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Matrix/vector refactor (#426)
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48
LEGO1/mxgeometry/mxgeometry3d.h
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48
LEGO1/mxgeometry/mxgeometry3d.h
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@@ -0,0 +1,48 @@
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#ifndef MXGEOMETRY3D_H
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#define MXGEOMETRY3D_H
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#include "realtime/vector.h"
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// VTABLE: LEGO1 0x100d4488
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// SIZE 0x14
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class Mx3DPointFloat : public Vector3 {
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public:
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inline Mx3DPointFloat() : Vector3(m_elements) {}
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inline Mx3DPointFloat(float p_x, float p_y, float p_z) : Vector3(m_elements)
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{
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m_elements[0] = p_x;
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m_elements[1] = p_y;
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m_elements[2] = p_z;
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}
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// FUNCTION: LEGO1 0x10003c10
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virtual void operator=(const Vector3& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x88
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inline void CopyFrom(const Mx3DPointFloat& p_other)
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{
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// ALPHA: 0x10010860, multiple indirections to this call
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EqualsImpl(p_other.m_data);
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float* dest = m_elements;
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const float* src = p_other.m_elements;
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for (size_t i = sizeof(m_elements) / sizeof(float); i > 0; --i)
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*dest++ = *src++;
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}
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inline void EqualsCross(Mx3DPointFloat& p_a, Mx3DPointFloat& p_b) { EqualsCrossImpl(p_a.m_data, p_b.m_data); }
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private:
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float m_elements[3];
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};
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// VTABLE: LEGO1 0x100d41e8
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// SIZE 0x18
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class Mx4DPointFloat : public Vector4 {
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public:
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inline Mx4DPointFloat() : Vector4(m_elements) {}
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private:
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float m_elements[4];
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};
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#endif // MXGEOMETRY3D_H
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