(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

@@ -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;