Order functions in binary up to the end of Helicopter; refactor vector/matrix classes (#1309)

* Order experimentation

* Revert IslePathActor

* Fix order

* Fix inlining

* Fixes

* WIP

* WIP

* Refactor

* Refactor

* Fix operators

* Remove obsolete inline keyword

* Fix ctors

* Refactor

* Rename files

* Refactor

* Remove empty line
This commit is contained in:
Christian Semmler
2025-01-04 15:07:04 -07:00
committed by GitHub
parent b8f1364ac7
commit c54805fde8
25 changed files with 1245 additions and 1030 deletions

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@@ -2,8 +2,7 @@
#define MXGEOMETRY3D_H
#include "decomp.h"
#include "realtime/matrix.h"
#include "realtime/vector.h"
#include "realtime/vector3d.inl.h"
// VTABLE: LEGO1 0x100d4488
// VTABLE: BETA10 0x101b84d0
@@ -53,199 +52,4 @@ private:
float m_elements[3]; // 0x08
};
// VTABLE: LEGO1 0x100d41e8
// VTABLE: BETA10 0x101bab78
// SIZE 0x18
class Mx4DPointFloat : public Vector4 {
public:
// FUNCTION: LEGO1 0x10048290
// FUNCTION: BETA10 0x100484c0
Mx4DPointFloat() : Vector4(m_elements) {}
// FUNCTION: BETA10 0x10073bb0
Mx4DPointFloat(float p_x, float p_y, float p_z, float p_a) : Vector4(m_elements)
{
m_elements[0] = p_x;
m_elements[1] = p_y;
m_elements[2] = p_z;
m_elements[3] = p_a;
}
Mx4DPointFloat(const Mx4DPointFloat& p_other) : Vector4(m_elements) { EqualsImpl(p_other.m_data); }
// FUNCTION: LEGO1 0x10003200
virtual void operator=(const Vector4& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x98
// FUNCTION: BETA10 0x1004af10
float& operator[](int idx) { return m_data[idx]; }
// According to the PDB, BETA10 will not link this one if it is never used
// const float& operator[](int idx) const { return m_data[idx]; }
// only used by a couple of BETA10 functions for some unknown reason
// FUNCTION: BETA10 0x1001c950
float& index_operator(int idx) { return m_data[idx]; }
// SYNTHETIC: LEGO1 0x10064b20
// SYNTHETIC: BETA10 0x10070420
// ??4Mx4DPointFloat@@QAEAAV0@ABV0@@Z
private:
float m_elements[4]; // 0x08
};
// SIZE 0x34
class UnknownMx4DPointFloat {
public:
enum {
c_bit1 = 0x01,
c_bit2 = 0x02
};
UnknownMx4DPointFloat() : m_unk0x30(0) {}
// FUNCTION: BETA10 0x1004a9b0
void BETA_1004a9b0(Matrix4& p_m1, Matrix4& p_m2)
{
BETA_1004a9f0(p_m1);
FUN_10004620(p_m2);
}
// FUNCTION: BETA10 0x1004a9f0
void BETA_1004a9f0(Matrix4& p_m)
{
p_m.ToQuaternion(m_unk0x00);
m_unk0x30 |= c_bit1;
}
// FUNCTION: LEGO1 0x10004620
// FUNCTION: BETA10 0x1004aa30
void FUN_10004620(Matrix4& p_m)
{
p_m.ToQuaternion(m_unk0x18);
m_unk0x30 |= c_bit2;
}
// FUNCTION: BETA10 0x10180b80
void BETA_10180b80(Vector4& p_v)
{
m_unk0x00 = p_v;
m_unk0x30 |= c_bit1;
}
// FUNCTION: BETA10 0x10180bc0
void BETA_10180bc0(Vector4& p_v)
{
m_unk0x18 = p_v;
m_unk0x30 |= c_bit2;
}
const Vector4& GetUnknown0x00() const { return m_unk0x00; }
const Vector4& GetUnknown0x18() const { return m_unk0x18; }
undefined4 GetUnknown0x30() const { return m_unk0x30; }
inline int BETA_1004aaa0(Matrix4& p_matrix, float p_f);
inline long FUN_10004520();
private:
inline int FUN_100040a0(Vector4& p_v, float p_f);
Mx4DPointFloat m_unk0x00; // 0x00
Mx4DPointFloat m_unk0x18; // 0x18
undefined4 m_unk0x30; // 0x30
};
// FUNCTION: BETA10 0x1004aaa0
inline int UnknownMx4DPointFloat::BETA_1004aaa0(Matrix4& p_matrix, float p_f)
{
float data[4];
Vector4 v(data);
if (FUN_100040a0(v, p_f) == 0) {
return p_matrix.FromQuaternion(v);
}
return -1;
}
// FUNCTION: LEGO1 0x10004520
inline long UnknownMx4DPointFloat::FUN_10004520()
{
if (!m_unk0x30) {
return -1;
}
Mx4DPointFloat v1;
Mx4DPointFloat v2;
v1 = m_unk0x00;
v1 += m_unk0x18;
v2 = m_unk0x00;
v2 -= m_unk0x18;
if (v1.Dot(v1, v1) < v2.Dot(v2, v2)) {
m_unk0x18 *= -1.0f;
}
return 0;
}
// FUNCTION: LEGO1 0x100040a0
// FUNCTION: BETA10 0x1004ab10
inline int UnknownMx4DPointFloat::FUN_100040a0(Vector4& p_v, float p_f)
{
if (m_unk0x30 == c_bit1) {
p_v = m_unk0x00;
p_v[3] = (float) ((1.0 - p_f) * acos((double) p_v[3]) * 2.0);
return p_v.NormalizeQuaternion();
}
if (m_unk0x30 == c_bit2) {
p_v = m_unk0x18;
p_v[3] = (float) (p_f * acos((double) p_v[3]) * 2.0);
return p_v.NormalizeQuaternion();
}
if (m_unk0x30 == (c_bit1 | c_bit2)) {
int i;
double d1 = p_v.Dot(m_unk0x00, m_unk0x18);
double a;
double b;
if (d1 + 1.0 > 0.00001) {
if (1.0 - d1 > 0.00001) {
double d2 = acos(d1);
double denominator = sin(d2);
a = sin((1.0 - p_f) * d2) / denominator;
b = sin(p_f * d2) / denominator;
}
else {
a = 1.0 - p_f;
b = p_f;
}
for (i = 0; i < 4; i++) {
p_v[i] = (float) (m_unk0x00[i] * a + m_unk0x18[i] * b);
}
}
else {
p_v[0] = -m_unk0x00[1];
p_v[1] = m_unk0x00[0];
p_v[2] = -m_unk0x00[3];
p_v[3] = m_unk0x00[2];
a = sin((1.0 - p_f) * 1.570796326794895);
b = sin(p_f * 1.570796326794895);
for (i = 0; i < 3; i++) {
p_v[i] = (float) (m_unk0x00[i] * a + p_v[i] * b);
}
}
return 0;
}
return -1;
}
#endif // MXGEOMETRY3D_H

