(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

@@ -97,7 +97,7 @@ MxU32 LegoExtraActor::VTable0x90(float p_time, Matrix4& p_transform)
else {
m_state = 0;
m_scheduledTime = 0.0f;
((Vector3&) positionRef).Sub(g_unk0x10104c18); // TODO: Fix call
positionRef -= g_unk0x10104c18;
m_roi->FUN_100a58f0(p_transform);
return TRUE;
}
@@ -136,8 +136,7 @@ MxResult LegoExtraActor::FUN_1002aae0()
Vector3 dirRef(m_unk0xec[2]);
Vector3 positionRef(m_unk0xec[3]);
// TODO: Fix call
((Vector3&) dirRef).Mul(-1.0f);
dirRef *= -1.0f;
rightRef.EqualsCross(&upRef, &dirRef);
if (m_boundary == m_destEdge->m_faceA) {
@@ -216,9 +215,8 @@ MxResult LegoExtraActor::VTable0x94(LegoPathActor* p_actor, MxBool p_bool)
Vector3 positionRef(matrix2[3]);
Mx3DPointFloat dir(matrix[2]);
// TODO: Fix calls
((Mx3DPointFloat&) dir).Mul(2.0f);
((Vector3&) positionRef).Add(dir);
dir *= 2.0f;
positionRef += dir;
for (MxS32 i = 0; i < m_boundary->GetNumEdges(); i++) {
Mx4DPointFloat* normal = m_boundary->GetEdgeNormal(i);
@@ -251,7 +249,7 @@ MxResult LegoExtraActor::VTable0x94(LegoPathActor* p_actor, MxBool p_bool)
Mx3DPointFloat dir = p_actor->GetWorldDirection();
MxMatrix matrix3 = MxMatrix(roi->GetLocal2World());
Vector3 positionRef(matrix3[3]);
((Vector3&) positionRef).Add(g_unk0x10104c18);
positionRef += g_unk0x10104c18;
roi->FUN_100a58f0(matrix3);
#ifdef COMPAT_MODE
@@ -463,7 +461,7 @@ MxU32 LegoExtraActor::VTable0x6c(
Vector3 local60(local2world[3]);
Mx3DPointFloat local54(p_v1);
((Vector3&) local54).Sub(local60);
local54 -= local60;
float local1c = p_v2.Dot(&p_v2, &p_v2);
float local24 = p_v2.Dot(&p_v2, &local54) * 2.0f;
float local20 = local54.Dot(&local54, &local54);

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@@ -72,7 +72,7 @@ MxResult LegoPathActor::VTable0x80(const Vector3& p_point1, Vector3& p_point2, V
Mx3DPointFloat p1, p2, p3;
p1 = p_point3;
((Vector3&) p1).Sub(p_point1);
p1 -= p_point1;
m_BADuration = p1.LenSquared();
if (m_BADuration > 0.0f) {
@@ -106,14 +106,14 @@ MxResult LegoPathActor::VTable0x88(
Mx3DPointFloat p1, p2, p3, p4, p5;
p1 = *v2;
((Vector3&) p1).Sub(*v1);
((Vector3&) p1).Mul(p_srcScale);
((Vector3&) p1).Add(*v1);
p1 -= *v1;
p1 *= p_srcScale;
p1 += *v1;
p2 = *v4;
((Vector3&) p2).Sub(*v3);
((Vector3&) p2).Mul(p_destScale);
((Vector3&) p2).Add(*v3);
p2 -= *v3;
p2 *= p_destScale;
p2 += *v3;
m_boundary = p_boundary;
m_destEdge = &p_destEdge;
@@ -124,7 +124,7 @@ MxResult LegoPathActor::VTable0x88(
p_destEdge.FUN_1002ddc0(*p_boundary, p3);
p4 = p2;
((Vector3&) p4).Sub(p1);
p4 -= p1;
p4.Unitize();
MxMatrix matrix;
@@ -139,7 +139,7 @@ MxResult LegoPathActor::VTable0x88(
up = *m_boundary->GetUnknown0x14();
if (!m_cameraFlag || !m_userNavFlag) {
((Vector3&) dir).Mul(-1.0f);
dir *= -1.0f;
}
right.EqualsCross(&up, &dir);
@@ -181,9 +181,9 @@ MxResult LegoPathActor::VTable0x84(
Mx3DPointFloat p2, p3, p5;
p2 = *v4;
((Vector3&) p2).Sub(*v3);
((Vector3&) p2).Mul(p_destScale);
((Vector3&) p2).Add(*v3);
p2 -= *v3;
p2 *= p_destScale;
p2 += *v3;
m_boundary = p_boundary;
m_destEdge = &p_destEdge;
@@ -205,7 +205,7 @@ MxResult LegoPathActor::VTable0x84(
up = *m_boundary->GetUnknown0x14();
if (!m_cameraFlag || !m_userNavFlag) {
((Vector3&) dir).Mul(-1.0f);
dir *= -1.0f;
}
right.EqualsCross(&up, &dir);
@@ -289,12 +289,12 @@ MxS32 LegoPathActor::VTable0x8c(float p_time, Matrix4& p_transform)
m_worldSpeed *= m_unk0x144;
nav->SetLinearVel(m_worldSpeed);
Mx3DPointFloat p7(p2);
((Vector3&) p7).Sub(p6);
p7 -= p6;
if (p7.Unitize() == 0) {
float f = sqrt(p1.LenSquared()) * m_unk0x140;
((Vector3&) p7).Mul(f);
((Vector3&) p1).Add(p7);
p7 *= f;
p1 += p7;
}
}
}
@@ -479,7 +479,7 @@ MxU32 LegoPathActor::VTable0x6c(
MxS32 LegoPathActor::VTable0x68(Vector3& p_v1, Vector3& p_v2, Vector3& p_v3)
{
Mx3DPointFloat v2(p_v2);
((Vector3&) v2).Sub(p_v1);
v2 -= p_v1;
float len = v2.LenSquared();
@@ -488,7 +488,7 @@ MxS32 LegoPathActor::VTable0x68(Vector3& p_v1, Vector3& p_v2, Vector3& p_v3)
}
len = sqrt(len);
((Vector3&) v2).Div(len);
v2 /= len;
float radius = m_roi->GetWorldBoundingSphere().Radius();
list<LegoPathBoundary*> boundaries;
@@ -655,16 +655,16 @@ MxResult LegoPathActor::VTable0x9c()
Mx3DPointFloat local84(m_unk0xec[2]);
Mx3DPointFloat local70(local34);
((Vector3&) local70).Sub(localc0);
local70 -= localc0;
float len = local70.LenSquared();
if (len >= 0.0f) {
len = sqrt(len);
((Vector3&) local84).Mul(len);
((Vector3&) local48).Mul(len);
local84 *= len;
local48 *= len;
}
if (!m_userNavFlag) {
((Vector3&) local84).Mul(-1.0f);
local84 *= -1.0f;
}
if (VTable0x80(localc0, local84, local34, local48) != SUCCESS) {

