Renaming / removing MxTypes / refactoring

This commit is contained in:
Christian Semmler 2023-11-17 09:05:21 -05:00 committed by Nathan M Gilbert
parent ff0d847c61
commit bcf25e49ef
18 changed files with 235 additions and 231 deletions

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@ -144,7 +144,6 @@ add_library(lego1 SHARED
LEGO1/mxloopingflcpresenter.cpp
LEGO1/mxloopingmidipresenter.cpp
LEGO1/mxloopingsmkpresenter.cpp
LEGO1/mxmediamanager.cpp
LEGO1/mxmediapresenter.cpp
LEGO1/mxmidipresenter.cpp
@ -183,7 +182,6 @@ add_library(lego1 SHARED
LEGO1/mxtype17notificationparam.cpp
LEGO1/mxvariable.cpp
LEGO1/mxvariabletable.cpp
LEGO1/mxvideomanager.cpp
LEGO1/mxvideoparam.cpp
LEGO1/mxvideoparamflags.cpp
@ -201,11 +199,11 @@ add_library(lego1 SHARED
LEGO1/racestate.cpp
LEGO1/radio.cpp
LEGO1/radiostate.cpp
LEGO1/realtime/mxmatrix.cpp
LEGO1/realtime/mxvector.cpp
LEGO1/realtime/matrix.cpp
LEGO1/realtime/orientableroi.cpp
LEGO1/realtime/realtime.cpp
LEGO1/realtime/realtimeview.cpp
LEGO1/realtime/vector.cpp
LEGO1/registrationbook.cpp
LEGO1/score.cpp
LEGO1/scorestate.cpp
@ -251,7 +249,7 @@ if (ISLE_BUILD_APP)
ISLE/res/isle.rc
ISLE/isleapp.cpp
ISLE/define.cpp
"LEGO1/realtime/mxmatrix.h" "LEGO1/realtime/mxvector.h" "LEGO1/realtime/mxmatrix.cpp" "LEGO1/realtime/mxvector.cpp")
)
# Include LEGO1 headers in ISLE
target_include_directories(isle PRIVATE "${CMAKE_SOURCE_DIR}/LEGO1")

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@ -3,7 +3,7 @@
#include "helicopterstate.h"
#include "islepathactor.h"
#include "realtime/mxmatrix.h"
#include "realtime/matrix.h"
// VTABLE 0x100d40f8
// SIZE 0x230
@ -32,11 +32,11 @@ class Helicopter : public IslePathActor {
virtual ~Helicopter() override; // vtable+0x0
protected:
MxMatrixData m_unk160;
MxMatrixData m_unk1a8;
MatrixData m_unk160;
MatrixData m_unk1a8;
undefined4 m_unk1f0;
MxVector4Data m_unk1f4;
MxVector4Data m_unk20c;
Vector4Data m_unk1f4;
Vector4Data m_unk20c;
undefined4 m_unk224;
HelicopterState* m_state;
MxAtomId m_unk22c;

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@ -36,7 +36,7 @@ void LegoEntity::ResetWorldTransform(MxBool p_inVehicle)
}
// OFFSET: LEGO1 0x10010790 STUB
void LegoEntity::SetWorldTransform(MxVector3& p_loc, MxVector3& p_dir, MxVector3& p_up)
void LegoEntity::SetWorldTransform(Vector3Impl& p_loc, Vector3Impl& p_dir, Vector3Impl& p_up)
{
// TODO
}

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@ -6,7 +6,7 @@
#include "legoroi.h"
#include "mxdsobject.h"
#include "mxentity.h"
#include "realtime/mxvector.h"
#include "realtime/vector.h"
// VTABLE 0x100d4858
// SIZE 0x68 (probably)
@ -32,12 +32,12 @@ class LegoEntity : public MxEntity {
return !strcmp(name, LegoEntity::ClassName()) || MxEntity::IsA(name);
}
virtual MxResult InitFromMxDSObject(MxDSObject& p_dsObject); // vtable+0x18
virtual void Destroy(MxBool p_fromDestructor); // vtable+0x1c
virtual void ParseAction(char*); // vtable+0x20
virtual void SetROI(LegoROI* p_roi, MxBool p_bool1, MxBool p_bool2); // vtable+0x24
virtual void SetWorldTransform(MxVector3& p_loc, MxVector3& p_dir, MxVector3& p_up); // vtable+0x28
virtual void ResetWorldTransform(MxBool p_inVehicle); // vtable+0x2c
virtual MxResult InitFromMxDSObject(MxDSObject& p_dsObject); // vtable+0x18
virtual void Destroy(MxBool p_fromDestructor); // vtable+0x1c
virtual void ParseAction(char*); // vtable+0x20
virtual void SetROI(LegoROI* p_roi, MxBool p_bool1, MxBool p_bool2); // vtable+0x24
virtual void SetWorldTransform(Vector3Impl& p_loc, Vector3Impl& p_dir, Vector3Impl& p_up); // vtable+0x28
virtual void ResetWorldTransform(MxBool p_inVehicle); // vtable+0x2c
// OFFSET: LEGO1 0x10001090
virtual void SetWorldSpeed(MxFloat p_worldSpeed) { m_worldSpeed = p_worldSpeed; } // vtable+0x30
virtual void VTable0x34(); // vtable+0x34
@ -54,12 +54,12 @@ class LegoEntity : public MxEntity {
undefined m_unk10;
undefined m_unk11;
MxVector3Data m_worldLocation; // 0x14
MxVector3Data m_worldDirection; // 0x28
MxVector3Data m_worldUp; // 0x3c
MxFloat m_worldSpeed; // 0x50
LegoROI* m_roi; // 0x54
MxBool m_cameraFlag; // 0x58
Vector3Data m_worldLocation; // 0x14
Vector3Data m_worldDirection; // 0x28
Vector3Data m_worldUp; // 0x3c
MxFloat m_worldSpeed; // 0x50
LegoROI* m_roi; // 0x54
MxBool m_cameraFlag; // 0x58
undefined m_unk59;
// For tokens from the extra string that look like this:
// "Action:openram;\lego\scripts\Race\CarRaceR;0"

