(Proposal) Introduce arithmetic operators to Vector2 (#1193)

This commit is contained in:
Christian Semmler
2024-12-07 09:26:22 -07:00
committed by GitHub
parent 4d8098a6c2
commit 94ce89cbaa
26 changed files with 144 additions and 134 deletions

View File

@@ -1599,8 +1599,7 @@ MxU16 LegoAnimationManager::FUN_10062110(
if (direction.Dot(&direction, &p_direction) > 0.707) {
Mx3DPointFloat position(p_roi->GetWorldPosition());
// TODO: Fix call
((Vector3&) position).Sub(p_position);
position -= p_position;
float len = position.LenSquared();
float min, max;
@@ -1764,9 +1763,7 @@ MxBool LegoAnimationManager::FUN_10062650(Vector3& p_position, float p_und, Lego
{
if (p_roi != NULL) {
Mx3DPointFloat position(p_position);
// TODO: Fix call
((Vector3&) position).Sub(p_roi->GetWorldPosition());
position -= p_roi->GetWorldPosition();
float len = position.LenSquared();
if (len <= 0.0f) {
@@ -2174,7 +2171,7 @@ MxBool LegoAnimationManager::FUN_10062e20(LegoROI* p_roi, LegoAnimPresenter* p_p
position = p_roi->GetWorldPosition();
direction = p_roi->GetWorldDirection();
((Vector3&) direction).Mul(-1.0f);
direction *= -1.0f;
m_extras[i].m_speed = -1.0f;
if (inExtras) {
@@ -2485,17 +2482,17 @@ MxBool LegoAnimationManager::FUN_10064010(LegoPathBoundary* p_boundary, LegoUnkn
Vector3* v2 = p_edge->CCWVertex(*p_boundary);
p1 = *v2;
((Vector3&) p1).Sub(*v1);
((Vector3&) p1).Mul(p_destScale);
((Vector3&) p1).Add(*v1);
p1 -= *v1;
p1 *= p_destScale;
p1 += *v1;
BoundingBox boundingBox;
Mx3DPointFloat vec(1.0f, 1.0f, 1.0f);
boundingBox.Min() = p1;
boundingBox.Min().Sub(vec);
boundingBox.Min() -= vec;
boundingBox.Max() = p1;
boundingBox.Max().Add(vec);
boundingBox.Max() += vec;
return GetViewManager()->IsBoundingBoxInFrustum(boundingBox) == FALSE;
}
@@ -2704,7 +2701,7 @@ MxResult LegoAnimationManager::FUN_10064670(Vector3* p_position)
if (p_position != NULL) {
Mx3DPointFloat vec(98.875f, 0.0f, -46.1564f);
((Vector3&) vec).Sub(*p_position);
vec -= *p_position;
if (vec.LenSquared() < 800.0f) {
success = TRUE;
@@ -2728,7 +2725,7 @@ MxResult LegoAnimationManager::FUN_10064740(Vector3* p_position)
if (p_position != NULL) {
Mx3DPointFloat vec(-21.375f, 0.0f, -41.75f);
((Vector3&) vec).Sub(*p_position);
vec -= *p_position;
if (vec.LenSquared() < 1000.0f) {
success = TRUE;