From 16cce39a3f9c2827fdd335d2778602e44d6c47d7 Mon Sep 17 00:00:00 2001 From: jonschz Date: Sun, 9 Feb 2025 22:09:17 +0100 Subject: [PATCH] BETA10 match the remaining vector vtables --- LEGO1/mxgeometry/mxgeometry3d.h | 5 ++--- LEGO1/mxgeometry/mxgeometry4d.h | 1 + LEGO1/realtime/vector3d.inl.h | 10 ++++++++++ LEGO1/realtime/vector4d.inl.h | 13 +++++++++++++ 4 files changed, 26 insertions(+), 3 deletions(-) diff --git a/LEGO1/mxgeometry/mxgeometry3d.h b/LEGO1/mxgeometry/mxgeometry3d.h index 0a6ec12e..f9f8fa49 100644 --- a/LEGO1/mxgeometry/mxgeometry3d.h +++ b/LEGO1/mxgeometry/mxgeometry3d.h @@ -30,11 +30,9 @@ class Mx3DPointFloat : public Vector3 { Mx3DPointFloat(const Vector3& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); } // FUNCTION: LEGO1 0x10003c10 + // FUNCTION: BETA10 0x100116e0 virtual void operator=(const Vector3& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x88 - // FUNCTION: BETA10 0x10015240 - // ??4Mx3DPointFloat@@QAEAAV0@ABV0@@Z - // FUNCTION: BETA10 0x10013460 float& operator[](int idx) { return m_data[idx]; } @@ -42,6 +40,7 @@ class Mx3DPointFloat : public Vector3 { const float& operator[](int idx) const { return m_data[idx]; } // SYNTHETIC: LEGO1 0x10010c00 + // SYNTHETIC: BETA10 0x10015240 // ??4Mx3DPointFloat@@QAEAAV0@ABV0@@Z private: diff --git a/LEGO1/mxgeometry/mxgeometry4d.h b/LEGO1/mxgeometry/mxgeometry4d.h index 4ebeeb5a..2f66f033 100644 --- a/LEGO1/mxgeometry/mxgeometry4d.h +++ b/LEGO1/mxgeometry/mxgeometry4d.h @@ -25,6 +25,7 @@ class Mx4DPointFloat : public Vector4 { Mx4DPointFloat(const Mx4DPointFloat& p_other) : Vector4(m_elements) { EqualsImpl(p_other.m_data); } // FUNCTION: LEGO1 0x10003200 + // FUNCTION: BETA10 0x10048da0 virtual void operator=(const Vector4& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x98 // FUNCTION: BETA10 0x1004af10 diff --git a/LEGO1/realtime/vector3d.inl.h b/LEGO1/realtime/vector3d.inl.h index 517b777f..b2da47e2 100644 --- a/LEGO1/realtime/vector3d.inl.h +++ b/LEGO1/realtime/vector3d.inl.h @@ -20,18 +20,21 @@ void Vector3::EqualsCross(const Vector3& p_a, const Vector3& p_b) } // FUNCTION: LEGO1 0x100022e0 +// FUNCTION: BETA10 0x10011470 void Vector3::EqualsCross(const Vector3& p_a, const float* p_b) { EqualsCrossImpl(p_a.m_data, p_b); } // FUNCTION: LEGO1 0x10002300 +// FUNCTION: BETA10 0x100114b0 void Vector3::EqualsCross(const float* p_a, const Vector3& p_b) { EqualsCrossImpl(p_a, p_b.m_data); } // FUNCTION: LEGO1 0x10003a60 +// FUNCTION: BETA10 0x10011100 void Vector3::AddImpl(const float* p_value) { m_data[0] += p_value[0]; @@ -40,6 +43,7 @@ void Vector3::AddImpl(const float* p_value) } // FUNCTION: LEGO1 0x10003a90 +// FUNCTION: BETA10 0x10011150 void Vector3::AddImpl(float p_value) { m_data[0] += p_value; @@ -48,6 +52,7 @@ void Vector3::AddImpl(float p_value) } // FUNCTION: LEGO1 0x10003ac0 +// FUNCTION: BETA10 0x100111c0 void Vector3::SubImpl(const float* p_value) { m_data[0] -= p_value[0]; @@ -56,6 +61,7 @@ void Vector3::SubImpl(const float* p_value) } // FUNCTION: LEGO1 0x10003af0 +// FUNCTION: BETA10 0x10011210 void Vector3::MulImpl(const float* p_value) { m_data[0] *= p_value[0]; @@ -64,6 +70,7 @@ void Vector3::MulImpl(const float* p_value) } // FUNCTION: LEGO1 0x10003b20 +// FUNCTION: BETA10 0x10011260 void