#ifndef VECTOR_H #define VECTOR_H #include "compat.h" #include #include // Note: virtual function overloads appear in the virtual table // in reverse order of appearance. // VTABLE: LEGO1 0x100d4288 // VTABLE: BETA10 0x101b8440 // SIZE 0x08 class Vector2 { public: // FUNCTION: LEGO1 0x1000c0f0 // FUNCTION: BETA10 0x100116a0 Vector2(float* p_data) { SetData(p_data); } protected: inline virtual void AddImpl(const float* p_value); // vtable+0x04 inline virtual void AddImpl(float p_value); // vtable+0x00 inline virtual void SubImpl(const float* p_value); // vtable+0x08 inline virtual void MulImpl(const float* p_value); // vtable+0x10 inline virtual void MulImpl(const float& p_value); // vtable+0x0c inline virtual void DivImpl(const float& p_value); // vtable+0x14 inline virtual float DotImpl(const float* p_a, const float* p_b) const; // vtable+0x18 inline virtual void SetData(float* p_data); // vtable+0x1c inline virtual void EqualsImpl(const float* p_data); // vtable+0x20 public: inline virtual float* GetData(); // vtable+0x28 inline virtual const float* GetData() const; // vtable+0x24 inline virtual void Clear(); // vtable+0x2c inline virtual float Dot(const float* p_a, const float* p_b) const; // vtable+0x3c inline virtual float Dot(const Vector2& p_a, const Vector2& p_b) const; // vtable+0x38 inline virtual float Dot(const float* p_a, const Vector2& p_b) const; // vtable+0x34 inline virtual float Dot(const Vector2& p_a, const float* p_b) const; // vtable+0x30 inline virtual float LenSquared() const; // vtable+0x40 inline virtual int Unitize(); // vtable+0x44 inline virtual void operator+=(float p_value); // vtable+0x50 inline virtual void operator+=(const float* p_other); // vtable+0x4c inline virtual void operator+=(const Vector2& p_other); // vtable+0x48 inline virtual void operator-=(const float* p_other); // vtable+0x58 inline virtual void operator-=(const Vector2& p_other); // vtable+0x54 inline virtual void operator*=(const float* p_other); // vtable+0x64 inline virtual void operator*=(const Vector2& p_other); // vtable+0x60 inline virtual void operator*=(const float& p_value); // vtable+0x5c inline virtual void operator/=(const float& p_value); // vtable+0x68 inline virtual void SetVector(const float* p_other); // vtable+0x70 inline virtual void SetVector(const Vector2& p_other); // vtable+0x6c // Note: it's unclear whether Vector3::operator= has been defined explicitly // with the same function body as Vector2& operator=. The BETA indicates that; // however, it makes LEGO1 0x10010be0 disappear and worsens matches in // at least these functions: // LEGO1 0x100109b0 // LEGO1 0x10023130 // LEGO1 0x1002de10 // LEGO1 0x10050a80 // LEGO1 0x10053980 // LEGO1 0x100648f0 // LEGO1 0x10064b50 // LEGO1 0x10084030 // LEGO1 0x100a9410 // However, defining it as in the BETA improves at least these functions: // LEGO1 0x10042300 // SYNTHETIC: LEGO1 0x10010be0 // SYNTHETIC: BETA10 0x100121e0 // Vector3::operator= // SYNTHETIC: BETA10 0x1004af40 // Vector4::operator= Vector2& operator=(const Vector2& p_other) { Vector2::SetVector(p_other); return *this; } // FUNCTION: BETA10 0x1001d140 float& operator[](int idx) { return m_data[idx]; } // FUNCTION: BETA10 0x1001d170 const float& operator[](int