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@ -3,7 +3,7 @@
#include "mxdsobject.h"
#include "mxtypes.h"
#include "realtime/mxvector.h"
#include "realtime/vector.h"
class MxOmni;
@ -62,7 +62,7 @@ class MxDSAction : public MxDSObject {
inline MxLong GetStartTime() const { return m_startTime; }
inline MxS32 GetLoopCount() { return m_loopCount; }
inline void SetLoopCount(MxS32 p_loopCount) { m_loopCount = p_loopCount; }
inline const MxVector3Data& GetLocation() const { return m_location; }
inline const Vector3Data& GetLocation() const { return m_location; }
inline void SetUnknown84(MxCore* p_unk84) { m_unk84 = p_unk84; }
inline MxCore* GetUnknown8c() { return m_unk8c; }
inline void SetUnknown8c(MxCore* p_unk8c) { m_unk8c = p_unk8c; }
@ -71,20 +71,20 @@ class MxDSAction : public MxDSObject {
inline MxBool IsBit3() const { return m_flags & Flag_Bit3; }
protected:
MxU32 m_sizeOnDisk; // 0x2c
MxU32 m_flags; // 0x30
MxLong m_startTime; // 0x34
MxLong m_duration; // 0x38
MxS32 m_loopCount; // 0x3c
MxVector3Data m_location; // 0x40
MxVector3Data m_direction; // 0x54
MxVector3Data m_up; // 0x68
char* m_extraData; // 0x7c
MxU16 m_extraLength; // 0x80
MxCore* m_unk84; // 0x84
undefined4 m_unk88; // 0x88
MxCore* m_unk8c; // 0x8c
MxLong m_unkTimingField; // 0x90
MxU32 m_sizeOnDisk; // 0x2c
MxU32 m_flags; // 0x30
MxLong m_startTime; // 0x34
MxLong m_duration; // 0x38
MxS32 m_loopCount; // 0x3c
Vector3Data m_location; // 0x40
Vector3Data m_direction; // 0x54
Vector3Data m_up; // 0x68
char* m_extraData; // 0x7c
MxU16 m_extraLength; // 0x80
MxCore* m_unk84; // 0x84
undefined4 m_unk88; // 0x88
MxCore* m_unk8c; // 0x8c
MxLong m_unkTimingField; // 0x90
};
#endif // MXDSACTION_H

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@ -123,7 +123,7 @@ MxResult MxPresenter::StartAction(MxStreamController*, MxDSAction* p_action)
this->m_action = p_action;
const MxVector3Data& location = this->m_action->GetLocation();
const Vector3Data& location = this->m_action->GetLocation();
MxS32 previousTickleState = this->m_currentTickleState;
this->m_location = MxPoint32(this->m_action->GetLocation()[0], this->m_action->GetLocation()[1]);

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@ -1,5 +1,5 @@
#include "mxmatrix.h"
#include "matrix.h"
#include "../decomp.h"
#include "math.h"
@ -7,65 +7,65 @@
#include <memory.h>
DECOMP_SIZE_ASSERT(Matrix4, 0x40);
DECOMP_SIZE_ASSERT(MxMatrix, 0x8);
DECOMP_SIZE_ASSERT(MxMatrixData, 0x48);
DECOMP_SIZE_ASSERT(MatrixImpl, 0x8);
DECOMP_SIZE_ASSERT(MatrixData, 0x48);
// OFFSET: LEGO1 0x10002320
void MxMatrix::EqualsMatrixData(const Matrix4& p_matrix)
void MatrixImpl::EqualsMatrixData(const Matrix4& p_matrix)
{
*m_data = p_matrix;
}
// OFFSET: LEGO1 0x10002340
void MxMatrix::EqualsMxMatrix(const MxMatrix* p_other)
void MatrixImpl::EqualsMatrixImpl(const MatrixImpl* p_other)
{
*m_data = *p_other->m_data;
}
// OFFSET: LEGO1 0x10002360
void MxMatrix::AnotherSetData(Matrix4& p_data)
void MatrixImpl::AnotherSetData(Matrix4& p_data)
{
m_data = &p_data;
}
// OFFSET: LEGO1 0x10002370
void MxMatrix::SetData(Matrix4& p_data)
void MatrixImpl::SetData(Matrix4& p_data)
{
m_data = &p_data;
}
// OFFSET: LEGO1 0x10002380
const Matrix4* MxMatrix::GetData() const
const Matrix4* MatrixImpl::GetData() const
{
return m_data;
}
// OFFSET: LEGO1 0x10002390
Matrix4* MxMatrix::GetData()
Matrix4* MatrixImpl::GetData()
{
return m_data;
}
// OFFSET: LEGO1 0x100023a0
const float* MxMatrix::Element(int p_row, int p_col) const
const float* MatrixImpl::Element(int p_row, int p_col) const
{
return &(*m_data)[p_row][p_col];
}
// OFFSET: LEGO1 0x100023c0
float* MxMatrix::Element(int p_row, int p_col)
float* MatrixImpl::Element(int p_row, int p_col)
{
return &(*m_data)[p_row][p_col];
}
// OFFSET: LEGO1 0x100023e0
void MxMatrix::Clear()
void MatrixImpl::Clear()
{
memset(m_data, 0, 16 * sizeof(float));
}
// OFFSET: LEGO1 0x100023f0
void MxMatrix::SetIdentity()
void MatrixImpl::SetIdentity()
{
Clear();
(*m_data)[0][0] = 1.0f;
@ -75,7 +75,7 @@ void MxMatrix::SetIdentity()
}
// OFFSET: LEGO1 0x10002430
MxMatrix* MxMatrix::operator+=(const Matrix4& p_matrix)
MatrixImpl* MatrixImpl::operator+=(const Matrix4& p_matrix)
{
for (int i = 0; i < 16; ++i)
((float*) m_data)[i] += ((float*) &p_matrix)[i];
@ -85,7 +85,7 @@ MxMatrix* MxMatrix::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 MxMatrix::TranslateBy(const float* p_x, const float* p_y, const float* p_z)
void MatrixImpl::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 MxMatrix::TranslateBy(const float* p_x, const float* p_y, const float* p_z)
}
// OFFSET: LEGO1 0x100024a0
void MxMatrix::SetTranslation(const float* p_x, const float* p_y, const float* p_z)
void MatrixImpl::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 MxMatrix::SetTranslation(const float* p_x, const float* p_y, const float* p
}
// OFFSET: LEGO1 0x100024d0
void MxMatrix::EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b)
void MatrixImpl::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 MxMatrix::EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b)
}
// OFFSET: LEGO1 0x10002530
void MxMatrix::EqualsMxProduct(const MxMatrix* p_a, const MxMatrix* p_b)
void MatrixImpl::EqualsMxProduct(const MatrixImpl* p_a, const MatrixImpl* p_b)
{
EqualsDataProduct(*p_a->m_data, *p_b->m_data);
}
@ -125,7 +125,7 @@ void MxMatrix::EqualsMxProduct(const MxMatrix* p_a, const MxMatrix* 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 MxMatrix::ToQuaternion(MxVector4* p_outQuat)
void MatrixImpl::ToQuaternion(Vector4Impl* p_outQuat)
{
/*
float trace = m_data[0] + m_data[5] + m_data[10];
@ -168,19 +168,19 @@ void MxMatrix::ToQuaternion(MxVector4* 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
MxResult MxMatrix::FUN_10002710(const MxVector3* p_vec)
int MatrixImpl::FUN_10002710(const Vector3Impl* p_vec)
{
return FAILURE;
return -1;
}
// OFFSET: LEGO1 0x10002850
void MxMatrix::operator=(const MxMatrix& p_other)
void MatrixImpl::operator=(const MatrixImpl& p_other)
{
EqualsMxMatrix(&p_other);
EqualsMatrixImpl(&p_other);
}
// OFFSET: LEGO1 0x10002860
void MxMatrixData::operator=(const MxMatrixData& p_other)
void MatrixData::operator=(const MatrixData& p_other)
{
EqualsMxMatrix(&p_other);
EqualsMatrixImpl(&p_other);
}

