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Consistent naming for Matrix
This commit is contained in:
parent
bcf25e49ef
commit
981c471d42
@ -32,8 +32,8 @@ class Helicopter : public IslePathActor {
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virtual ~Helicopter() override; // vtable+0x0
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virtual ~Helicopter() override; // vtable+0x0
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protected:
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protected:
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MatrixData m_unk160;
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Matrix4Data m_unk160;
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MatrixData m_unk1a8;
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Matrix4Data m_unk1a8;
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undefined4 m_unk1f0;
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undefined4 m_unk1f0;
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Vector4Data m_unk1f4;
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Vector4Data m_unk1f4;
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Vector4Data m_unk20c;
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Vector4Data m_unk20c;
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@ -7,65 +7,65 @@
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#include <memory.h>
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#include <memory.h>
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DECOMP_SIZE_ASSERT(Matrix4, 0x40);
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DECOMP_SIZE_ASSERT(Matrix4, 0x40);
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DECOMP_SIZE_ASSERT(MatrixImpl, 0x8);
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DECOMP_SIZE_ASSERT(Matrix4Impl, 0x8);
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DECOMP_SIZE_ASSERT(MatrixData, 0x48);
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DECOMP_SIZE_ASSERT(Matrix4Data, 0x48);
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// OFFSET: LEGO1 0x10002320
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// OFFSET: LEGO1 0x10002320
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void MatrixImpl::EqualsMatrixData(const Matrix4& p_matrix)
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void Matrix4Impl::EqualsMatrixData(const Matrix4& p_matrix)
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{
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{
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*m_data = p_matrix;
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*m_data = p_matrix;
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}
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}
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// OFFSET: LEGO1 0x10002340
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// OFFSET: LEGO1 0x10002340
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void MatrixImpl::EqualsMatrixImpl(const MatrixImpl* p_other)
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void Matrix4Impl::EqualsMatrixImpl(const Matrix4Impl* p_other)
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{
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{
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*m_data = *p_other->m_data;
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*m_data = *p_other->m_data;
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}
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}
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// OFFSET: LEGO1 0x10002360
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// OFFSET: LEGO1 0x10002360
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void MatrixImpl::AnotherSetData(Matrix4& p_data)
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void Matrix4Impl::AnotherSetData(Matrix4& p_data)
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{
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{
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m_data = &p_data;
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m_data = &p_data;
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}
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}
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// OFFSET: LEGO1 0x10002370
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// OFFSET: LEGO1 0x10002370
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void MatrixImpl::SetData(Matrix4& p_data)
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void Matrix4Impl::SetData(Matrix4& p_data)
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{
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{
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m_data = &p_data;
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m_data = &p_data;
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}
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}
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// OFFSET: LEGO1 0x10002380
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// OFFSET: LEGO1 0x10002380
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const Matrix4* MatrixImpl::GetData() const
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const Matrix4* Matrix4Impl::GetData() const
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{
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{
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return m_data;
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return m_data;
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}
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}
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// OFFSET: LEGO1 0x10002390
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// OFFSET: LEGO1 0x10002390
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Matrix4* MatrixImpl::GetData()
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Matrix4* Matrix4Impl::GetData()
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{
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{
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return m_data;
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return m_data;
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}
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}
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// OFFSET: LEGO1 0x100023a0
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// OFFSET: LEGO1 0x100023a0
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const float* MatrixImpl::Element(int p_row, int p_col) const
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const float* Matrix4Impl::Element(int p_row, int p_col) const
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{
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{
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return &(*m_data)[p_row][p_col];
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return &(*m_data)[p_row][p_col];
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}
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}
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// OFFSET: LEGO1 0x100023c0
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// OFFSET: LEGO1 0x100023c0
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float* MatrixImpl::Element(int p_row, int p_col)
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float* Matrix4Impl::Element(int p_row, int p_col)
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{
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{
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return &(*m_data)[p_row][p_col];
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return &(*m_data)[p_row][p_col];
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}
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}
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// OFFSET: LEGO1 0x100023e0
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// OFFSET: LEGO1 0x100023e0
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void MatrixImpl::Clear()
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void Matrix4Impl::Clear()
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{
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{
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memset(m_data, 0, 16 * sizeof(float));
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memset(m_data, 0, 16 * sizeof(float));
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}
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}
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// OFFSET: LEGO1 0x100023f0
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// OFFSET: LEGO1 0x100023f0
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void MatrixImpl::SetIdentity()
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void Matrix4Impl::SetIdentity()
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{
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{
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Clear();
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Clear();
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(*m_data)[0][0] = 1.0f;
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(*m_data)[0][0] = 1.0f;
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@ -75,7 +75,7 @@ void MatrixImpl::SetIdentity()
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}
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}
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// OFFSET: LEGO1 0x10002430
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// OFFSET: LEGO1 0x10002430
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MatrixImpl* MatrixImpl::operator+=(const Matrix4& p_matrix)
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Matrix4Impl* Matrix4Impl::operator+=(const Matrix4& p_matrix)
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{
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{
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for (int i = 0; i < 16; ++i)
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for (int i = 0; i < 16; ++i)
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((float*) m_data)[i] += ((float*) &p_matrix)[i];
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((float*) m_data)[i] += ((float*) &p_matrix)[i];
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@ -85,7 +85,7 @@ MatrixImpl* MatrixImpl::operator+=(const Matrix4& p_matrix)
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// Matches but instructions are significantly out of order. Probably not wrong
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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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// code given that the very similar SetTranslation does match.
