}
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// OFFSET: LEGO1 0x10002020
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void Vector2Impl::DivScalarImpl(float* p_value)
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{
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m_data[0] /= *p_value;
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m_data[1] /= *p_value;
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}
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// OFFSET: LEGO1 0x10002040
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float Vector2Impl::DotImpl(float* p_a, float* p_b) const
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{
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return p_b[0] * p_a[0] + p_b[1] * p_a[1];
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}
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// OFFSET: LEGO1 0x10002070
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void Vector2Impl::EqualsImpl(float* p_data)
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{
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float* vec = m_data;
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vec[0] = p_data[0];
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vec[1] = p_data[1];
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}
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// OFFSET: LEGO1 0x100020b0
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void Vector2Impl::Clear()
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{
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float* vec = m_data;
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vec[0] = 0.0f;
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vec[1] = 0.0f;
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}
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// OFFSET: LEGO1 0x10002150
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float Vector2Impl::LenSquared() const
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{
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return m_data[0] * m_data[0] + m_data[1] * m_data[1];
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}
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// OFFSET: LEGO1 0x10003a90
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void Vector3Impl::AddScalarImpl(float p_value)
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{
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m_data[0] += p_value;
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m_data[1] += p_value;
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m_data[2] += p_value;
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}
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// OFFSET: LEGO1 0x10003a60
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void Vector3Impl::AddVectorImpl(float* p_value)
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{
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m_data[0] += p_value[0];
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m_data[1] += p_value[1];
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m_data[2] += p_value[2];
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}
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// OFFSET: LEGO1 0x10003ac0
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void Vector3Impl::SubVectorImpl(float* p_value)
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{
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m_data[0] -= p_value[0];
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m_data[1] -= p_value[1];
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m_data[2] -= p_value[2];
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}
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// OFFSET: LEGO1 0x10003b20
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void Vector3Impl::MullScalarImpl(float* p_value)
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{
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m_data[0] *= *p_value;
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m_data[1] *= *p_value;
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m_data[2] *= *p_value;
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}
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// OFFSET: LEGO1 0x10003af0
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void Vector3Impl::MullVectorImpl(float* p_value)
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{
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m_data[0] *= p_value[0];
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m_data[1] *= p_value[1];
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m_data[2] *= p_value[2];
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}
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// OFFSET: LEGO1 0x10003b50
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void Vector3Impl::DivScalarImpl(float* p_value)
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{
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m_data[0] /= *p_value;
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m_data[1] /= *p_value;
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m_data[2] /= *p_value;
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}
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// OFFSET: LEGO1 0x10003b80
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float Vector3Impl::DotImpl(float* p_a, float* p_b) const
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{
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return p_a[0] * p_b[0] + p_a[2] * p_b[2] + p_a[1] * p_b[1];
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}
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// OFFSET: LEGO1 0x10003ba0
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void Vector3Impl::EqualsImpl(float* p_data)
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{
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float* vec = m_data;
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vec[0] = p_data[0];
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vec[1] = p_data[1];
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vec[2] = p_data[2];
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}
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// OFFSET: LEGO1 0x10003bc0
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void Vector3Impl::Clear()
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{
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float* vec = m_data;
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vec[0] = 0.0f;
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vec[1] = 0.0f;
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vec[2] = 0.0f;
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}
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// OFFSET: LEGO1 0x10003bd0
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float Vector3Impl::LenSquared() const
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{
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return m_data[1] * m_data[1] + m_data[0] * m_data[0] + m_data[2] * m_data[2];
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}
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// OFFSET: LEGO1 0x10002270
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void Vector3Impl::EqualsCrossImpl(float* p_a, float* p_b)
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{
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m_data[0] = p_a[1] * p_b[2] - p_a[2] * p_b[1];
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m_data[1] = p_a[2] * p_b[0] - p_a[0] * p_b[2];
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m_data[2] = p_a[0] * p_b[1] - p_a[1] * p_b[0];
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}
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// OFFSET: LEGO1 0x10002300
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void Vector3Impl::EqualsCross(float* p_a, Vector3Impl* p_b)
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{
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EqualsCrossImpl(p_a, p_b->m_data);
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}
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// OFFSET: LEGO1 0x100022e0
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void Vector3Impl::EqualsCross(Vector3Impl* p_a, float* p_b)
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{
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EqualsCrossImpl(p_a->m_data, p_b);
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}
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// OFFSET: LEGO1 0x100022c0
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void Vector3Impl::EqualsCross(Vector3Impl* p_a, Vector3Impl* p_b)
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{
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EqualsCrossImpl(p_a->m_data, p_b->m_data);
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}
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// OFFSET: LEGO1 0x10003bf0
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void Vector3Impl::EqualsScalar(float* p_value)
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{
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m_data[0] = *p_value;
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m_data[1] = *p_value;
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m_data[2] = *p_value;
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}
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// OFFSET: LEGO1 0x100028b0
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void Vector4Impl::AddScalarImpl(float p_value)
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{
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m_data[0] += p_value;
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m_data[1] += p_value;
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m_data[2] += p_value;