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@ -1,7 +1,7 @@
#ifndef MXMATRIX_H
#define MXMATRIX_H
#ifndef MATRIX_H
#define MATRIX_H
#include "mxvector.h"
#include "vector.h"
/*
* A simple array of four Vector4s that can be indexed into.
@ -9,6 +9,7 @@
class Matrix4 {
public:
float rows[4][4]; // storage is public for easy access
inline Matrix4() {}
/*
Matrix4(const Vector4& x_axis, const Vector4& y_axis, const Vector4& z_axis, const Vector4& position)
@ -32,12 +33,12 @@ class Matrix4 {
// VTABLE 0x100d4350
// SIZE 0x8
class MxMatrix {
class MatrixImpl {
public:
inline MxMatrix(Matrix4& p_data) : m_data(&p_data) {}
inline MatrixImpl(Matrix4& p_data) : m_data(&p_data) {}
// vtable + 0x00
virtual void EqualsMxMatrix(const MxMatrix* p_other);
virtual void EqualsMatrixImpl(const MatrixImpl* p_other);
virtual void EqualsMatrixData(const Matrix4& p_matrix);
virtual void SetData(Matrix4& p_data);
virtual void AnotherSetData(Matrix4& p_data);
@ -51,18 +52,18 @@ class MxMatrix {
// vtable + 0x20
virtual void Clear();
virtual void SetIdentity();
virtual void operator=(const MxMatrix& p_other);
virtual MxMatrix* operator+=(const Matrix4& p_matrix);
virtual void operator=(const MatrixImpl& p_other);
virtual MatrixImpl* 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 MxMatrix* p_a, const MxMatrix* p_b);
virtual void EqualsMxProduct(const MatrixImpl* p_a, const MatrixImpl* p_b);
virtual void EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b);
// vtable + 0x40
virtual void ToQuaternion(MxVector4* p_resultQuat);
virtual MxResult FUN_10002710(const MxVector3* p_vec);
virtual void ToQuaternion(Vector4Impl* p_resultQuat);
virtual int FUN_10002710(const Vector3Impl* p_vec);
inline float& operator[](size_t idx) { return (*m_data)[idx >> 2][idx & 3]; }
@ -72,18 +73,18 @@ class MxMatrix {
// VTABLE 0x100d4300
// SIZE 0x48
class MxMatrixData : public MxMatrix {
class MatrixData : public MatrixImpl {
public:
inline MxMatrixData() : MxMatrix(m) {}
inline MxMatrixData(MxMatrixData& p_other) : MxMatrix(m) { m = *p_other.m_data; }
inline MatrixData() : MatrixImpl(m) {}
inline MatrixData(MatrixData& p_other) : MatrixImpl(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 MxMatrixData& p_other);
virtual void operator=(const MatrixData& p_other);
Matrix4 m;
};
#endif // MXMATRIX_H
#endif // MATRIX_H

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@ -12,26 +12,26 @@ void OrientableROI::VTable0x1c()
}
// OFFSET: LEGO1 0x100a5930
void OrientableROI::SetLocalTransform(const MxMatrix& p_transform)
void OrientableROI::SetLocalTransform(const MatrixImpl& p_transform)
{
reinterpret_cast<MxMatrix&>(m_local2world) = p_transform;
reinterpret_cast<MatrixImpl&>(m_local2world) = p_transform;
UpdateWorldBoundingVolumes();
UpdateWorldVelocity();
}
// OFFSET: LEGO1 0x100a5960
void OrientableROI::VTable0x24(const MxMatrixData& p_transform)
void OrientableROI::VTable0x24(const MatrixData& p_transform)
{
MxMatrixData l_matrix(m_local2world);
MatrixData l_matrix(m_local2world);
m_local2world.EqualsMxProduct(&p_transform, &l_matrix);
UpdateWorldBoundingVolumes();
UpdateWorldVelocity();
}
// OFFSET: LEGO1 0x100a59b0
void OrientableROI::UpdateWorldData(const MxMatrixData& p_transform)
void OrientableROI::UpdateWorldData(const MatrixData& p_transform)
{
MxMatrixData l_matrix(m_local2world);
MatrixData l_matrix(m_local2world);
m_local2world.EqualsMxProduct(&l_matrix, &p_transform);
UpdateWorldBoundingVolumes();
UpdateWorldVelocity();
@ -54,11 +54,13 @@ const Vector3& OrientableROI::GetWorldVelocity() const
{
return (Vector3&) *m_world_velocity.GetData();
}
// OFFSET: LEGO1 0x100a5d90
const BoundingBox& OrientableROI::GetWorldBoundingBox() const
{
return m_world_bounding_box;
}
// OFFSET: LEGO1 0x100a5da0
const BoundingSphere& OrientableROI::GetWorldBoundingSphere() const
{

