Consistent naming for Matrix

This commit is contained in:
Christian Semmler 2023-11-17 09:30:17 -05:00 committed by Nathan M Gilbert
parent bcf25e49ef
commit 981c471d42
9 changed files with 47 additions and 47 deletions

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@ -32,8 +32,8 @@ class Helicopter : public IslePathActor {
virtual ~Helicopter() override; // vtable+0x0
protected:
MatrixData m_unk160;
MatrixData m_unk1a8;
Matrix4Data m_unk160;
Matrix4Data m_unk1a8;
undefined4 m_unk1f0;
Vector4Data m_unk1f4;
Vector4Data m_unk20c;

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@ -7,65 +7,65 @@
#include <memory.h>
DECOMP_SIZE_ASSERT(Matrix4, 0x40);
DECOMP_SIZE_ASSERT(MatrixImpl, 0x8);
DECOMP_SIZE_ASSERT(MatrixData, 0x48);
DECOMP_SIZE_ASSERT(Matrix4Impl, 0x8);
DECOMP_SIZE_ASSERT(Matrix4Data, 0x48);
// OFFSET: LEGO1 0x10002320
void MatrixImpl::EqualsMatrixData(const Matrix4& p_matrix)
void Matrix4Impl::EqualsMatrixData(const Matrix4& p_matrix)
{
*m_data = p_matrix;
}
// OFFSET: LEGO1 0x10002340
void MatrixImpl::EqualsMatrixImpl(const MatrixImpl* p_other)
void Matrix4Impl::EqualsMatrixImpl(const Matrix4Impl* p_other)
{
*m_data = *p_other->m_data;
}
// OFFSET: LEGO1 0x10002360
void MatrixImpl::AnotherSetData(Matrix4& p_data)
void Matrix4Impl::AnotherSetData(Matrix4& p_data)
{
m_data = &p_data;
}
// OFFSET: LEGO1 0x10002370
void MatrixImpl::SetData(Matrix4& p_data)
void Matrix4Impl::SetData(Matrix4& p_data)
{
m_data = &p_data;
}
// OFFSET: LEGO1 0x10002380
const Matrix4* MatrixImpl::GetData() const
const Matrix4* Matrix4Impl::GetData() const
{
return m_data;
}
// OFFSET: LEGO1 0x10002390
Matrix4* MatrixImpl::GetData()
Matrix4* Matrix4Impl::GetData()
{
return m_data;
}
// OFFSET: LEGO1 0x100023a0
const float* MatrixImpl::Element(int p_row, int p_col) const
const float* Matrix4Impl::Element(int p_row, int p_col) const
{
return &(*m_data)[p_row][p_col];
}
// OFFSET: LEGO1 0x100023c0
float* MatrixImpl::Element(int p_row, int p_col)
float* Matrix4Impl::Element(int p_row, int p_col)
{
return &(*m_data)[p_row][p_col];
}
// OFFSET: LEGO1 0x100023e0
void MatrixImpl::Clear()
void Matrix4Impl::Clear()
{
memset(m_data, 0, 16 * sizeof(float));
}
// OFFSET: LEGO1 0x100023f0
void MatrixImpl::SetIdentity()
void Matrix4Impl::SetIdentity()
{
Clear();
(*m_data)[0][0] = 1.0f;
@ -75,7 +75,7 @@ void MatrixImpl::SetIdentity()
}
// OFFSET: LEGO1 0x10002430
MatrixImpl* MatrixImpl::operator+=(const Matrix4& p_matrix)
Matrix4Impl* Matrix4Impl::operator+=(const Matrix4& p_matrix)
{
for (int i = 0; i < 16; ++i)
((float*) m_data)[i] += ((float*) &p_matrix)[i];
@ -85,7 +85,7 @@ MatrixImpl* MatrixImpl::operator+=(const Matrix4& p_matrix)
// Matches but instructions are significantly out of order. Probably not wrong
// code given that the very similar SetTranslation does match.
// OFFSET: LEGO1 0x10002460
void MatrixImpl::TranslateBy(const float* p_x, const float* p_y, const float* p_z)
void Matrix4Impl::TranslateBy(const float* p_x, const float* p_y, const float* p_z)
{
((float*) m_data)[12] += *p_x;
((float*) m_data)[13] += *p_y;
@ -93,7 +93,7 @@ void MatrixImpl::TranslateBy(const float* p_x, const float* p_y, const float* p_
}
// OFFSET: LEGO1 0x100024a0
void MatrixImpl::SetTranslation(const float* p_x, const float* p_y, const float* p_z)
void Matrix4Impl::SetTranslation(const float* p_x, const float* p_y, const float* p_z)
{
(*m_data)[3][0] = *p_x;
(*m_data)[3][1] = *p_y;
@ -101,7 +101,7 @@ void MatrixImpl::SetTranslation(const float* p_x, const float* p_y, const float*
}
// OFFSET: LEGO1 0x100024d0
void MatrixImpl::EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b)
void Matrix4Impl::EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b)
{
float* cur = (float*) m_data;
for (int row = 0; row < 4; ++row) {
@ -116,7 +116,7 @@ void MatrixImpl::EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b)
}
// OFFSET: LEGO1 0x10002530
void MatrixImpl::EqualsMxProduct(const MatrixImpl* p_a, const MatrixImpl* p_b)
void Matrix4Impl::EqualsMxProduct(const Matrix4Impl* p_a, const Matrix4Impl* p_b)
{
EqualsDataProduct(*p_a->m_data, *p_b->m_data);
}
@ -125,7 +125,7 @@ void MatrixImpl::EqualsMxProduct(const MatrixImpl* p_a, const MatrixImpl* p_b)
// be manually worked out. Included since I at least figured out what it was
// doing with rotateIndex and what overall operation it's trying to do.
// OFFSET: LEGO1 0x10002550 STUB
void MatrixImpl::ToQuaternion(Vector4Impl* p_outQuat)
void Matrix4Impl::ToQuaternion(Vector4Impl* p_outQuat)
{
/*
float trace = m_data[0] + m_data[5] + m_data[10];
@ -168,19 +168,19 @@ void MatrixImpl::ToQuaternion(Vector4Impl* p_outQuat)
// No idea what this function is doing and it will be hard to tell until
// we have a confirmed usage site.
// OFFSET: LEGO1 0x10002710 STUB
int MatrixImpl::FUN_10002710(const Vector3Impl* p_vec)
int Matrix4Impl::FUN_10002710(const Vector3Impl* p_vec)
{
return -1;
}
// OFFSET: LEGO1 0x10002850
void MatrixImpl::operator=(const MatrixImpl& p_other)
void Matrix4Impl::operator=(const Matrix4Impl& p_other)
{
EqualsMatrixImpl(&p_other);
}
// OFFSET: LEGO1 0x10002860
void MatrixData::operator=(const MatrixData& p_other)
void Matrix4Data::operator=(const Matrix4Data& p_other)
{
EqualsMatrixImpl(&p_other);
}