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// OFFSET: LEGO1 0x10002460
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// OFFSET: LEGO1 0x10002460
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void MatrixImpl::TranslateBy(const float* p_x, const float* p_y, const float* p_z)
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void Matrix4Impl::TranslateBy(const float* p_x, const float* p_y, const float* p_z)
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{
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{
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((float*) m_data)[12] += *p_x;
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((float*) m_data)[12] += *p_x;
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((float*) m_data)[13] += *p_y;
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((float*) m_data)[13] += *p_y;
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@ -93,7 +93,7 @@ void MatrixImpl::TranslateBy(const float* p_x, const float* p_y, const float* p_
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}
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}
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// OFFSET: LEGO1 0x100024a0
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// OFFSET: LEGO1 0x100024a0
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void MatrixImpl::SetTranslation(const float* p_x, const float* p_y, const float* p_z)
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void Matrix4Impl::SetTranslation(const float* p_x, const float* p_y, const float* p_z)
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{
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{
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(*m_data)[3][0] = *p_x;
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(*m_data)[3][0] = *p_x;
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(*m_data)[3][1] = *p_y;
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(*m_data)[3][1] = *p_y;
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@ -101,7 +101,7 @@ void MatrixImpl::SetTranslation(const float* p_x, const float* p_y, const float*
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}
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}
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// OFFSET: LEGO1 0x100024d0
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// OFFSET: LEGO1 0x100024d0
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void MatrixImpl::EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b)
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void Matrix4Impl::EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b)
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{
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{
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float* cur = (float*) m_data;
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float* cur = (float*) m_data;
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for (int row = 0; row < 4; ++row) {
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for (int row = 0; row < 4; ++row) {
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@ -116,7 +116,7 @@ void MatrixImpl::EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b)
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}
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}
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// OFFSET: LEGO1 0x10002530
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// OFFSET: LEGO1 0x10002530
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void MatrixImpl::EqualsMxProduct(const MatrixImpl* p_a, const MatrixImpl* p_b)
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void Matrix4Impl::EqualsMxProduct(const Matrix4Impl* p_a, const Matrix4Impl* p_b)
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{
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{
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EqualsDataProduct(*p_a->m_data, *p_b->m_data);
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EqualsDataProduct(*p_a->m_data, *p_b->m_data);
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}
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}
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@ -125,7 +125,7 @@ void MatrixImpl::EqualsMxProduct(const MatrixImpl* p_a, const MatrixImpl* p_b)
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// be manually worked out. Included since I at least figured out what it was
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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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// doing with rotateIndex and what overall operation it's trying to do.
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// OFFSET: LEGO1 0x10002550 STUB
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// OFFSET: LEGO1 0x10002550 STUB
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void MatrixImpl::ToQuaternion(Vector4Impl* p_outQuat)
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void Matrix4Impl::ToQuaternion(Vector4Impl* p_outQuat)
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{
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{
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/*
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/*
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float trace = m_data[0] + m_data[5] + m_data[10];
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float trace = m_data[0] + m_data[5] + m_data[10];
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@ -168,19 +168,19 @@ void MatrixImpl::ToQuaternion(Vector4Impl* p_outQuat)
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// No idea what this function is doing and it will be hard to tell until
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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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// we have a confirmed usage site.