idx) const { return m_data[idx]; } protected: float* m_data; // 0x04 }; // VTABLE: LEGO1 0x100d4518 // VTABLE: BETA10 0x101b8398 // SIZE 0x08 class Vector3 : public Vector2 { public: // FUNCTION: LEGO1 0x1001d150 // FUNCTION: BETA10 0x10011660 Vector3(float* p_data) : Vector2(p_data) {} // Hack: Some code initializes a Vector3 from a (most likely) const float* source. // Example: LegoCameraController::GetWorldUp // Vector3 however is a class that can mutate its underlying source, making // initialization with a const source fundamentally incompatible. // FUNCTION: BETA10 0x100109a0 Vector3(const float* p_data) : Vector2((float*) p_data) {} protected: inline void AddImpl(const float* p_value) override; // vtable+0x04 inline void AddImpl(float p_value) override; // vtable+0x00 inline void SubImpl(const float* p_value) override; // vtable+0x08 inline void MulImpl(const float* p_value) override; // vtable+0x10 inline void MulImpl(const float& p_value) override; // vtable+0x0c inline void DivImpl(const float& p_value) override; // vtable+0x14 inline float DotImpl(const float* p_a, const float* p_b) const override; // vtable+0x18 inline void EqualsImpl(const float* p_data) override; // vtable+0x20 inline virtual void EqualsCrossImpl(const float* p_a, const float* p_b); // vtable+0x74 public: inline void Clear() override; // vtable+0x2c inline float LenSquared() const override; // vtable+0x40 inline virtual void EqualsCross(const Vector3& p_a, const Vector3& p_b); // vtable+0x80 inline virtual void EqualsCross(const Vector3& p_a, const float* p_b); // vtable+0x7c inline virtual void EqualsCross(const float* p_a, const Vector3& p_b); // vtable+0x78 inline virtual void Fill(const float& p_value); // vtable+0x84 friend class Mx3DPointFloat; }; #include "vector2d.inl" #include "vector3d.inl" // VTABLE: LEGO1 0x100d45a0 // VTABLE: BETA10 0x101bac38 // SIZE 0x08 class Vector4 : public Vector3 { public: // FUNCTION: BETA10 0x10048780 inline Vector4(float* p_data) : Vector3(p_data) {} // Some code initializes a Vector4 from a `const float*` source. // Example: `LegoCarBuild::VTable0x6c` // Vector4 however is a class that can mutate its underlying source, making // initialization with a const source fundamentally incompatible. // BETA10 appears to have two separate constructors for Vector4 as well, // supporting the theory that this decompilation is correct. // FUNCTION: BETA10 0x100701b0 inline Vector4(const float* p_data) : Vector3((float*) p_data) {} // Note: virtual function overloads appear in the virtual table // in reverse order of appearance. inline void AddImpl(const float* p_value) override; // vtable+0x04 inline void AddImpl(float p_value) override; // vtable+0x00 inline void SubImpl(const float* p_value) override; // vtable+0x08 inline void MulImpl(const float* p_value) override; // vtable+0x10 inline void MulImpl(const float& p_value) override; // vtable+0x0c inline void DivImpl(const float& p_value) override; // vtable+0x14 inline float DotImpl(const float* p_a, const float* p_b) const override; // vtable+0x18 inline void EqualsImpl(const float* p_data) override; // vtable+0x20 inline void Clear() override; // vtable+0x2c inline float LenSquared() const override; // vtable+0x40 inline void