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@ -33,12 +33,12 @@ class Matrix4 {
// VTABLE 0x100d4350
// SIZE 0x8
class MatrixImpl {
class Matrix4Impl {
public:
inline MatrixImpl(Matrix4& p_data) : m_data(&p_data) {}
inline Matrix4Impl(Matrix4& p_data) : m_data(&p_data) {}
// vtable + 0x00
virtual void EqualsMatrixImpl(const MatrixImpl* p_other);
virtual void EqualsMatrixImpl(const Matrix4Impl* p_other);
virtual void EqualsMatrixData(const Matrix4& p_matrix);
virtual void SetData(Matrix4& p_data);
virtual void AnotherSetData(Matrix4& p_data);
@ -52,13 +52,13 @@ class MatrixImpl {
// vtable + 0x20
virtual void Clear();
virtual void SetIdentity();
virtual void operator=(const MatrixImpl& p_other);
virtual MatrixImpl* operator+=(const Matrix4& p_matrix);
virtual void operator=(const Matrix4Impl& p_other);
virtual Matrix4Impl* operator+=(const Matrix4& p_matrix);
// vtable + 0x30
virtual void TranslateBy(const float* p_x, const float* p_y, const float* p_z);
virtual void SetTranslation(const float* p_x, const float* p_y, const float* p_z);
virtual void EqualsMxProduct(const MatrixImpl* p_a, const MatrixImpl* p_b);
virtual void EqualsMxProduct(const Matrix4Impl* p_a, const Matrix4Impl* p_b);
virtual void EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b);
// vtable + 0x40
@ -73,16 +73,16 @@ class MatrixImpl {
// VTABLE 0x100d4300
// SIZE 0x48
class MatrixData : public MatrixImpl {
class Matrix4Data : public Matrix4Impl {
public:
inline MatrixData() : MatrixImpl(m) {}
inline MatrixData(MatrixData& p_other) : MatrixImpl(m) { m = *p_other.m_data; }
inline Matrix4Data() : Matrix4Impl(m) {}
inline Matrix4Data(Matrix4Data& p_other) : Matrix4Impl(m) { m = *p_other.m_data; }
inline Matrix4& GetMatrix() { return *m_data; }
// No idea why there's another equals. Maybe to some other type like the
// DirectX Retained Mode Matrix type which is also a float* alias?
// vtable + 0x44
virtual void operator=(const MatrixData& p_other);
virtual void operator=(const Matrix4Data& p_other);
Matrix4 m;
};

