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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>
91 lines
2.5 KiB
C++
91 lines
2.5 KiB
C++
#ifndef MATRIX_H
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#define MATRIX_H
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#include "vector.h"
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/*
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* A simple array of four Vector4s that can be indexed into.
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*/
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class Matrix4 {
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public:
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float rows[4][4]; // storage is public for easy access
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inline Matrix4() {}
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/*
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Matrix4(const Vector4& x_axis, const Vector4& y_axis, const Vector4& z_axis, const Vector4& position)
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{
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rows[0] = x_axis;
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rows[1] = y_axis;
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rows[2] = z_axis;
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rows[3] = position;
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}
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Matrix4(const float m[4][4])
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{
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rows[0] = m[0];
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rows[1] = m[1];
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rows[2] = m[2];
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rows[3] = m[3];
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}
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*/
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const float* operator[](long i) const { return rows[i]; }
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float* operator[](long i) { return rows[i]; }
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};
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// VTABLE 0x100d4350
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// SIZE 0x8
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class Matrix4Impl {
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public:
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inline Matrix4Impl(Matrix4& p_data) : m_data(&p_data) {}
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// vtable + 0x00
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virtual void EqualsMatrixImpl(const Matrix4Impl* p_other);
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virtual void EqualsMatrixData(const Matrix4& p_matrix);
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virtual void SetData(Matrix4& p_data);
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virtual void AnotherSetData(Matrix4& p_data);
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// vtable + 0x10
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virtual Matrix4* GetData();
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virtual const Matrix4* 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 Matrix4Impl& p_other);
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virtual Matrix4Impl* operator+=(const Matrix4& 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 Matrix4Impl* p_a, const Matrix4Impl* p_b);
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virtual void EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b);
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// vtable + 0x40
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virtual void ToQuaternion(Vector4Impl* p_resultQuat);
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virtual int FUN_10002710(const Vector3Impl* p_vec);
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inline float& operator[](size_t idx) { return ((float*) m_data)[idx]; }
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protected:
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// TODO: Currently unclear whether this class contains a Matrix4* or float*.
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Matrix4* m_data;
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};
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// VTABLE 0x100d4300
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// SIZE 0x48
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class Matrix4Data : public Matrix4Impl {
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public:
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inline Matrix4Data() : Matrix4Impl(m_matrix) {}
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inline Matrix4Data(Matrix4Data& p_other) : Matrix4Impl(m_matrix) { m_matrix = *p_other.m_data; }
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inline Matrix4& GetMatrix() { return *m_data; }
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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 Matrix4Data& p_other);
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Matrix4 m_matrix;
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};
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#endif // MATRIX_H
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