Fill(const float& p_value) override; // vtable+0x84 inline virtual void SetMatrixProduct(const float* p_vec, const float* p_mat); // vtable+0x8c inline virtual void SetMatrixProduct(const Vector4& p_a, const float* p_b); // vtable+0x88 inline virtual int NormalizeQuaternion(); // vtable+0x90 inline virtual int EqualsHamiltonProduct(const Vector4& p_a, const Vector4& p_b); // vtable+0x94 float& operator[](int idx) { return m_data[idx]; } // FUNCTION: BETA10 0x10010890 const float& operator[](int idx) const { return m_data[idx]; } friend class Mx4DPointFloat; }; struct UnknownMatrixType { float m_data[4][4]; }; // VTABLE: LEGO1 0x100d4350 // VTABLE: BETA10 0x101b8340 // SIZE 0x08 class Matrix4 { public: // FUNCTION: LEGO1 0x10004500 // FUNCTION: BETA10 0x1000fc70 Matrix4(float (*p_data)[4]) { SetData(p_data); } // Note: virtual function overloads appear in the virtual table // in reverse order of appearance. // FUNCTION: LEGO1 0x10002320 // FUNCTION: BETA10 0x1000fcb0 virtual void Equals(float (*p_data)[4]) { memcpy(m_data, p_data, sizeof(float) * 4 * 4); } // vtable+0x04 // FUNCTION: LEGO1 0x10002340 // FUNCTION: BETA10 0x1000fcf0 virtual void Equals(const Matrix4& p_matrix) { memcpy(m_data, p_matrix.m_data, sizeof(float) * 4 * 4); } // vtable+0x00 // FUNCTION: LEGO1 0x10002360 // FUNCTION: BETA10 0x1000fd30 virtual void SetData(float (*p_data)[4]) { m_data = p_data; } // vtable+0x0c // FUNCTION: LEGO1 0x10002370 // FUNCTION: BETA10 0x1000fd60 virtual void SetData(UnknownMatrixType& p_matrix) { m_data = p_matrix.m_data; } // vtable+0x08 // FUNCTION: LEGO1 0x10002380 // FUNCTION: BETA10 0x1000fd90 virtual float (*GetData())[4] { return m_data; } // vtable+0x14 // FUNCTION: LEGO1 0x10002390 // FUNCTION: BETA10 0x1000fdc0 virtual float (*GetData() const)[4] { return m_data; } // vtable+0x10 // FUNCTION: LEGO1 0x100023a0 // FUNCTION: BETA10 0x1000fdf0 virtual float* Element(int p_row, int p_col) { return &m_data[p_row][p_col]; } // vtable+0x1c // FUNCTION: LEGO1 0x100023c0 // FUNCTION: BETA10 0x1000fe30 virtual const float* Element(int p_row, int p_col) const { return &m_data[p_row][p_col]; } // vtable+0x18 // FUNCTION: LEGO1 0x100023e0 // FUNCTION: BETA10 0x1000fe70 virtual void Clear() { memset(m_data, 0, 16 * sizeof(float)); } // vtable+0x20 // FUNCTION: LEGO1 0x100023f0 // FUNCTION: BETA10 0x1000feb0 virtual void SetIdentity() { Clear(); m_data[0][0] = 1.0f; m_data[1][1] = 1.0f; m_data[2][2] = 1.0f; m_data[3][3] = 1.0f; } // vtable+0x24 // FUNCTION: LEGO1 0x10002420 // FUNCTION: BETA10 0x1000ff20 virtual void operator=(const Matrix4& p_matrix) { Equals(p_matrix); } // vtable+0x28 // FUNCTION: LEGO1 0x10002430 // FUNCTION: BETA10 0x1000ff50 virtual Matrix4& operator+=(float (*p_data)[4]) { for (int i = 0; i < 16; i++) { ((float*) m_data)[i] += ((float*) p_data)[i]; } return *this; } // vtable+0x2c // FUNCTION: LEGO1 0x10002460 // FUNCTION: BETA10 0x1000ffc0 virtual void TranslateBy(const float& p_x, const float& p_y, const float& p_z) { m_data[3][0] += p_x; m_data[3][1] += p_y; m_data[3][2] += p_z; } // vtable+0x30 // FUNCTION: LEGO1 0x100024a0 // FUNCTION: BETA10 0x10010040 virtual void 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; m_data[3][2] = p_z; } // vtable+0x34 // FUNCTION: LEGO1 0x100024d0 // FUNCTION: BETA10 0x100100a0 virtual void Product(float (*p_a)[4], float (*p_b)[4]) { float* cur = (float*) m_data; for (int row = 0; row < 4; row++) { for (int col = 0; col < 4; col++) { *cur = 0.0f; for (int k = 0; k < 4; k++) { *cur += p_a[row][k] * p_b[k][col]; } cur++; } } } // vtable+0x3c // FUNCTION: LEGO1 0x10002530 // FUNCTION: BETA10 0x10010180 virtual void Product(const Matrix4& p_a, const Matrix4& p_b) { Product(p_a.m_data, p_b.m_data); } // vtable+0x38 inline virtual void ToQuaternion(Vector3& p_resultQuat); // vtable+0x40 inline virtual int FromQuaternion(const Vector3& p_vec); // vtable+0x44 // FUNCTION: LEGO1 0x100a0ff0 // FUNCTION: BETA10 0x1001fe60 void Scale(const float& p_x, const float& p_y, const float& p_z) { for (int i = 0; i < 4; i++) { m_data[i][0] *= p_x; m_data[i][1] *= p_y; m_data[i][2] *= p_z; } } // FUNCTION: BETA10 0x1001c6a0 void RotateX(const float& p_angle) { float s = sin(p_angle); float c = cos(p_angle); float matrix[4][4]; memcpy(matrix, m_data, sizeof(float) * 16); for (int i = 0; i < 4; i++) { m_data[i][1] = matrix[i][1] * c - matrix[i][2] * s; m_data[i][2] = matrix[i][2] * c + matrix[i][1] * s; } } // FUNCTION: BETA10 0x1001fd60 void RotateY(const float& p_angle) { float s = sin(p_angle); float c = cos(p_angle); float matrix[4][4]; memcpy(matrix, m_data, sizeof(float) * 16); for (int i = 0; i < 4; i++) { m_data[i][0] = matrix[i][0] * c + matrix[i][2] * s; m_data[i][2] = matrix[i][2] * c - matrix[i][0] * s; } } // FUNCTION: BETA10 0x1006ab10 void RotateZ(const float& p_angle) { float s = sin(p_angle); float c = cos(p_angle); float matrix[4][4]; memcpy(matrix, m_data, sizeof(float) * 16); for (int i = 0; i < 4; i++) { m_data[i][0] = matrix[i][0] * c - matrix[i][1] * s; m_data[i][1] = matrix[i][1] * c + matrix[i][0] * s; } } inline int BETA_1005a590(Matrix4& p_mat); // FUNCTION: LEGO1 0x1006b500 void Swap(int p_d1, int p_d2) { for (int i = 0; i < 4; i++) { float e = m_data[p_d1][i]; m_data[p_d1][i] = m_data[p_d2][i]; m_data[p_d2][i] = e; } } float* operator[](int idx) { return m_data[idx]; } const float* operator[](int idx) const { return m_data[idx]; } protected: float (*m_data)[4]; }; // FUNCTION: LEGO1 0x10002550 // FUNCTION: BETA10 0x100101c0 inline void Matrix4::ToQuaternion(Vector3& p_outQuat) { float trace; float localc = m_data[0][0] + m_data[1][1] + m_data[2][2]; if (localc > 0) { trace = (float) sqrt(localc + 1.0); p_outQuat[3] = trace * 0.5f; trace = 0.5f / trace; p_outQuat[0] = (m_data[2][1] - m_data[1][2]) * trace; p_outQuat[1] = (m_data[0][2] - m_data[2][0]) * trace; p_outQuat[2] = (m_data[1][0] - m_data[0][1]) * trace; } else { // GLOBAL: LEGO1 0x100d4090 static int rotateIndex[] = {1, 2, 0}; // Largest element along the trace int largest = 0; if (m_data[0][0] < m_data[1][1]) { largest = 1; } if (*Element(largest, largest) < m_data[2][2]) { largest = 2; } int next = rotateIndex[largest]; int nextNext = rotateIndex[next]; trace = (float) sqrt(*Element(largest, largest) - (*Element(nextNext, nextNext) + *Element(next, next)) + 1.0); p_outQuat[largest] = trace * 0.5f; trace = 0.5f / trace; p_outQuat[3] = (*Element(nextNext, next) - *Element(next, nextNext)) * trace; p_outQuat[next] = (*Element(largest, next) + *Element(next, largest)) * trace; p_outQuat[nextNext] = (*Element(largest, nextNext) + *Element(nextNext, largest)) * trace; } } // FUNCTION: LEGO1 0x10002710 // FUNCTION: BETA10 0x10010550 inline int Matrix4::FromQuaternion(const Vector3& p_vec) { float local14 = p_vec.LenSquared(); if (local14 > 0.0f) { local14 = 2.0f / local14; float local24 = p_vec[0] * local14; float local34 = p_vec[1] * local14; float local10 = p_vec[2] * local14; float local28 = p_vec[3] * local24; float local2c = p_vec[3] * local34; float local30 = p_vec[3] * local10; float local38 = p_vec[0] * local24; float local8 = p_vec[0] * local34; float localc = p_vec[0] * local10; float local18 = p_vec[1] * local34; float local1c = p_vec[1] * local10; float local20 = p_vec[2] * local10; m_data[0][0] = 1.0f - (local18 + local20); m_data[1][0] = local8 + local30; m_data[2][0] = localc - local2c; m_data[0][1] = local8 - local30; m_data[1][1] = 1.0f - (local38 + local20); m_data[2][1] = local1c + local28; m_data[0][2] = local2c + localc; m_data[1][2] = local1c - local28; m_data[2][2] = 1.0f - (local18 + local38); m_data[3][0] = 0.0f; m_data[3][1] = 0.0f; m_data[3][2] = 0.0f; m_data[3][3] = 1.0f; m_data[0][3] = 0.0f; m_data[1][3] = 0.0f; m_data[2][3] = 0.0f; return 0; } else { return -1; } } // VTABLE: LEGO1 0x100d4300 // VTABLE: BETA10 0x101b82e0 // SIZE 0x48 class MxMatrix : public Matrix4 { public: // FUNCTION: LEGO1 0x1006b120 // FUNCTION: BETA10 0x10015370 MxMatrix() : Matrix4(m_elements) {} // FUNCTION: LEGO1 0x10032770 // FUNCTION: BETA10 0x1001ff30 MxMatrix(const MxMatrix& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); } // FUNCTION: BETA10 0x1000fc20 MxMatrix(const Matrix4& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); } // FUNCTION: BETA10 0x10010860 float* operator[](int idx) { return m_data[idx]; } // FUNCTION: BETA10 0x1001c670 const float* operator[](int idx) const { return m_data[idx]; } // FUNCTION: LEGO1 0x10002850 void operator=(const Matrix4& p_matrix) override { Equals(p_matrix); } // vtable+0x28 // FUNCTION: LEGO1 0x10002860 virtual void operator=(const MxMatrix& p_matrix) { Equals(p_matrix); } // vtable+0x48 private: float m_elements[4][4]; // 0x08 }; // FUNCTION: LEGO1 0x10002870 void Vector4::AddImpl(const float* p_value) { m_data[0] += p_value[0]; m_data[1] += p_value[1]; m_data[2] += p_value[2]; m_data[3] += p_value[3]; } // FUNCTION: LEGO1 0x100028b0 void Vector4::AddImpl(float p_value) { m_data[0] += p_value; m_data[1] += p_value; m_data[2] += p_value; m_data[3] += p_value; } // FUNCTION: LEGO1 0x100028f0 void Vector4::SubImpl(const float* p_value) { m_data[0] -= p_value[0]; m_data[1] -= p_value[1]; m_data[2] -= p_value[2]; m_data[3] -= p_value[3]; } // FUNCTION: LEGO1 0x10002930 void Vector4::MulImpl(const float* p_value) { m_data[0] *= p_value[0]; m_data[1] *= p_value[1]; m_data[2] *= p_value[2]; m_data[3] *= p_value[3]; } // FUNCTION: LEGO1 0x10002970 void Vector4::MulImpl(const float& p_value) { m_data[0] *= p_value; m_data[1] *= p_value; m_data[2] *= p_value; m_data[3] *= p_value; } // FUNCTION: LEGO1 0x100029b0 void Vector4::DivImpl(const float& p_value) { m_data[0] /= p_value; m_data[1] /= p_value; m_data[2] /= p_value; m_data[3] /= p_value; } // FUNCTION: LEGO1 0x100029f0 