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@@ -0,0 +1,48 @@
#ifndef MXGEOMETRY4D_H
#define MXGEOMETRY4D_H
#include "decomp.h"
#include "realtime/vector4d.inl.h"
// VTABLE: LEGO1 0x100d41e8
// VTABLE: BETA10 0x101bab78
// SIZE 0x18
class Mx4DPointFloat : public Vector4 {
public:
// FUNCTION: LEGO1 0x10048290
// FUNCTION: BETA10 0x100484c0
Mx4DPointFloat() : Vector4(m_elements) {}
// FUNCTION: BETA10 0x10073bb0
Mx4DPointFloat(float p_x, float p_y, float p_z, float p_a) : Vector4(m_elements)
{
m_elements[0] = p_x;
m_elements[1] = p_y;
m_elements[2] = p_z;
m_elements[3] = p_a;
}
Mx4DPointFloat(const Mx4DPointFloat& p_other) : Vector4(m_elements) { EqualsImpl(p_other.m_data); }
// FUNCTION: LEGO1 0x10003200
virtual void operator=(const Vector4& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x98
// FUNCTION: BETA10 0x1004af10
float& operator[](int idx) { return m_data[idx]; }
// According to the PDB, BETA10 will not link this one if it is never used
// const float& operator[](int idx) const { return m_data[idx]; }
// only used by a couple of BETA10 functions for some unknown reason
// FUNCTION: BETA10 0x1001c950
float& index_operator(int idx) { return m_data[idx]; }
// SYNTHETIC: LEGO1 0x10064b20
// SYNTHETIC: BETA10 0x10070420
// ??4Mx4DPointFloat@@QAEAAV0@ABV0@@Z
private:
float m_elements[4]; // 0x08
};
#endif // MXGEOMETRY4D_H

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@@ -1,7 +1,7 @@
#ifndef MXMATRIX_H
#define MXMATRIX_H
#include "realtime/matrix.h"
#include "realtime/matrix4d.inl.h"
// VTABLE: LEGO1 0x100d4300
// VTABLE: BETA10 0x101b82e0
@@ -35,4 +35,9 @@ private:
float m_elements[4][4]; // 0x08
};
// Must be included here (not before MxMatrix) for correct ordering in binary.
// FromQuaternion and ToQuaternion in Matrix4 depend on Vector4.
// There's a chance they included mxgeometry4d.h after including this somewhere.
#include "realtime/vector4d.inl.h"
#endif // MXMATRIX_H