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@@ -53,11 +53,11 @@ void LegoPathBoundary::FUN_100575b0(Vector3& p_point1, Vector3& p_point2, LegoPa
Mx3DPointFloat v;
v = p_point1;
((Vector3&) v).Sub(*ccwV);
v -= *ccwV;
float dot1 = v.Dot(&v, m_unk0x50);
v = p_point2;
((Vector3&) v).Sub(*ccwV);
v -= *ccwV;
float dot2 = v.Dot(&v, m_unk0x50);
if (dot2 > dot1) {
@@ -201,7 +201,7 @@ MxU32 LegoPathBoundary::Intersect(
if (local10 == 0) {
local10 = 1;
vec = p_point2;
((Vector3&) vec).Sub(p_point1);
vec -= p_point1;
len = vec.LenSquared();
if (len <= 0.0f) {
@@ -209,7 +209,7 @@ MxU32 LegoPathBoundary::Intersect(
}
len = sqrt(len);
((Vector3&) vec).Div(len);
vec /= len;
}
float dot = vec.Dot(&vec, &m_edgeNormals[i]);
@@ -234,11 +234,11 @@ MxU32 LegoPathBoundary::Intersect(
Vector3* local5c = e->CWVertex(*this);
p_point3 = vec;
p_point3.Mul(localc);
p_point3.Add(p_point1);
p_point3 *= localc;
p_point3 += p_point1;
local50 = p_point2;
((Vector3&) local50).Sub(*local5c);
local50 -= *local5c;
e->FUN_1002ddc0(*this, local70);
@@ -258,7 +258,7 @@ MxU32 LegoPathBoundary::Intersect(
Vector3* local90 = local88->CWVertex(*this);
Mx3DPointFloat locala4(p_point3);
((Vector3&) locala4).Sub(*local90);
locala4 -= *local90;
float local8c = locala4.Dot(&locala4, &local84);
@@ -285,7 +285,7 @@ MxU32 LegoPathBoundary::Intersect(
Vector3* localc4 = locala8->CWVertex(*this);
Mx3DPointFloat locald8(p_point3);
((Vector3&) locald8).Sub(*localc4);
locald8 -= *localc4;
float localc0 = locald8.Dot(&locald8, &localbc);
@@ -316,8 +316,8 @@ MxU32 LegoPathBoundary::Intersect(
}
else if (local58 > 0.0f && e->m_unk0x3c > local58) {
p_point3 = local70;
p_point3.Mul(local58);
p_point3.Add(*local5c);
p_point3 *= local58;
p_point3 += *local5c;
p_edge = e;
return 1;
}
@@ -345,7 +345,7 @@ MxU32 LegoPathBoundary::FUN_10057fe0(LegoAnimPresenter* p_presenter)
Mx3DPointFloat unk0x30;
unk0x30 = m_unk0x30;
((Vector3&) unk0x30).Sub(p_presenter->m_unk0xa8);
unk0x30 -= p_presenter->m_unk0xa8;
float len = unk0x30.LenSquared();
float local20 = p_presenter->m_unk0xa4 + m_unk0x44;

View File

@@ -95,8 +95,7 @@ MxResult LegoPathController::Create(MxU8* p_data, const Vector3& p_location, con
}
for (i = 0; i < m_numN; i++) {
// TODO: Fix call
((Vector3&) m_unk0x10[i]).Add(p_location);
m_unk0x10[i] += p_location;
}
for (i = 0; i < m_numL; i++) {
@@ -950,9 +949,9 @@ MxS32 LegoPathController::FUN_1004a240(
Mx3DPointFloat vec;
p_v1 = *p_edge->CCWVertex(*p_boundary);
p_v1.Sub(*p_edge->CWVertex(*p_boundary));
p_v1.Mul(p_f1);
p_v1.Add(*p_edge->CWVertex(*p_boundary));
p_v1 -= *p_edge->CWVertex(*p_boundary);
p_v1 *= p_f1;
p_v1 += *p_edge->CWVertex(*p_boundary);
p_edge->FUN_1002ddc0(*p_boundary, vec);
p_v2.EqualsCross(p_boundary->GetUnknown0x14(), &vec);
return 0;