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 void Vector4::EqualsImpl(const float* p_data) { memcpy(m_data, p_data, sizeof(float) * 4); } // FUNCTION: LEGO1 0x10002a40 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]; 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]; m_data[2] = p_vec[0] * p_mat[2] + p_vec[1] * p_mat[6] + p_vec[2] * p_mat[10] + p_vec[4] * p_mat[14]; m_data[3] = p_vec[0] * p_mat[3] + p_vec[1] * p_mat[7] + p_vec[2] * p_mat[11] + p_vec[4] * p_mat[15]; } // FUNCTION: LEGO1 0x10002ae0 void Vector4::SetMatrixProduct(const Vector4& p_a, const float* p_b) { SetMatrixProduct(p_a.m_data, p_b); } // FUNCTION: LEGO1 0x10002b00 void Vector4::Clear() { memset(m_data, 0, sizeof(float) * 4); } // FUNCTION: LEGO1 0x10002b20 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 void Vector4::Fill(const float& p_value) { m_data[0] = p_value; m_data[1] = p_value; m_data[2] = p_value; m_data[3] = p_value; } // FUNCTION: BETA10 0x1005a590 inline int Matrix4::BETA_1005a590(Matrix4& p_mat) { float local5c[4][4]; Matrix4 localc(local5c); ((Matrix4&) localc) = *this; p_mat.SetIdentity(); for (int i = 0; i < 4; i++) { int local1c = i; int local10; for (local10 = i + 1; local10 < 4; local10++) { if (fabs(localc[local1c][i]) < fabs(localc[local10][i])) { local1c = local10; } } if (local1c != i) { localc.Swap(local1c, i); p_mat.Swap(local1c, i); } if (localc[i][i] < 0.001f && localc[i][i] > -0.001f) { return -1; } float local60 = localc[i][i]; int local18; for (local18 = 0; local18 < 4; local18++) { p_mat[i][local18] /= local60; } for (local18 = 0; local18 < 4; local18++) { localc[i][local18] /= local60; } for (local10 = 0; local10 < 4; local10++) { if (i != local10) { float afStack70[4]; for (local18 = 0; local18 < 4; local18++) { afStack70[local18] = p_mat[i][local18] * localc[local10][i]; } for (local18 = 0; local18 < 4; local18++) { p_mat[local10][local18] -= afStack70[local18]; } for (local18 = 0; local18 < 4; local18++) { afStack70[local18] = localc[i][local18] * localc[local10][i]; } for (local18 = 0; local18 < 4; local18++) { localc[local10][local18] -= afStack70[local18]; } } } } return 0; } // FUNCTION: LEGO1 0x10002b70 // FUNCTION: BETA10 0x10048ad0 inline int Vector4::NormalizeQuaternion() { float length = m_data[0] * m_data[0] + m_data[1] * m_data[1] + m_data[2] * m_data[2]; if (length > 0.0f) { float theta = m_data[3] * 0.5f; float magnitude = sin((double) theta); m_data[3] = cos((double) theta); magnitude = magnitude / (float) sqrt((double) length); m_data[0] *= magnitude; m_data[1] *= magnitude; m_data[2] *= magnitude; return 0; } else { return -1; } } // FUNCTION: LEGO1 0x10002bf0 // FUNCTION: BETA10 0x10048c20 inline int Vector4::EqualsHamiltonProduct(const Vector4& p_a, const Vector4& p_b) { m_data[3] = p_a.m_data[3] * p_b.m_data[3] - (p_a.m_data[0] * p_b.m_data[0] + p_a.m_data[2] * p_b.m_data[2] + p_a.m_data[1] * p_b.m_data[1]); Vector3::EqualsCrossImpl(p_a.m_data, p_b.m_data); m_data[0] = p_b.m_data[3] * p_a.m_data[0] + p_a.m_data[3] * p_b.m_data[0] + m_data[0]; m_data[1] = p_b.m_data[1] * p_a.m_data[3] + p_a.m_data[1] * p_b.m_data[3] + m_data[1]; m_data[2] = p_b.m_data[2] * p_a.m_data[3] + p_a.m_data[2] * p_b.m_data[3] + m_data[2]; return 0; } #endif // VECTOR_H