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https://github.com/isledecomp/isle.git
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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>
216 lines
5.2 KiB
C++
216 lines
5.2 KiB
C++
#ifndef VECTOR_H
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#define VECTOR_H
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#include <vec.h>
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/*
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* A simple array of three floats that can be indexed into.
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*/
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class Vector3 {
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public:
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float elements[3]; // storage is public for easy access
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Vector3() {}
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Vector3(float x, float y, float z)
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{
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elements[0] = x;
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elements[1] = y;
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elements[2] = z;
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}
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Vector3(const float v[3])
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{
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elements[0] = v[0];
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elements[1] = v[1];
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elements[2] = v[2];
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}
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const float& operator[](long i) const { return elements[i]; }
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float& operator[](long i) { return elements[i]; }
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};
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/*
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* A simple array of four floats that can be indexed into.
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*/
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struct Vector4 {
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public:
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float elements[4]; // storage is public for easy access
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inline Vector4() {}
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Vector4(float x, float y, float z, float w)
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{
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elements[0] = x;
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elements[1] = y;
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elements[2] = z;
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elements[3] = w;
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}
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Vector4(const float v[4])
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{
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elements[0] = v[0];
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elements[1] = v[1];
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elements[2] = v[2];
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elements[3] = v[3];
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}
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const float& operator[](long i) const { return elements[i]; }
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float& operator[](long i) { return elements[i]; }
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};
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// VTABLE 0x100d4288
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// SIZE 0x8
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class Vector2Impl {
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public:
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// OFFSET: LEGO1 0x1000c0f0
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inline Vector2Impl(float* p_data) { this->SetData(p_data); }
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// vtable + 0x00 (no virtual destructor)
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virtual void AddScalarImpl(float p_value) = 0;
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virtual void AddVectorImpl(float* p_value) = 0;
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virtual void SubVectorImpl(float* p_value) = 0;
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virtual void MullScalarImpl(float* p_value) = 0;
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// vtable + 0x10
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virtual void MullVectorImpl(float* p_value) = 0;
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virtual void DivScalarImpl(float* p_value) = 0;
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virtual float DotImpl(float* p_a, float* p_b) const = 0;
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// OFFSET: LEGO1 0x10002060
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virtual void SetData(float* p_data) { this->m_data = p_data; }
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// vtable + 0x20
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virtual void EqualsImpl(float* p_data) = 0;
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virtual float* GetData();
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virtual const float* GetData() const;
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virtual void Clear() = 0;
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// vtable + 0x30
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virtual float Dot(Vector2Impl* p_a, float* p_b) const;
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virtual float Dot(float* p_a, Vector2Impl* p_b) const;
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virtual float Dot(Vector2Impl* p_a, Vector2Impl* p_b) const;
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virtual float Dot(float* p_a, float* p_b) const;
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// vtable + 0x40
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virtual float LenSquared() const = 0;
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virtual int Unitize();
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// vtable + 0x48
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virtual void AddVector(Vector2Impl* p_other);
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virtual void AddVector(float* p_other);
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virtual void AddScalar(float p_value);
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// vtable + 0x54
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virtual void SubVector(Vector2Impl* p_other);
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virtual void SubVector(float* p_other);
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// vtable + 0x5C
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virtual void MullScalar(float* p_value);
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virtual void MullVector(Vector2Impl* p_other);
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virtual void MullVector(float* p_other);
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virtual void DivScalar(float* p_value);
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// vtable + 0x6C
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virtual void SetVector(Vector2Impl* p_other);
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virtual void SetVector(float* p_other);
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inline float& operator[](size_t idx) { return m_data[idx]; }
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inline const float& operator[](size_t idx) const { return m_data[idx]; }
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protected:
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float* m_data;
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};
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// VTABLE 0x100d4518
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// SIZE 0x8
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class Vector3Impl : public Vector2Impl {
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public:
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inline Vector3Impl(float* p_data) : Vector2Impl(p_data) {}
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void AddScalarImpl(float p_value);
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void AddVectorImpl(float* p_value);
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void SubVectorImpl(float* p_value);
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void MullScalarImpl(float* p_value);
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void MullVectorImpl(float* p_value);
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void DivScalarImpl(float* p_value);
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float DotImpl(float* p_a, float* p_b) const;
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void EqualsImpl(float* p_data);
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void Clear();
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float LenSquared() const;
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// vtable + 0x74
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virtual void EqualsCrossImpl(float* p_a, float* p_b);
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virtual void EqualsCross(float* p_a, Vector3Impl* p_b);
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virtual void EqualsCross(Vector3Impl* p_a, float* p_b);
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virtual void EqualsCross(Vector3Impl* p_a, Vector3Impl* p_b);
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virtual void EqualsScalar(float* p_value);
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inline void Fill(float p_value) { EqualsScalar(&p_value); }
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};
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// VTABLE 0x100d45a0
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// SIZE 0x8
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class Vector4Impl : public Vector3Impl {
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public:
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inline Vector4Impl(float* p_data) : Vector3Impl(p_data) {}
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void AddScalarImpl(float p_value);
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void AddVectorImpl(float* p_value);
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void SubVectorImpl(float* p_value);
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void MullScalarImpl(float* p_value);
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void MullVectorImpl(float* p_value);
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void DivScalarImpl(float* p_value);
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float DotImpl(float* p_a, float* p_b) const;
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void EqualsImpl(float* p_data);
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void Clear();
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float LenSquared() const;
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void EqualsScalar(float* p_value);
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// vtable + 0x84
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virtual void SetMatrixProduct(Vector4Impl* p_a, float* p_b);
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virtual void SetMatrixProductImpl(float* p_vec, float* p_mat);
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virtual int NormalizeQuaternion();
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virtual void UnknownQuaternionOp(Vector4Impl* p_a, Vector4Impl* p_b);
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};
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// VTABLE 0x100d4488
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// SIZE 0x14
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class Vector3Data : public Vector3Impl {
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public:
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inline Vector3Data() : Vector3Impl(m_vector.elements) {}
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inline Vector3Data(float p_x, float p_y, float p_z) : Vector3Impl(m_vector.elements), m_vector(p_x, p_y, p_z) {}
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void CopyFrom(Vector3Data& p_other)
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{
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EqualsImpl(p_other.m_data);
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float* dest = m_vector.elements;
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float* src = p_other.m_vector.elements;
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for (size_t i = sizeof(m_vector) / sizeof(float); i > 0; --i)
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*dest++ = *src++;
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}
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private:
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Vector3 m_vector;
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};
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// VTABLE 0x100d41e8
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// SIZE 0x18
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class Vector4Data : public Vector4Impl {
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public:
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inline Vector4Data() : Vector4Impl(m_vector.elements) {}
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private:
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Vector4 m_vector;
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};
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#endif // VECTOR_H
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