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* Add LegoBuildingData struct to LegoBuildingManager, naming mirrors LegoCharacterData in LegoCharacterManager. * 100% match of many methods in LegoBuildingManager using the struct.
38 lines
1.1 KiB
C++
38 lines
1.1 KiB
C++
#ifndef MXMATRIX_H
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#define MXMATRIX_H
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#include "realtime/matrix.h"
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// VTABLE: LEGO1 0x100d4300
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// SIZE 0x48
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class MxMatrix : public Matrix4 {
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public:
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// FUNCTION: LEGO1 0x1006b120
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inline MxMatrix() : Matrix4(m_elements) {}
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// FUNCTION: LEGO1 0x10032770
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inline MxMatrix(const MxMatrix& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); }
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inline MxMatrix(const Matrix4& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); }
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float* operator[](int idx) { return m_data[idx]; }
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const float* operator[](int idx) const { return m_data[idx]; }
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inline void SetX(float p_x) { m_data[3][0] = p_x; }
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inline void SetY(float p_y) { m_data[3][1] = p_y; }
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inline void SetZ(float p_z) { m_data[3][2] = p_z; }
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// FUNCTION: LEGO1 0x10002850
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void operator=(const Matrix4& p_matrix) override { Equals(p_matrix); } // vtable+0x28
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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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// FUNCTION: LEGO1 0x10002860
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virtual void operator=(const MxMatrix& p_matrix) { Equals(p_matrix); } // vtable+0x48
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private:
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float m_elements[4][4]; // 0x08
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};
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#endif // MXMATRIX_H
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