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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.
188 lines
4.7 KiB
C++
188 lines
4.7 KiB
C++
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#include "mxmatrix.h"
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#include <memory.h>
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#include "math.h"
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#include "decomp.h"
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DECOMP_SIZE_ASSERT(MxMatrix, 0x8);
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DECOMP_SIZE_ASSERT(MxMatrixData, 0x48);
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// OFFSET: LEGO1 0x10002340
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void MxMatrix::EqualsMxMatrix(const MxMatrix *p_other)
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{
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memcpy(m_data, p_other->m_data, 16 * sizeof(float));
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}
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// OFFSET: LEGO1 0x10002320
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void MxMatrix::EqualsMatrixData(const float *p_matrix)
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{
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memcpy(m_data, p_matrix, 16 * sizeof(float));
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}
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// OFFSET: LEGO1 0x10002370
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void MxMatrix::SetData(float *p_data)
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{
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m_data = p_data;
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}
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// OFFSET: LEGO1 0x10002360
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void MxMatrix::AnotherSetData(float *p_data)
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{
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m_data = p_data;
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}
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// OFFSET: LEGO1 0x10002390
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float *MxMatrix::GetData()
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{
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return m_data;
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}
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// OFFSET: LEGO1 0x10002380
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const float *MxMatrix::GetData() const
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{
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return m_data;
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}
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// OFFSET: LEGO1 0x100023c0
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float *MxMatrix::Element(int p_row, int p_col)
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{
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return &m_data[p_row * 4 + p_col];
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}
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// OFFSET: LEGO1 0x100023a0
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const float *MxMatrix::Element(int p_row, int p_col) const
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{
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return &m_data[p_row * 4 + p_col];
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}
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// OFFSET: LEGO1 0x100023e0
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void MxMatrix::Clear()
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{
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memset(m_data, 0, 16 * sizeof(float));
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}
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// OFFSET: LEGO1 0x100023f0
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void MxMatrix::SetIdentity()
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{
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Clear();
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m_data[0] = 1.0f;
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m_data[5] = 1.0f;
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m_data[10] = 1.0f;
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m_data[15] = 1.0f;
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}
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// OFFSET: LEGO1 0x10002850
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void MxMatrix::operator=(const MxMatrix& p_other)
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{
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EqualsMxMatrix(&p_other);
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}
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// OFFSET: LEGO1 0x10002430
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MxMatrix* MxMatrix::operator+=(const float *p_matrix)
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{
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for (int i = 0; i < 16; ++i)
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m_data[i] += p_matrix[i];
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return this;
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}
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// Matches but instructions are significantly out of order. Probably not wrong
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// code given that the very similar SetTranslation does match.
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// OFFSET: LEGO1 0x10002460
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void MxMatrix::TranslateBy(const float *p_x, const float *p_y, const float *p_z)
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{
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m_data[12] += *p_x;
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m_data[13] += *p_y;
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m_data[14] += *p_z;
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}
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// OFFSET: LEGO1 0x100024a0
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void MxMatrix::SetTranslation(const float *p_x, const float *p_y, const float *p_z)
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{
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m_data[12] = *p_x;
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m_data[13] = *p_y;
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m_data[14] = *p_z;
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}
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// OFFSET: LEGO1 0x10002530
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void MxMatrix::EqualsMxProduct(const MxMatrix *p_a, const MxMatrix *p_b)
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{
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EqualsDataProduct(p_a->m_data, p_b->m_data);
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}
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// Just a placeholder matrix multiply implementation. I think the decomp will
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// look roughly like this but it's not close to matching and won't be until
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// an exact match is found given it's all loop and float crunching.
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// OFFSET: LEGO1 0x100024d0 STUB
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void MxMatrix::EqualsDataProduct(const float *p_a, const float *p_b)
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{
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for (int row = 0; row < 4; ++row)
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{
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for (int col = 0; col < 4; ++col)
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{
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m_data[row * 4 + col] = 0.0f;
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for (int k = 0; k < 4; ++k)
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{
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m_data[row * 4 + col] += p_a[row * 4 + k] * p_b[k * 4 + col];
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}
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}
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}
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}
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// Not close, Ghidra struggles understinging this method so it will have to
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// be manually worked out. Included since I at least figured out what it was
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// doing with rotateIndex and what overall operation it's trying to do.
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// OFFSET: LEGO1 0x10002550 STUB
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void MxMatrix::ToQuaternion(MxVector4 *p_outQuat)
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{
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float trace = m_data[0] + m_data[5] + m_data[10];
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if (trace > 0)
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{
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trace = sqrt(trace + 1.0);
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p_outQuat->GetData()[3] = trace * 0.5f;
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p_outQuat->GetData()[0] = (m_data[9] - m_data[6]) * trace;
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p_outQuat->GetData()[1] = (m_data[2] - m_data[8]) * trace;
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p_outQuat->GetData()[2] = (m_data[4] - m_data[1]) * trace;
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return;
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}
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// OFFSET: LEGO1 0x100d4090
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static int rotateIndex[] = {1, 2, 0};
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// Largest element along the trace
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int largest = m_data[0] < m_data[5];
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if (*Element(largest, largest) < m_data[10])
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largest = 2;
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int next = rotateIndex[largest];
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int nextNext = rotateIndex[next];
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float valueA = *Element(nextNext, nextNext);
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float valueB = *Element(next, next);
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float valueC = *Element(largest, largest);
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// Above is somewhat decomped, below is pure speculation since the automatic
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// decomp becomes very garbled.
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float traceValue = sqrt(valueA - valueB - valueC + 1.0);
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p_outQuat->GetData()[largest] = traceValue * 0.5f;
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traceValue = 0.5f / traceValue;
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p_outQuat->GetData()[3] = (m_data[next + 4 * nextNext] - m_data[nextNext + 4 * next]) * traceValue;
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p_outQuat->GetData()[next] = (m_data[next + 4 * largest] + m_data[largest + 4 * next]) * traceValue;
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p_outQuat->GetData()[nextNext] = (m_data[nextNext + 4 * largest] + m_data[largest + 4 * nextNext]) * traceValue;
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}
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// No idea what this function is doing and it will be hard to tell until
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// we have a confirmed usage site.
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// OFFSET: LEGO1 0x10002710 STUB
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MxResult MxMatrix::DoSomethingWithLength(const MxVector3 *p_vec)
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{
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return FAILURE;
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}
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// OFFSET: LEGO1 0x10002860
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void MxMatrixData::operator=(const MxMatrixData& p_other)
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{
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EqualsMxMatrix(&p_other);
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}
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