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@ -1,7 +1,7 @@
#ifndef ORIENTABLEROI_H
#define ORIENTABLEROI_H
#include "mxmatrix.h"
#include "matrix.h"
#include "roi.h"
class OrientableROI : public ROI {
@ -31,19 +31,19 @@ class OrientableROI : public ROI {
public:
virtual void VTable0x1c();
// vtable + 0x20
virtual void SetLocalTransform(const MxMatrix& p_transform);
virtual void VTable0x24(const MxMatrixData& p_transform);
virtual void UpdateWorldData(const MxMatrixData& p_transform);
virtual void SetLocalTransform(const MatrixImpl& p_transform);
virtual void VTable0x24(const MatrixData& p_transform);
virtual void UpdateWorldData(const MatrixData& p_transform);
virtual void UpdateWorldVelocity();
protected:
char m_unkc;
MxMatrixData m_local2world; // 0x10
MatrixData m_local2world; // 0x10
BoundingBox m_world_bounding_box; // 0x58
BoundingSphere m_world_bounding_sphere; // 0xa8
MxVector3Data m_world_velocity; // 0xc0
MxU32 m_unkd4;
MxU32 m_unkd8;
Vector3Data m_world_velocity; // 0xc0
unsigned int m_unkd4;
unsigned int m_unkd8;
};
#endif // ORIENTABLEROI_H

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@ -2,19 +2,19 @@
// OFFSET: LEGO1 0x100a5b40
void CalcLocalTransform(
const MxVector3& p_posVec,
const MxVector3& p_dirVec,
const MxVector3& p_upVec,
MxMatrix& p_outMatrix
const Vector3Impl& p_posVec,
const Vector3Impl& p_dirVec,
const Vector3Impl& p_upVec,
MatrixImpl& p_outMatrix
)
{
MxFloat x_axis[3], y_axis[3], z_axis[3];
float x_axis[3], y_axis[3], z_axis[3];
// This is an unrolled version of the "NORMVEC3" macro,
// used here to apply a silly hack to get a 100% match
{
const MxFloat dirVec1Operation = (p_dirVec)[1] * (p_dirVec)[1];
MxDouble len = sqrt(((p_dirVec)[0] * (p_dirVec)[0] + dirVec1Operation + (p_dirVec)[2] * (p_dirVec)[2]));
const float dirVec1Operation = (p_dirVec)[1] * (p_dirVec)[1];
double len = sqrt(((p_dirVec)[0] * (p_dirVec)[0] + dirVec1Operation + (p_dirVec)[2] * (p_dirVec)[2]));
((z_axis)[0] = (p_dirVec)[0] / (len), (z_axis)[1] = (p_dirVec)[1] / (len), (z_axis)[2] = (p_dirVec)[2] / (len));
}
@ -24,8 +24,8 @@ void CalcLocalTransform(
// Exact same thing as pointed out by the above comment
{
const MxFloat axis2Operation = (x_axis)[2] * (x_axis)[2];
MxDouble len = sqrt(((x_axis)[0] * (x_axis)[0] + axis2Operation + (x_axis)[1] * (x_axis)[1]));
const float axis2Operation = (x_axis)[2] * (x_axis)[2];
double len = sqrt(((x_axis)[0] * (x_axis)[0] + axis2Operation + (x_axis)[1] * (x_axis)[1]));
((x_axis)[0] = (x_axis)[0] / (len), (x_axis)[1] = (x_axis)[1] / (len), (x_axis)[2] = (x_axis)[2] / (len));
}
@ -33,8 +33,8 @@ void CalcLocalTransform(
// Again, the same thing
{
const MxFloat axis2Operation = (y_axis)[2] * (y_axis)[2];
MxDouble len = sqrt(((y_axis)[0] * (y_axis)[0] + axis2Operation + (y_axis)[1] * (y_axis)[1]));
const float axis2Operation = (y_axis)[2] * (y_axis)[2];
double len = sqrt(((y_axis)[0] * (y_axis)[0] + axis2Operation + (y_axis)[1] * (y_axis)[1]));
((y_axis)[0] = (y_axis)[0] / (len), (y_axis)[1] = (y_axis)[1] / (len), (y_axis)[2] = (y_axis)[2] / (len));
}

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@ -1,19 +1,19 @@
#ifndef REALTIME_H
#define REALTIME_H
#include "mxmatrix.h"
#include "matrix.h"
#define NORMVEC3(dst, src) \
{ \
MxDouble len = sqrt(NORMSQRD3(src)); \
double len = sqrt(NORMSQRD3(src)); \
VDS3(dst, src, len); \
}
void CalcLocalTransform(
const MxVector3& p_posVec,
const MxVector3& p_dirVec,
const MxVector3& p_upVec,
MxMatrix& p_outMatrix
const Vector3Impl& p_posVec,
const Vector3Impl& p_dirVec,
const Vector3Impl& p_upVec,
MatrixImpl& p_outMatrix
);
#endif // REALTIME_H

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@ -5,23 +5,23 @@
#include "../mxstl.h"
#include "../realtime/realtime.h"
#include "lodlist.h"
#include "mxvector.h"
#include "vector.h"
/*
* A simple bounding box object with Min and Max accessor methods.
*/
class BoundingBox {
public:
const MxVector3Data& Min() const { return min; }
MxVector3Data& Min() { return min; }
const MxVector3Data& Max() const { return max; }
MxVector3Data& Max() { return max; }
const Vector3Data& Min() const { return min; }
Vector3Data& Min() { return min; }
const Vector3Data& Max() const { return max; }
Vector3Data& Max() { return max; }
private:
MxVector3Data min;
MxVector3Data max;
MxVector3Data m_unk28;
MxVector3Data m_unk3c;
Vector3Data min;
Vector3Data max;
Vector3Data m_unk28;
Vector3Data m_unk3c;
};
/*
@ -29,13 +29,13 @@ class BoundingBox {
*/
class BoundingSphere {
public:
const MxVector3Data& Center() const { return center; }
MxVector3Data& Center() { return center; }
const Vector3Data& Center() const { return center; }
Vector3Data& Center() { return center; }
const float& Radius() const { return radius; }
float& Radius() { return radius; }
private:
MxVector3Data center;
Vector3Data center;
float radius;
};