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m_data[3] += p_value;
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}
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// OFFSET: LEGO1 0x10002870
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void Vector4Impl::AddVectorImpl(float* p_value)
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{
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m_data[0] += p_value[0];
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m_data[1] += p_value[1];
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m_data[2] += p_value[2];
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m_data[3] += p_value[3];
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}
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// OFFSET: LEGO1 0x100028f0
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void Vector4Impl::SubVectorImpl(float* p_value)
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{
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m_data[0] -= p_value[0];
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m_data[1] -= p_value[1];
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m_data[2] -= p_value[2];
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m_data[3] -= p_value[3];
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}
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// OFFSET: LEGO1 0x10002970
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void Vector4Impl::MullScalarImpl(float* p_value)
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{
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m_data[0] *= *p_value;
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m_data[1] *= *p_value;
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m_data[2] *= *p_value;
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m_data[3] *= *p_value;
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}
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// OFFSET: LEGO1 0x10002930
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void Vector4Impl::MullVectorImpl(float* p_value)
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{
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m_data[0] *= p_value[0];
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m_data[1] *= p_value[1];
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m_data[2] *= p_value[2];
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m_data[3] *= p_value[3];
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}
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// OFFSET: LEGO1 0x100029b0
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void Vector4Impl::DivScalarImpl(float* p_value)
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{
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m_data[0] /= *p_value;
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m_data[1] /= *p_value;
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m_data[2] /= *p_value;
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m_data[3] /= *p_value;
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}
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// OFFSET: LEGO1 0x100029f0
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float Vector4Impl::DotImpl(float* p_a, float* p_b) const
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{
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return p_a[0] * p_b[0] + p_a[2] * p_b[2] + (p_a[1] * p_b[1] + p_a[3] * p_b[3]);
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}
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// OFFSET: LEGO1 0x10002a20
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void Vector4Impl::EqualsImpl(float* p_data)
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{
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float* vec = m_data;
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vec[0] = p_data[0];
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vec[1] = p_data[1];
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vec[2] = p_data[2];
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vec[3] = p_data[3];
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}
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// OFFSET: LEGO1 0x10002b00
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void Vector4Impl::Clear()
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{
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float* vec = m_data;
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vec[0] = 0.0f;
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vec[1] = 0.0f;
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vec[2] = 0.0f;
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vec[3] = 0.0f;
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}
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// OFFSET: LEGO1 0x10002b20
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float Vector4Impl::LenSquared() const
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{
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return m_data[1] * m_data[1] + m_data[0] * m_data[0] + m_data[2] * m_data[2] + m_data[3] * m_data[3];
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}
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// OFFSET: LEGO1 0x10002b40
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void Vector4Impl::EqualsScalar(float* p_value)
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{
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m_data[0] = *p_value;
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m_data[1] = *p_value;
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m_data[2] = *p_value;
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m_data[3] = *p_value;
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}
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// OFFSET: LEGO1 0x10002ae0
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void Vector4Impl::SetMatrixProduct(Vector4Impl* p_a, float* p_b)
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{
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SetMatrixProductImpl(p_a->m_data, p_b);
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}
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// OFFSET: LEGO1 0x10002a40
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void Vector4Impl::SetMatrixProductImpl(float* p_vec, float* p_mat)
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{
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m_data[0] = p_vec[0] * p_mat[0] + p_vec[1] * p_mat[4] + p_vec[2] * p_mat[8] + p_vec[3] * p_mat[12];
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m_data[1] = p_vec[0] * p_mat[1] + p_vec[1] * p_mat[5] + p_vec[2] * p_mat[9] + p_vec[4] * p_mat[13];
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m_data[2] = p_vec[0] * p_mat[2] + p_vec[1] * p_mat[6] + p_vec[2] * p_mat[10] + p_vec[4] * p_mat[14];
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m_data[3] = p_vec[0] * p_mat[3] + p_vec[1] * p_mat[7] + p_vec[2] * p_mat[11] + p_vec[4] * p_mat[15];
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}
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// Note close yet, included because I'm at least confident I know what operation
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// it's trying to do.
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// OFFSET: LEGO1 0x10002b70 STUB
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int Vector4Impl::NormalizeQuaternion()
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{
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float* v = m_data;
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float magnitude = v[1] * v[1] + v[2] * v[2] + v[0] * v[0];
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if (magnitude > 0.0f) {
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float theta = v[3] * 0.5f;
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v[3] = cos(theta);
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float frac = sin(theta);
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magnitude = frac / sqrt(magnitude);
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v[0] *= magnitude;
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v[1] *= magnitude;
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v[2] *= magnitude;
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return 0;
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}
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return -1;
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}
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// OFFSET: LEGO1 0x10002bf0
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void Vector4Impl::UnknownQuaternionOp(Vector4Impl* p_a, Vector4Impl* p_b)
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{
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float* bDat = p_b->m_data;
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float* aDat = p_a->m_data;
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this->m_data[3] = aDat[3] * bDat[3] - (bDat[0] * aDat[0] + aDat[2] * bDat[2] + aDat[1] * aDat[1]);
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this->m_data[0] = bDat[2] * aDat[1] - bDat[1] * aDat[2];
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this->m_data[1] = aDat[2] * bDat[0] - bDat[2] * aDat[0];
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this->m_data[2] = bDat[1] * aDat[0] - aDat[1] * bDat[0];
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m_data[0] = p_b->m_data[3] * p_a->m_data[0] + p_a->m_data[3] * p_b->m_data[0] + m_data[0];
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m_data[1] = p_b->m_data[1] * p_a->m_data[3] + p_a->m_data[1] * p_b->m_data[3] + m_data[1];
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m_data[2] = p_b->m_data[2] * p_a->m_data[3] + p_a->m_data[2] * p_b->m_data[3] + m_data[2];
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}
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