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// OFFSET: LEGO1 0x10002710 STUB
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// OFFSET: LEGO1 0x10002710 STUB
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int MatrixImpl::FUN_10002710(const Vector3Impl* p_vec)
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int Matrix4Impl::FUN_10002710(const Vector3Impl* p_vec)
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{
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{
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return -1;
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return -1;
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}
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}
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// OFFSET: LEGO1 0x10002850
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// OFFSET: LEGO1 0x10002850
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void MatrixImpl::operator=(const MatrixImpl& p_other)
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void Matrix4Impl::operator=(const Matrix4Impl& p_other)
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{
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{
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EqualsMatrixImpl(&p_other);
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EqualsMatrixImpl(&p_other);
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}
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}
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// OFFSET: LEGO1 0x10002860
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// OFFSET: LEGO1 0x10002860
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void MatrixData::operator=(const MatrixData& p_other)
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void Matrix4Data::operator=(const Matrix4Data& p_other)
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{
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{
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EqualsMatrixImpl(&p_other);
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EqualsMatrixImpl(&p_other);
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}
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}
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@ -33,12 +33,12 @@ class Matrix4 {
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// VTABLE 0x100d4350
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// VTABLE 0x100d4350
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// SIZE 0x8
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// SIZE 0x8
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class MatrixImpl {
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class Matrix4Impl {
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public:
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public:
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inline MatrixImpl(Matrix4& p_data) : m_data(&p_data) {}
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inline Matrix4Impl(Matrix4& p_data) : m_data(&p_data) {}
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// vtable + 0x00
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// vtable + 0x00
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virtual void EqualsMatrixImpl(const MatrixImpl* p_other);
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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 EqualsMatrixData(const Matrix4& p_matrix);
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virtual void SetData(Matrix4& p_data);
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virtual void SetData(Matrix4& p_data);
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virtual void AnotherSetData(Matrix4& p_data);
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virtual void AnotherSetData(Matrix4& p_data);
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@ -52,13 +52,13 @@ class MatrixImpl {
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// vtable + 0x20
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// vtable + 0x20
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virtual void Clear();
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virtual void Clear();
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virtual void SetIdentity();
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virtual void SetIdentity();
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virtual void operator=(const MatrixImpl& p_other);
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virtual void operator=(const Matrix4Impl& p_other);
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virtual MatrixImpl* operator+=(const Matrix4& p_matrix);
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virtual Matrix4Impl* operator+=(const Matrix4& p_matrix);
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// vtable + 0x30
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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 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 SetTranslation(const float* p_x, const float* p_y, const float* p_z);
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virtual void EqualsMxProduct(const MatrixImpl* p_a, const MatrixImpl* p_b);
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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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virtual void EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b);
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// vtable + 0x40
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// vtable + 0x40
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@ -73,16 +73,16 @@ class MatrixImpl {
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// VTABLE 0x100d4300
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// VTABLE 0x100d4300
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// SIZE 0x48
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// SIZE 0x48
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class MatrixData : public MatrixImpl {
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class Matrix4Data : public Matrix4Impl {
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public:
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public:
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inline MatrixData() : MatrixImpl(m) {}
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inline Matrix4Data() : Matrix4Impl(m) {}
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inline MatrixData(MatrixData& p_other) : MatrixImpl(m) { m = *p_other.m_data; }
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inline Matrix4Data(Matrix4Data& p_other) : Matrix4Impl(m) { m = *p_other.m_data; }
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inline Matrix4& GetMatrix() { return *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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// 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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// DirectX Retained Mode Matrix type which is also a float* alias?
