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Introduce clang-format (#240)
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@@ -5,68 +5,64 @@
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// VTABLE 0x100d4350
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// SIZE 0x8
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class MxMatrix
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{
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class MxMatrix {
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public:
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inline MxMatrix(float *p_data) : m_data(p_data) {}
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inline MxMatrix(float* p_data) : m_data(p_data) {}
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// vtable + 0x00
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virtual void EqualsMxMatrix(const MxMatrix *p_other);
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virtual void EqualsMatrixData(const float *p_matrix);
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virtual void SetData(float *p_data);
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virtual void AnotherSetData(float *p_data);
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// vtable + 0x00
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virtual void EqualsMxMatrix(const MxMatrix* p_other);
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virtual void EqualsMatrixData(const float* p_matrix);
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virtual void SetData(float* p_data);
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virtual void AnotherSetData(float* p_data);
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// vtable + 0x10
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virtual float *GetData();
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virtual const float *GetData() const;
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virtual float *Element(int p_row, int p_col);
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virtual const float *Element(int p_row, int p_col) const;
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// vtable + 0x10
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virtual float* GetData();
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virtual const float* GetData() const;
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virtual float* Element(int p_row, int p_col);
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virtual const float* Element(int p_row, int p_col) const;
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// vtable + 0x20
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virtual void Clear();
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virtual void SetIdentity();
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virtual void operator=(const MxMatrix& p_other);
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virtual MxMatrix *operator+=(const float *p_matrix);
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// vtable + 0x20
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virtual void Clear();
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virtual void SetIdentity();
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virtual void operator=(const MxMatrix& p_other);
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virtual MxMatrix* operator+=(const float* p_matrix);
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// vtable + 0x30
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virtual void TranslateBy(const float *p_x, const float *p_y, const float *p_z);
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virtual void SetTranslation(const float *p_x, const float *p_y, const float *p_z);
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virtual void EqualsMxProduct(const MxMatrix *p_a, const MxMatrix *p_b);
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virtual void EqualsDataProduct(const float *p_a, const float *p_b);
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// vtable + 0x30
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virtual void TranslateBy(const float* p_x, const float* p_y, const float* p_z);
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virtual void SetTranslation(const float* p_x, const float* p_y, const float* p_z);
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virtual void EqualsMxProduct(const MxMatrix* p_a, const MxMatrix* p_b);
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virtual void EqualsDataProduct(const float* p_a, const float* p_b);
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// vtable + 0x40
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virtual void ToQuaternion(MxVector4 *p_resultQuat);
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virtual MxResult FUN_10002710(const MxVector3 *p_vec);
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// vtable + 0x40
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virtual void ToQuaternion(MxVector4* p_resultQuat);
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virtual MxResult FUN_10002710(const MxVector3* p_vec);
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inline float& operator[](size_t idx) { return m_data[idx]; }
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inline float& operator[](size_t idx) { return m_data[idx]; }
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private:
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float *m_data;
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float* m_data;
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};
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// VTABLE 0x100d4300
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// SIZE 0x48
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class MxMatrixData : public MxMatrix
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{
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class MxMatrixData : public MxMatrix {
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public:
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inline MxMatrixData() : MxMatrix(e) {}
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inline MxMatrixData() : MxMatrix(e) {}
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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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// vtable + 0x44
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virtual void operator=(const MxMatrixData& p_other);
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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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// vtable + 0x44
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virtual void operator=(const MxMatrixData& p_other);
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// Alias an easy way to access the translation part of the matrix, because
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// various members / other functions benefit from the clarity.
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union
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{
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float e[16];
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struct
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{
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float _[12];
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float x, y, z, w;
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};
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};
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// Alias an easy way to access the translation part of the matrix, because
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// various members / other functions benefit from the clarity.
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union {
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float e[16];
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struct {
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float _[12];
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float x, y, z, w;
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};
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};
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};
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#endif // MXMATRIX_H
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