Vector3::MulImpl(const float& p_value) { m_data[0] *= p_value; @@ -72,6 +79,7 @@ void Vector3::MulImpl(const float& p_value) } // FUNCTION: LEGO1 0x10003b50 +// FUNCTION: BETA10 0x100112b0 void Vector3::DivImpl(const float& p_value) { m_data[0] /= p_value; @@ -80,6 +88,7 @@ void Vector3::DivImpl(const float& p_value) } // FUNCTION: LEGO1 0x10003b80 +// FUNCTION: BETA10 0x10011300 float Vector3::DotImpl(const float* p_a, const float* p_b) const { return p_a[0] * p_b[0] + p_a[2] * p_b[2] + p_a[1] * p_b[1]; @@ -107,6 +116,7 @@ float Vector3::LenSquared() const } // FUNCTION: LEGO1 0x10003bf0 +// FUNCTION: BETA10 0x100115a0 void Vector3::Fill(const float& p_value) { m_data[0] = p_value; diff --git a/LEGO1/realtime/vector4d.inl.h b/LEGO1/realtime/vector4d.inl.h index 7bfce62d..856c2bd3 100644 --- a/LEGO1/realtime/vector4d.inl.h +++ b/LEGO1/realtime/vector4d.inl.h @@ -7,6 +7,7 @@ #include // FUNCTION: LEGO1 0x10002870 +// FUNCTION: BETA10 0x10048500 void Vector4::AddImpl(const float* p_value) { m_data[0] += p_value[0]; @@ -16,6 +17,7 @@ void Vector4::AddImpl(const float* p_value) } // FUNCTION: LEGO1 0x100028b0 +// FUNCTION: BETA10 0x10048550 void Vector4::AddImpl(float p_value) { m_data[0] += p_value; @@ -25,6 +27,7 @@ void Vector4::AddImpl(float p_value) } // FUNCTION: LEGO1 0x100028f0 +// FUNCTION: BETA10 0x100485e0 void Vector4::SubImpl(const float* p_value) { m_data[0] -= p_value[0]; @@ -34,6 +37,7 @@ void Vector4::SubImpl(const float* p_value) } // FUNCTION: LEGO1 0x10002930 +// FUNCTION: BETA10 0x10048630 void Vector4::MulImpl(const float* p_value) { m_data[0] *= p_value[0]; @@ -43,6 +47,7 @@ void Vector4::MulImpl(const float* p_value) } // FUNCTION: LEGO1 0x10002970 +// FUNCTION: BETA10 0x10048680 void Vector4::MulImpl(const float& p_value) { m_data[0] *= p_value; @@ -52,6 +57,7 @@ void Vector4::MulImpl(const float& p_value) } // FUNCTION: LEGO1 0x100029b0 +// FUNCTION: BETA10 0x100486d0 void Vector4::DivImpl(const float& p_value) { m_data[0] /= p_value; @@ -61,18 +67,21 @@ void Vector4::DivImpl(const float& p_value) } // FUNCTION: LEGO1 0x100029f0 +// FUNCTION: BETA10 0x10048720 float Vector4::DotImpl(const float* p_a, const float* p_b) const { 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]); } // FUNCTION: LEGO1 0x10002a20 +// FUNCTION: BETA10 0x100487c0 void Vector4::EqualsImpl(const float* p_data) { memcpy(m_data, p_data, sizeof(float) * 4); } // FUNCTION: LEGO1 0x10002a40 +// FUNCTION: BETA10 0x10048800 void Vector4::SetMatrixProduct(const float* p_vec, const float* p_mat) { 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]; @@ -82,24 +91,28 @@ void Vector4::SetMatrixProduct(const float* p_vec, const float* p_mat) } // FUNCTION: LEGO1 0x10002ae0 +// FUNCTION: BETA10 0x10048960 void Vector4::SetMatrixProduct(const Vector4& p_a, const float* p_b) { SetMatrixProduct(p_a.m_data, p_b); } // FUNCTION: LEGO1 0x10002b00 +// FUNCTION: BETA10 0x100489a0 void Vector4::Clear() { memset(m_data, 0, sizeof(float) * 4); } // FUNCTION: LEGO1 0x10002b20 +// FUNCTION: BETA10 0x100489e0 float Vector4::LenSquared() const { 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]; } // FUNCTION: LEGO1 0x10002b40 +// FUNCTION: BETA10 0x10048a60 void Vector4::Fill(const float& p_value) { m_data[0] = p_value;