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// vtable + 0x44
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// vtable + 0x44
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virtual void operator=(const MatrixData& p_other);
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virtual void operator=(const Matrix4Data& p_other);
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Matrix4 m;
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Matrix4 m;
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};
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};
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@ -12,26 +12,26 @@ void OrientableROI::VTable0x1c()
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}
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}
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// OFFSET: LEGO1 0x100a5930
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// OFFSET: LEGO1 0x100a5930
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void OrientableROI::SetLocalTransform(const MatrixImpl& p_transform)
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void OrientableROI::SetLocalTransform(const Matrix4Impl& p_transform)
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{
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{
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reinterpret_cast<MatrixImpl&>(m_local2world) = p_transform;
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reinterpret_cast<Matrix4Impl&>(m_local2world) = p_transform;
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UpdateWorldBoundingVolumes();
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UpdateWorldBoundingVolumes();
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UpdateWorldVelocity();
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UpdateWorldVelocity();
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}
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}
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// OFFSET: LEGO1 0x100a5960
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// OFFSET: LEGO1 0x100a5960
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void OrientableROI::VTable0x24(const MatrixData& p_transform)
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void OrientableROI::VTable0x24(const Matrix4Data& p_transform)
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{
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{
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MatrixData l_matrix(m_local2world);
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Matrix4Data l_matrix(m_local2world);
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m_local2world.EqualsMxProduct(&p_transform, &l_matrix);
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m_local2world.EqualsMxProduct(&p_transform, &l_matrix);
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UpdateWorldBoundingVolumes();
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UpdateWorldBoundingVolumes();
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UpdateWorldVelocity();
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UpdateWorldVelocity();
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}
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}
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// OFFSET: LEGO1 0x100a59b0
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// OFFSET: LEGO1 0x100a59b0
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void OrientableROI::UpdateWorldData(const MatrixData& p_transform)
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void OrientableROI::UpdateWorldData(const Matrix4Data& p_transform)
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{
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{
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MatrixData l_matrix(m_local2world);
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Matrix4Data l_matrix(m_local2world);
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m_local2world.EqualsMxProduct(&l_matrix, &p_transform);
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m_local2world.EqualsMxProduct(&l_matrix, &p_transform);
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UpdateWorldBoundingVolumes();
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UpdateWorldBoundingVolumes();
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UpdateWorldVelocity();
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UpdateWorldVelocity();
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@ -31,14 +31,14 @@ class OrientableROI : public ROI {
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public:
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public:
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virtual void VTable0x1c();
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virtual void VTable0x1c();
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// vtable + 0x20
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// vtable + 0x20
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virtual void SetLocalTransform(const MatrixImpl& p_transform);
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virtual void SetLocalTransform(const Matrix4Impl& p_transform);
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virtual void VTable0x24(const MatrixData& p_transform);
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virtual void VTable0x24(const Matrix4Data& p_transform);
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virtual void UpdateWorldData(const MatrixData& p_transform);
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virtual void UpdateWorldData(const Matrix4Data& p_transform);
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virtual void UpdateWorldVelocity();
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virtual void UpdateWorldVelocity();
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protected:
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protected:
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char m_unkc;
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char m_unkc;
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MatrixData m_local2world; // 0x10
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Matrix4Data m_local2world; // 0x10
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BoundingBox m_world_bounding_box; // 0x58
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BoundingBox m_world_bounding_box; // 0x58
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BoundingSphere m_world_bounding_sphere; // 0xa8
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BoundingSphere m_world_bounding_sphere; // 0xa8
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Vector3Data m_world_velocity; // 0xc0
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Vector3Data m_world_velocity; // 0xc0
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@ -5,7 +5,7 @@ void CalcLocalTransform(
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const Vector3Impl& p_posVec,
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const Vector3Impl& p_posVec,
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const Vector3Impl& p_dirVec,
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const Vector3Impl& p_dirVec,
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const Vector3Impl& p_upVec,
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const Vector3Impl& p_upVec,
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MatrixImpl& p_outMatrix
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Matrix4Impl& p_outMatrix
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)
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)
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{
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{
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float x_axis[3], y_axis[3], z_axis[3];
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float x_axis[3], y_axis[3], z_axis[3];
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@ -13,7 +13,7 @@ void CalcLocalTransform(
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const Vector3Impl& p_posVec,
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const Vector3Impl& p_posVec,
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const Vector3Impl& p_dirVec,
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const Vector3Impl& p_dirVec,
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const Vector3Impl& p_upVec,
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const Vector3Impl& p_upVec,
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MatrixImpl& p_outMatrix
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Matrix4Impl& p_outMatrix
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);
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);
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#endif // REALTIME_H
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#endif // REALTIME_H
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@ -23,7 +23,7 @@ Tgl::Group* ViewROI::GetGeometry()
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}
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}
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// OFFSET: LEGO1 0x100a9ee0
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// OFFSET: LEGO1 0x100a9ee0
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void ViewROI::UpdateWorldData(const MatrixData& parent2world)
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void ViewROI::UpdateWorldData(const Matrix4Data& parent2world)
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{
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{
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OrientableROI::UpdateWorldData(parent2world);
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OrientableROI::UpdateWorldData(parent2world);
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if (geometry) {
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if (geometry) {
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@ -41,7 +41,7 @@ class ViewROI : public OrientableROI {
|
|||||||
|
|
||||||
protected:
|
protected:
|
||||||
Tgl::Group* geometry;
|
Tgl::Group* geometry;
|
||||||
void UpdateWorldData(const MatrixData& parent2world);
|
void UpdateWorldData(const Matrix4Data& parent2world);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // VIEWROI_H
|
#endif // VIEWROI_H
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user