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@@ -0,0 +1,165 @@
#ifndef MXQUATERNION_H
#define MXQUATERNION_H
#include "mxgeometry4d.h"
// SIZE 0x34
class MxQuaternionTransformer {
public:
enum {
c_startSet = 0x01,
c_endSet = 0x02
};
MxQuaternionTransformer() : m_flags(0) {}
inline long NormalizeDirection();
inline void SetStartEnd(Matrix4& p_m1, Matrix4& p_m2);
inline void SetStart(Matrix4& p_m);
inline void SetEnd(Matrix4& p_m);
inline void SetStart(Vector4& p_v);
inline void SetEnd(Vector4& p_v);
inline int InterpolateToMatrix(Matrix4& p_matrix, float p_f);
const Vector4& GetStartQuat() const { return m_startQuat; }
const Vector4& GetEndQuat() const { return m_endQuat; }
undefined4 GetFlags() const { return m_flags; }
private:
inline int Interpolate(Vector4& p_v, float p_f);
Mx4DPointFloat m_startQuat; // 0x00
Mx4DPointFloat m_endQuat; // 0x18
MxU32 m_flags; // 0x30
};
// FUNCTION: LEGO1 0x10004520
long MxQuaternionTransformer::NormalizeDirection()
{
if (!m_flags) {
return -1;
}
Mx4DPointFloat v1;
Mx4DPointFloat v2;
v1 = m_startQuat;
v1 += m_endQuat;
v2 = m_startQuat;
v2 -= m_endQuat;
if (v1.Dot(v1, v1) < v2.Dot(v2, v2)) {
m_endQuat *= -1.0f;
}
return 0;
}
// FUNCTION: BETA10 0x1004a9b0
void MxQuaternionTransformer::SetStartEnd(Matrix4& p_m1, Matrix4& p_m2)
{
SetStart(p_m1);
SetEnd(p_m2);
}
// FUNCTION: BETA10 0x1004a9f0
void MxQuaternionTransformer::SetStart(Matrix4& p_m)
{
p_m.ToQuaternion(m_startQuat);
m_flags |= c_startSet;
}
// FUNCTION: LEGO1 0x10004620
// FUNCTION: BETA10 0x1004aa30
void MxQuaternionTransformer::SetEnd(Matrix4& p_m)
{
p_m.ToQuaternion(m_endQuat);
m_flags |= c_endSet;
}
// FUNCTION: BETA10 0x10180b80
void MxQuaternionTransformer::SetStart(Vector4& p_v)
{
m_startQuat = p_v;
m_flags |= c_startSet;
}
// FUNCTION: BETA10 0x10180bc0
void MxQuaternionTransformer::SetEnd(Vector4& p_v)
{
m_endQuat = p_v;
m_flags |= c_endSet;
}
// FUNCTION: BETA10 0x1004aaa0
int MxQuaternionTransformer::InterpolateToMatrix(Matrix4& p_matrix, float p_f)
{
float data[4];
Vector4 v(data);
if (Interpolate(v, p_f) == 0) {
return p_matrix.FromQuaternion(v);
}
return -1;
}
// FUNCTION: LEGO1 0x100040a0
// FUNCTION: BETA10 0x1004ab10
int MxQuaternionTransformer::Interpolate(Vector4& p_v, float p_f)
{
if (m_flags == c_startSet) {
p_v = m_startQuat;
p_v[3] = (float) ((1.0 - p_f) * acos((double) p_v[3]) * 2.0);
return p_v.NormalizeQuaternion();
}
if (m_flags == c_endSet) {
p_v = m_endQuat;
p_v[3] = (float) (p_f * acos((double) p_v[3]) * 2.0);
return p_v.NormalizeQuaternion();
}
if (m_flags == (c_startSet | c_endSet)) {
int i;
double d1 = p_v.Dot(m_startQuat, m_endQuat);
double a;
double b;
if (d1 + 1.0 > 0.00001) {
if (1.0 - d1 > 0.00001) {
double d2 = acos(d1);
double denominator = sin(d2);
a = sin((1.0 - p_f) * d2) / denominator;
b = sin(p_f * d2) / denominator;
}
else {
a = 1.0 - p_f;
b = p_f;
}
for (i = 0; i < 4; i++) {
p_v[i] = (float) (m_startQuat[i] * a + m_endQuat[i] * b);
}
}
else {
p_v[0] = -m_startQuat[1];
p_v[1] = m_startQuat[0];
p_v[2] = -m_startQuat[3];
p_v[3] = m_startQuat[2];
a = sin((1.0 - p_f) * 1.570796326794895);
b = sin(p_f * 1.570796326794895);
for (i = 0; i < 3; i++) {
p_v[i] = (float) (m_startQuat[i] * a + p_v[i] * b);
}
}
return 0;
}
return -1;
}
#endif // MXQUATERNION_H