View File

@ -1,183 +1,183 @@
#include "mxvector.h"
#include "vector.h"
#include "../decomp.h"
#include <math.h>
#include <memory.h>
DECOMP_SIZE_ASSERT(MxVector2, 0x8);
DECOMP_SIZE_ASSERT(MxVector3, 0x8);
DECOMP_SIZE_ASSERT(MxVector4, 0x8);
DECOMP_SIZE_ASSERT(MxVector3Data, 0x14);
DECOMP_SIZE_ASSERT(MxVector4Data, 0x18);
DECOMP_SIZE_ASSERT(Vector2Impl, 0x8);
DECOMP_SIZE_ASSERT(Vector3Impl, 0x8);
DECOMP_SIZE_ASSERT(Vector4Impl, 0x8);
DECOMP_SIZE_ASSERT(Vector3Data, 0x14);
DECOMP_SIZE_ASSERT(Vector4Data, 0x18);
// OFFSET: LEGO1 0x100020a0
const float* MxVector2::GetData() const
const float* Vector2Impl::GetData() const
{
return m_data;
}
// OFFSET: LEGO1 0x10002090
float* MxVector2::GetData()
float* Vector2Impl::GetData()
{
return m_data;
}
// OFFSET: LEGO1 0x10002130
float MxVector2::Dot(MxVector2* p_a, float* p_b) const
float Vector2Impl::Dot(Vector2Impl* p_a, float* p_b) const
{
return DotImpl(p_a->m_data, p_b);
}
// OFFSET: LEGO1 0x10002110
float MxVector2::Dot(float* p_a, MxVector2* p_b) const
float Vector2Impl::Dot(float* p_a, Vector2Impl* p_b) const
{
return DotImpl(p_a, p_b->m_data);
}
// OFFSET: LEGO1 0x100020f0
float MxVector2::Dot(MxVector2* p_a, MxVector2* p_b) const
float Vector2Impl::Dot(Vector2Impl* p_a, Vector2Impl* p_b) const
{
return DotImpl(p_a->m_data, p_b->m_data);
}
// OFFSET: LEGO1 0x100020d0
float MxVector2::Dot(float* p_a, float* p_b) const
float Vector2Impl::Dot(float* p_a, float* p_b) const
{
return DotImpl(p_a, p_b);
}
// OFFSET: LEGO1 0x10002160
MxResult MxVector2::Unitize()
int Vector2Impl::Unitize()
{
float sq = LenSquared();
if (sq > 0.0f) {
float root = sqrt(sq);
if (root > 0) {
DivScalarImpl(&root);
return SUCCESS;
return 0;
}
}
return FAILURE;
return -1;
}
// OFFSET: LEGO1 0x100021e0
void MxVector2::AddVector(MxVector2* p_other)
void Vector2Impl::AddVector(Vector2Impl* p_other)
{
AddVectorImpl(p_other->m_data);
}
// OFFSET: LEGO1 0x100021d0
void MxVector2::AddVector(float* p_other)
void Vector2Impl::AddVector(float* p_other)
{
AddVectorImpl(p_other);
}
// OFFSET: LEGO1 0x100021c0
void MxVector2::AddScalar(float p_value)
void Vector2Impl::AddScalar(float p_value)
{
AddScalarImpl(p_value);
}
// OFFSET: LEGO1 0x10002200
void MxVector2::SubVector(MxVector2* p_other)
void Vector2Impl::SubVector(Vector2Impl* p_other)
{
SubVectorImpl(p_other->m_data);
}
// OFFSET: LEGO1 0x100021f0
void MxVector2::SubVector(float* p_other)
void Vector2Impl::SubVector(float* p_other)
{
SubVectorImpl(p_other);
}
// OFFSET: LEGO1 0x10002230
void MxVector2::MullScalar(float* p_value)
void Vector2Impl::MullScalar(float* p_value)
{
MullScalarImpl(p_value);
}
// OFFSET: LEGO1 0x10002220
void MxVector2::MullVector(MxVector2* p_other)
void Vector2Impl::MullVector(Vector2Impl* p_other)
{
MullVectorImpl(p_other->m_data);
}
// OFFSET: LEGO1 0x10002210
void MxVector2::MullVector(float* p_other)
void Vector2Impl::MullVector(float* p_other)
{
MullVectorImpl(p_other);
}
// OFFSET: LEGO1 0x10002240
void MxVector2::DivScalar(float* p_value)
void Vector2Impl::DivScalar(float* p_value)
{
DivScalarImpl(p_value);
}
// OFFSET: LEGO1 0x10002260
void MxVector2::SetVector(MxVector2* p_other)
void Vector2Impl::SetVector(Vector2Impl* p_other)
{
EqualsImpl(p_other->m_data);
}
// OFFSET: LEGO1 0x10002250
void MxVector2::SetVector(float* p_other)
void Vector2Impl::SetVector(float* p_other)
{
EqualsImpl(p_other);
}
// OFFSET: LEGO1 0x10001fa0
void MxVector2::AddScalarImpl(float p_value)
void Vector2Impl::AddScalarImpl(float p_value)
{
m_data[0] += p_value;
m_data[1] += p_value;
}
// OFFSET: LEGO1 0x10001f80
void MxVector2::AddVectorImpl(float* p_value)
void Vector2Impl::AddVectorImpl(float* p_value)
{
m_data[0] += p_value[0];
m_data[1] += p_value[1];
}
// OFFSET: LEGO1 0x10001fc0
void MxVector2::SubVectorImpl(float* p_value)
void Vector2Impl::SubVectorImpl(float* p_value)
{
m_data[0] -= p_value[0];
m_data[1] -= p_value[1];
}
// OFFSET: LEGO1 0x10002000
void MxVector2::MullScalarImpl(float* p_value)
void Vector2Impl::MullScalarImpl(float* p_value)
{
m_data[0] *= *p_value;
m_data[1] *= *p_value;
}
// OFFSET: LEGO1 0x10001fe0
void MxVector2::MullVectorImpl(float* p_value)
