isle/LEGO1/mxgeometry/mxgeometry3d.h
Christian Semmler a93e2ae0d3
Implement/match LegoEntity::SetLocation (#629)
* Implement/match LegoEntity::SetLocation

* Remove comment
2024-03-05 20:31:57 +01:00

62 lines
1.6 KiB
C++

#ifndef MXGEOMETRY3D_H
#define MXGEOMETRY3D_H
#include "realtime/vector.h"
// VTABLE: LEGO1 0x100d4488
// SIZE 0x14
class Mx3DPointFloat : public Vector3 {
public:
inline Mx3DPointFloat() : Vector3(m_elements) {}
inline Mx3DPointFloat(float p_x, float p_y, float p_z) : Vector3(m_elements)
{
m_elements[0] = p_x;
m_elements[1] = p_y;
m_elements[2] = p_z;
}
inline float GetX() { return m_data[0]; }
inline float GetY() { return m_data[1]; }
inline float GetZ() { return m_data[2]; }
inline float& operator[](size_t idx) { return m_data[idx]; }
inline const float& operator[](size_t idx) const { return m_data[idx]; }
// FUNCTION: LEGO1 0x100343a0
inline Mx3DPointFloat(const Mx3DPointFloat& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
// SYNTHETIC: LEGO1 0x1001d170
// Mx3DPointFloat::Mx3DPointFloat
// FUNCTION: LEGO1 0x10003c10
virtual void operator=(const Vector3& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x88
// FUNCTION: LEGO1 0x10010c00
inline Mx3DPointFloat& operator=(const Mx3DPointFloat& p_other)
{
((Vector3&) *this).operator=(p_other);
for (size_t i = 0; i < sizeof(m_elements) / sizeof(float); i++) {
m_elements[i] = p_other.m_elements[i];
}
return *this;
}
inline void EqualsCross(Mx3DPointFloat& p_a, Mx3DPointFloat& p_b) { EqualsCrossImpl(p_a.m_data, p_b.m_data); }
private:
float m_elements[3]; // 0x08
};
// VTABLE: LEGO1 0x100d41e8
// SIZE 0x18
class Mx4DPointFloat : public Vector4 {
public:
inline Mx4DPointFloat() : Vector4(m_elements) {}
private:
float m_elements[4];
};
#endif // MXGEOMETRY3D_H