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@ -12,26 +12,26 @@ void OrientableROI::VTable0x1c()
}
// OFFSET: LEGO1 0x100a5930
void OrientableROI::SetLocalTransform(const MatrixImpl& p_transform)
void OrientableROI::SetLocalTransform(const Matrix4Impl& p_transform)
{
reinterpret_cast<MatrixImpl&>(m_local2world) = p_transform;
reinterpret_cast<Matrix4Impl&>(m_local2world) = p_transform;
UpdateWorldBoundingVolumes();
UpdateWorldVelocity();
}
// OFFSET: LEGO1 0x100a5960
void OrientableROI::VTable0x24(const MatrixData& p_transform)
void OrientableROI::VTable0x24(const Matrix4Data& p_transform)
{
MatrixData l_matrix(m_local2world);
Matrix4Data l_matrix(m_local2world);
m_local2world.EqualsMxProduct(&p_transform, &l_matrix);
UpdateWorldBoundingVolumes();
UpdateWorldVelocity();
}
// OFFSET: LEGO1 0x100a59b0
void OrientableROI::UpdateWorldData(const MatrixData& p_transform)
void OrientableROI::UpdateWorldData(const Matrix4Data& p_transform)
{
MatrixData l_matrix(m_local2world);
Matrix4Data l_matrix(m_local2world);
m_local2world.EqualsMxProduct(&l_matrix, &p_transform);
UpdateWorldBoundingVolumes();
UpdateWorldVelocity();

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@ -31,14 +31,14 @@ class OrientableROI : public ROI {
public:
virtual void VTable0x1c();
// vtable + 0x20
virtual void SetLocalTransform(const MatrixImpl& p_transform);
virtual void VTable0x24(const MatrixData& p_transform);
virtual void UpdateWorldData(const MatrixData& p_transform);
virtual void SetLocalTransform(const Matrix4Impl& p_transform);
virtual void VTable0x24(const Matrix4Data& p_transform);
virtual void UpdateWorldData(const Matrix4Data& p_transform);
virtual void UpdateWorldVelocity();
protected:
char m_unkc;
MatrixData m_local2world; // 0x10
Matrix4Data m_local2world; // 0x10
BoundingBox m_world_bounding_box; // 0x58
BoundingSphere m_world_bounding_sphere; // 0xa8
Vector3Data m_world_velocity; // 0xc0

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@ -5,7 +5,7 @@ void CalcLocalTransform(
const Vector3Impl& p_posVec,
const Vector3Impl& p_dirVec,
const Vector3Impl& p_upVec,
MatrixImpl& p_outMatrix
Matrix4Impl& p_outMatrix
)
{
float x_axis[3], y_axis[3], z_axis[3];

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@ -13,7 +13,7 @@ void CalcLocalTransform(
const Vector3Impl& p_posVec,
const Vector3Impl& p_dirVec,
const Vector3Impl& p_upVec,
MatrixImpl& p_outMatrix
Matrix4Impl& p_outMatrix
);
#endif // REALTIME_H

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@ -23,7 +23,7 @@ Tgl::Group* ViewROI::GetGeometry()
}
// OFFSET: LEGO1 0x100a9ee0
void ViewROI::UpdateWorldData(const MatrixData& parent2world)
void ViewROI::UpdateWorldData(const Matrix4Data& parent2world)
{
OrientableROI::UpdateWorldData(parent2world);
if (geometry) {

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@ -41,7 +41,7 @@ class ViewROI : public OrientableROI {
protected:
Tgl::Group* geometry;
void UpdateWorldData(const MatrixData& parent2world);
void UpdateWorldData(const Matrix4Data& parent2world);
};
#endif // VIEWROI_H