void Vector2Impl::MullVectorImpl(float* p_value)
{
m_data[0] *= p_value[0];
m_data[1] *= p_value[1];
}
// OFFSET: LEGO1 0x10002020
void MxVector2::DivScalarImpl(float* p_value)
void Vector2Impl::DivScalarImpl(float* p_value)
{
m_data[0] /= *p_value;
m_data[1] /= *p_value;
}
// OFFSET: LEGO1 0x10002040
float MxVector2::DotImpl(float* p_a, float* p_b) const
float Vector2Impl::DotImpl(float* p_a, float* p_b) const
{
return p_b[0] * p_a[0] + p_b[1] * p_a[1];
}
// OFFSET: LEGO1 0x10002070
void MxVector2::EqualsImpl(float* p_data)
void Vector2Impl::EqualsImpl(float* p_data)
{
float* vec = m_data;
vec[0] = p_data[0];
@ -185,7 +185,7 @@ void MxVector2::EqualsImpl(float* p_data)
}
// OFFSET: LEGO1 0x100020b0
void MxVector2::Clear()
void Vector2Impl::Clear()
{
float* vec = m_data;
vec[0] = 0.0f;
@ -193,13 +193,13 @@ void MxVector2::Clear()
}
// OFFSET: LEGO1 0x10002150
float MxVector2::LenSquared() const
float Vector2Impl::LenSquared() const
{
return m_data[0] * m_data[0] + m_data[1] * m_data[1];
}
// OFFSET: LEGO1 0x10003a90
void MxVector3::AddScalarImpl(float p_value)
void Vector3Impl::AddScalarImpl(float p_value)
{
m_data[0] += p_value;
m_data[1] += p_value;
@ -207,7 +207,7 @@ void MxVector3::AddScalarImpl(float p_value)
}
// OFFSET: LEGO1 0x10003a60
void MxVector3::AddVectorImpl(float* p_value)
void Vector3Impl::AddVectorImpl(float* p_value)
{
m_data[0] += p_value[0];
m_data[1] += p_value[1];
@ -215,7 +215,7 @@ void MxVector3::AddVectorImpl(float* p_value)
}
// OFFSET: LEGO1 0x10003ac0
void MxVector3::SubVectorImpl(float* p_value)
void Vector3Impl::SubVectorImpl(float* p_value)
{
m_data[0] -= p_value[0];
m_data[1] -= p_value[1];
@ -223,7 +223,7 @@ void MxVector3::SubVectorImpl(float* p_value)
}
// OFFSET: LEGO1 0x10003b20
void MxVector3::MullScalarImpl(float* p_value)
void Vector3Impl::MullScalarImpl(float* p_value)
{
m_data[0] *= *p_value;
m_data[1] *= *p_value;
@ -231,7 +231,7 @@ void MxVector3::MullScalarImpl(float* p_value)
}
// OFFSET: LEGO1 0x10003af0
void MxVector3::MullVectorImpl(float* p_value)
void Vector3Impl::MullVectorImpl(float* p_value)
{
m_data[0] *= p_value[0];
m_data[1] *= p_value[1];
@ -239,7 +239,7 @@ void MxVector3::MullVectorImpl(float* p_value)
}
// OFFSET: LEGO1 0x10003b50
void MxVector3::DivScalarImpl(float* p_value)
void Vector3Impl::DivScalarImpl(float* p_value)
{
m_data[0] /= *p_value;
m_data[1] /= *p_value;
@ -247,13 +247,13 @@ void MxVector3::DivScalarImpl(float* p_value)
}
// OFFSET: LEGO1 0x10003b80
float MxVector3::DotImpl(float* p_a, float* p_b) const
float Vector3Impl::DotImpl(float* p_a, float* p_b) const
{
return p_a[0] * p_b[0] + p_a[2] * p_b[2] + p_a[1] * p_b[1];
}
// OFFSET: LEGO1 0x10003ba0
void MxVector3::EqualsImpl(float* p_data)
void Vector3Impl::EqualsImpl(float* p_data)
{
float* vec = m_data;
vec[0] = p_data[0];
@ -262,7 +262,7 @@ void MxVector3::EqualsImpl(float* p_data)
}
// OFFSET: LEGO1 0x10003bc0
void MxVector3::Clear()
void Vector3Impl::Clear()
{
float* vec = m_data;
vec[0] = 0.0f;
@ -271,13 +271,13 @@ void MxVector3::Clear()
}
// OFFSET: LEGO1 0x10003bd0
float MxVector3::LenSquared() const
float Vector3Impl::LenSquared() const
{
return m_data[1] * m_data[1] + m_data[0] * m_data[0] + m_data[2] * m_data[2];
}
// OFFSET: LEGO1 0x10002270
void MxVector3::EqualsCrossImpl(float* p_a, float* p_b)
void Vector3Impl::EqualsCrossImpl(float* p_a, float* p_b)
{
m_data[0] = p_a[1] * p_b[2] - p_a[2] * p_b[1];
m_data[1] = p_a[2] * p_b[0] - p_a[0] * p_b[2];
@ -285,25 +285,25 @@ void MxVector3::EqualsCrossImpl(float* p_a, float* p_b)
}
// OFFSET: LEGO1 0x10002300
void MxVector3::EqualsCross(float* p_a, MxVector3* p_b)
void Vector3Impl::EqualsCross(float* p_a, Vector3Impl* p_b)
{
EqualsCrossImpl(p_a, p_b->m_data);
}
// OFFSET: LEGO1 0x100022e0
void MxVector3::EqualsCross(MxVector3* p_a, float* p_b)
void Vector3Impl::EqualsCross(Vector3Impl* p_a, float* p_b)
{
EqualsCrossImpl(p_a->m_data, p_b);
}
// OFFSET: LEGO1 0x100022c0
void MxVector3::EqualsCross(MxVector3* p_a, MxVector3* p_b)
void Vector3Impl::EqualsCross(Vector3Impl* p_a, Vector3Impl* p_b)
{
EqualsCrossImpl(p_a->m_data, p_b->m_data);
