isle/LEGO1/realtime/vector.h
Christian Semmler 2005083f27 Refactor
2025-01-03 11:20:11 -07:00

172 lines
8.0 KiB
C++

#ifndef VECTOR_H
#define VECTOR_H
#include "compat.h"
// Note: virtual function overloads appear in the virtual table
// in reverse order of appearance.
// VTABLE: LEGO1 0x100d4288
// VTABLE: BETA10 0x101b8440
// SIZE 0x08
class Vector2 {
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:
// FUNCTION: LEGO1 0x1000c0f0
// FUNCTION: BETA10 0x100116a0
Vector2(float* p_data) { SetData(p_data); }
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 {
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:
// 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) {}
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;
};
// VTABLE: LEGO1 0x100d45a0
// VTABLE: BETA10 0x101bac38
// SIZE 0x08
class Vector4 : public Vector3 {
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
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) {}
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;
};
#endif // VECTOR_H