}
// OFFSET: LEGO1 0x10003bf0
void MxVector3::EqualsScalar(float* p_value)
void Vector3Impl::EqualsScalar(float* p_value)
{
m_data[0] = *p_value;
m_data[1] = *p_value;
@ -311,7 +311,7 @@ void MxVector3::EqualsScalar(float* p_value)
}
// OFFSET: LEGO1 0x100028b0
void MxVector4::AddScalarImpl(float p_value)
void Vector4Impl::AddScalarImpl(float p_value)
{
m_data[0] += p_value;
m_data[1] += p_value;
@ -320,7 +320,7 @@ void MxVector4::AddScalarImpl(float p_value)
}
// OFFSET: LEGO1 0x10002870
void MxVector4::AddVectorImpl(float* p_value)
void Vector4Impl::AddVectorImpl(float* p_value)
{
m_data[0] += p_value[0];
m_data[1] += p_value[1];
@ -329,7 +329,7 @@ void MxVector4::AddVectorImpl(float* p_value)
}
// OFFSET: LEGO1 0x100028f0
void MxVector4::SubVectorImpl(float* p_value)
void Vector4Impl::SubVectorImpl(float* p_value)
{
m_data[0] -= p_value[0];
m_data[1] -= p_value[1];
@ -338,7 +338,7 @@ void MxVector4::SubVectorImpl(float* p_value)
}
// OFFSET: LEGO1 0x10002970
void MxVector4::MullScalarImpl(float* p_value)
void Vector4Impl::MullScalarImpl(float* p_value)
{
m_data[0] *= *p_value;
m_data[1] *= *p_value;
@ -347,7 +347,7 @@ void MxVector4::MullScalarImpl(float* p_value)
}
// OFFSET: LEGO1 0x10002930
void MxVector4::MullVectorImpl(float* p_value)
void Vector4Impl::MullVectorImpl(float* p_value)
{
m_data[0] *= p_value[0];
m_data[1] *= p_value[1];
@ -356,7 +356,7 @@ void MxVector4::MullVectorImpl(float* p_value)
}
// OFFSET: LEGO1 0x100029b0
void MxVector4::DivScalarImpl(float* p_value)
void Vector4Impl::DivScalarImpl(float* p_value)
{
m_data[0] /= *p_value;
m_data[1] /= *p_value;
@ -365,13 +365,13 @@ void MxVector4::DivScalarImpl(float* p_value)
}
// OFFSET: LEGO1 0x100029f0
float MxVector4::DotImpl(float* p_a, float* p_b) const
float Vector4Impl::DotImpl(float* p_a, 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]);
}
// OFFSET: LEGO1 0x10002a20
void MxVector4::EqualsImpl(float* p_data)
void Vector4Impl::EqualsImpl(float* p_data)
{
float* vec = m_data;
vec[0] = p_data[0];
@ -381,7 +381,7 @@ void MxVector4::EqualsImpl(float* p_data)
}
// OFFSET: LEGO1 0x10002b00
void MxVector4::Clear()
void Vector4Impl::Clear()
{
float* vec = m_data;
vec[0] = 0.0f;
@ -391,13 +391,13 @@ void MxVector4::Clear()
}
// OFFSET: LEGO1 0x10002b20
float MxVector4::LenSquared() const
float Vector4Impl::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];
}
// OFFSET: LEGO1 0x10002b40
void MxVector4::EqualsScalar(float* p_value)
void Vector4Impl::EqualsScalar(float* p_value)
{
m_data[0] = *p_value;
m_data[1] = *p_value;
@ -406,13 +406,13 @@ void MxVector4::EqualsScalar(float* p_value)
}
// OFFSET: LEGO1 0x10002ae0
void MxVector4::SetMatrixProduct(MxVector4* p_a, float* p_b)
void Vector4Impl::SetMatrixProduct(Vector4Impl* p_a, float* p_b)
{
SetMatrixProductImpl(p_a->m_data, p_b);
}
// OFFSET: LEGO1 0x10002a40
void MxVector4::SetMatrixProductImpl(float* p_vec, float* p_mat)
void Vector4Impl::SetMatrixProductImpl(float* p_vec, 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];
m_data[1] = p_vec[0] * p_mat[1] + p_vec[1] * p_mat[5] + p_vec[2] * p_mat[9] + p_vec[4] * p_mat[13];
@ -423,7 +423,7 @@ void MxVector4::SetMatrixProductImpl(float* p_vec, float* p_mat)
// Note close yet, included because I'm at least confident I know what operation
// it's trying to do.
// OFFSET: LEGO1 0x10002b70 STUB
MxResult MxVector4::NormalizeQuaternion()
int Vector4Impl::NormalizeQuaternion()
{
float* v = m_data;
float magnitude = v[1] * v[1] + v[2] * v[2] + v[0] * v[0];
@ -435,16 +435,16 @@ MxResult MxVector4::NormalizeQuaternion()
v[0] *= magnitude;
v[1] *= magnitude;
v[2] *= magnitude;
return SUCCESS;
return 0;
}
return FAILURE;
return -1;
}
// OFFSET: LEGO1 0x10002bf0
void MxVector4::UnknownQuaternionOp(MxVector4* p_a, MxVector4* p_b)
void Vector4Impl::UnknownQuaternionOp(Vector4Impl* p_a, Vector4Impl* p_b)
{
MxFloat* bDat = p_b->m_data;
MxFloat* aDat = p_a->m_data;
float* bDat = p_b->m_data;
float* aDat = p_a->m_data;
this->m_data[3] = aDat[3] * bDat[3] - (bDat[0] * aDat[0] + aDat[2] * bDat[2] + aDat[1] * aDat[1]);
this->m_data[0] = bDat[2] * aDat[1] - bDat[1] * aDat[2];

View File

@ -1,7 +1,5 @@
#ifndef MXVECTOR_H
#define MXVECTOR_H
#include "../mxtypes.h"
#ifndef VECTOR_H
#define VECTOR_H
#include <vec.h>
@ -11,6 +9,7 @@
class Vector3 {
public:
float elements[3]; // storage is public for easy access
Vector3() {}
Vector3(float x, float y, float z)
{
@ -18,12 +17,14 @@ class Vector3 {
elements[1] = y;
elements[2] = z;
}
Vector3(const float v[3])
{
elements[0] = v[0];
elements[1] = v[1];
elements[2] = v[2];
}
const float& operator[](long i) const { return elements[i]; }
float& operator[](long i) { return elements[i]; }
};
@ -34,6 +35,7 @@ class Vector3 {
struct Vector4 {
public:
float elements[4]; // storage is public for easy access
inline Vector4() {}
Vector4(float x, float y, float z, float w)
{
@ -49,16 +51,17 @@ struct Vector4 {
elements[2] = v[2];
elements[3] = v[3];
}
const float& operator[](long i) const { return elements[i]; }
float& operator[](long i) { return elements[i]; }
};
// VTABLE 0x100d4288
// SIZE 0x8
class MxVector2 {
class Vector2Impl {
public:
// OFFSET: LEGO1 0x1000c0f0
inline MxVector2(float* p_data) { this->SetData(p_data); }
inline Vector2Impl(float* p_data) { this->SetData(p_data); }
// vtable + 0x00 (no virtual destructor)
virtual void AddScalarImpl(float p_value) = 0;
@ -81,32 +84,32 @@ class MxVector2 {
virtual void Clear() = 0;
// vtable + 0x30
virtual float Dot(MxVector2* p_a, float* p_b) const;
virtual float Dot(float* p_a, MxVector2* p_b) const;
virtual float Dot(MxVector2* p_a, MxVector2* p_b) const;
virtual float Dot(Vector2Impl* p_a, float* p_b) const;
virtual float Dot(float* p_a, Vector2Impl* p_b) const;
virtual float Dot(Vector2Impl* p_a, Vector2Impl* p_b) const;
virtual float Dot(float* p_a, float* p_b) const;
// vtable + 0x40
virtual float LenSquared() const = 0;
virtual MxResult Unitize();
virtual int Unitize();
// vtable + 0x48
virtual void AddVector(MxVector2* p_other);
virtual void AddVector(Vector2Impl* p_other);
virtual void AddVector(float* p_other);
virtual void AddScalar(float p_value);
// vtable + 0x54
virtual void SubVector(MxVector2* p_other);
virtual void SubVector(Vector2Impl* p_other);
virtual void SubVector(float* p_other);
// vtable + 0x5C
virtual void MullScalar(float* p_value);
virtual void MullVector(MxVector2* p_other);
virtual void MullVector(Vector2Impl* p_other);
virtual void MullVector(float* p_other);
virtual void DivScalar(float* p_value);
// vtable + 0x6C
virtual void SetVector(MxVector2* p_other);
virtual void SetVector(Vector2Impl* p_other);
virtual void SetVector(float* p_other);
inline float& operator[](size_t idx) { return m_data[idx]; }
@ -118,9 +121,9 @@ class MxVector2 {
// VTABLE 0x100d4518
// SIZE 0x8
class MxVector3 : public MxVector2 {
class Vector3Impl : public Vector2Impl {
public:
inline MxVector3(float* p_data) : MxVector2(p_data) {}
inline Vector3Impl(float* p_data) : Vector2Impl(p_data) {}
void AddScalarImpl(float p_value);
@ -140,9 +143,9 @@ class MxVector3 : public MxVector2 {
// vtable + 0x74
virtual void EqualsCrossImpl(float* p_a, float* p_b);
virtual void EqualsCross(float* p_a, MxVector3* p_b);
virtual void EqualsCross(MxVector3* p_a, float* p_b);
virtual void EqualsCross(MxVector3* p_a, MxVector3* p_b);
virtual void EqualsCross(float* p_a, Vector3Impl* p_b);
virtual void EqualsCross(Vector3Impl* p_a, float* p_b);
virtual void EqualsCross(Vector3Impl* p_a, Vector3Impl* p_b);
virtual void EqualsScalar(float* p_value);
inline void Fill(float p_value) { EqualsScalar(&p_value); }
@ -150,9 +153,9 @@ class MxVector3 : public MxVector2 {
// VTABLE 0x100d45a0
// SIZE 0x8
class MxVector4 : public MxVector3 {
class Vector4Impl : public Vector3Impl {
public:
inline MxVector4(float* p_data) : MxVector3(p_data) {}
inline Vector4Impl(float* p_data) : Vector3Impl(p_data) {}
void AddScalarImpl(float p_value);
@ -173,18 +176,18 @@ class MxVector4 : public MxVector3 {
void EqualsScalar(float* p_value);
// vtable + 0x84
virtual void SetMatrixProduct(MxVector4* p_a, float* p_b);
virtual void SetMatrixProduct(Vector4Impl* p_a, float* p_b);
virtual void SetMatrixProductImpl(float* p_vec, float* p_mat);
virtual MxResult NormalizeQuaternion();
virtual void UnknownQuaternionOp(MxVector4* p_a, MxVector4* p_b);
virtual int NormalizeQuaternion();
virtual void UnknownQuaternionOp(Vector4Impl* p_a, Vector4Impl* p_b);
};
// VTABLE 0x100d4488
// SIZE 0x14
class MxVector3Data : public MxVector3 {
class Vector3Data : public Vector3Impl {
public:
inline MxVector3Data() : MxVector3(storage) {}
inline MxVector3Data(float p_x, float p_y, float p_z) : MxVector3(storage), x(p_x), y(p_y), z(p_z) {}
inline Vector3Data() : Vector3Impl(storage) {}
inline Vector3Data(float p_x, float p_y, float p_z) : Vector3Impl(storage), x(p_x), y(p_y), z(p_z) {}
union {
float storage[3];
@ -195,7 +198,7 @@ class MxVector3Data : public MxVector3 {
};
};
void CopyFrom(MxVector3Data& p_other)
void CopyFrom(Vector3Data& p_other)
{
EqualsImpl(p_other.m_data);
@ -208,9 +211,9 @@ class MxVector3Data : public MxVector3 {
// VTABLE 0x100d41e8
// SIZE 0x18
class MxVector4Data : public MxVector4 {
class Vector4Data : public Vector4Impl {
public:
inline MxVector4Data() : MxVector4(storage) {}
inline Vector4Data() : Vector4Impl(storage) {}
union {
float storage[4];
struct {
@ -222,4 +225,4 @@ class MxVector4Data : public MxVector4 {
};
};
#endif // MXVECTOR_H
#endif // VECTOR_H

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@ -2,9 +2,9 @@
#define VIEWLODLIST_H
#include "../compat.h"
#include "../mxtypes.h"
#include "../realtime/LODList.h"
#include "../realtime/lodlist.h"
#include "assert.h"
#pragma warning(disable : 4786)
class ViewLOD;
@ -44,7 +44,7 @@ class ViewLODList : public LODList<ViewLOD> {
// ??? for now, until we have symbol management
typedef const char* ROIName;
struct ROINameComparator {
MxBool operator()(const ROIName& rName1, const ROIName& rName2) const
bool operator()(const ROIName& rName1, const ROIName& rName2) const
{
return strcmp((const char*) rName1, (const char*) rName2) > 0;
}

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@ -23,7 +23,7 @@ Tgl::Group* ViewROI::GetGeometry()
}
// OFFSET: LEGO1 0x100a9ee0
void ViewROI::UpdateWorldData(const MxMatrixData& parent2world)
void ViewROI::UpdateWorldData(const MatrixData& 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 MxMatrixData& parent2world);
void UpdateWorldData(const MatrixData& parent2world);
};
#endif // VIEWROI_H