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Matrix/vector refactor (#426)
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@@ -3,90 +3,166 @@
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#include "vector.h"
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/*
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* A simple array of four Vector4s that can be indexed into.
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*/
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class Matrix4 {
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public:
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float rows[4][4]; // storage is public for easy access
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#include <memory.h>
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inline Matrix4() {}
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/*
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Matrix4(const Vector4& x_axis, const Vector4& y_axis, const Vector4& z_axis, const Vector4& position)
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{
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rows[0] = x_axis;
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rows[1] = y_axis;
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rows[2] = z_axis;
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rows[3] = position;
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}
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Matrix4(const float m[4][4])
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{
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rows[0] = m[0];
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rows[1] = m[1];
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rows[2] = m[2];
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rows[3] = m[3];
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}
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*/
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const float* operator[](long i) const { return rows[i]; }
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float* operator[](long i) { return rows[i]; }
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struct UnknownMatrixType {
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float m_data[4][4];
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};
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// VTABLE: LEGO1 0x100d4350
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// SIZE 0x8
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class Matrix4Impl {
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class Matrix4 {
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public:
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inline Matrix4Impl(Matrix4& p_data) { SetData(p_data); }
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inline Matrix4(float (*p_data)[4]) { SetData(p_data); }
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// Note: virtual function overloads appear in the virtual table
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// in reverse order of appearance.
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// FUNCTION: LEGO1 0x10002320
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virtual void Equals(float (*p_data)[4]) { memcpy(m_data, p_data, sizeof(float) * 4 * 4); } // vtable+0x04
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// FUNCTION: LEGO1 0x10002340
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virtual void Equals(const Matrix4& p_matrix)
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{
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memcpy(m_data, p_matrix.m_data, sizeof(float) * 4 * 4);
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}; // vtable+0x00
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// FUNCTION: LEGO1 0x10002360
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virtual void SetData(float (*p_data)[4]) { m_data = p_data; } // vtable+0x0c
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// vtable + 0x00
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virtual void EqualsMatrixImpl(const Matrix4Impl* p_other);
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virtual void EqualsMatrixData(const Matrix4& p_matrix);
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// FUNCTION: LEGO1 0x10002370
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virtual void SetData(Matrix4& p_data) { m_data = &p_data; }
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virtual void AnotherSetData(Matrix4& p_data);
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virtual void SetData(UnknownMatrixType& p_matrix) { m_data = p_matrix.m_data; }; // vtable+0x08
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// vtable + 0x10
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virtual Matrix4* GetData();
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virtual const Matrix4* 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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// FUNCTION: LEGO1 0x10002380
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virtual float (*GetData())[4] { return m_data; }; // vtable+0x14
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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 Matrix4Impl& p_other);
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virtual Matrix4Impl* operator+=(const Matrix4& p_matrix);
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// FUNCTION: LEGO1 0x10002390
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virtual float (*GetData() const)[4] { return m_data; }; // vtable+0x10
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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 Matrix4Impl* p_a, const Matrix4Impl* p_b);
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virtual void EqualsDataProduct(const Matrix4& p_a, const Matrix4& p_b);
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// FUNCTION: LEGO1 0x100023a0
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virtual float* Element(int p_row, int p_col) { return &m_data[p_row][p_col]; } // vtable+0x1c
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// vtable + 0x40
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virtual void ToQuaternion(Vector4Impl* p_resultQuat);
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virtual int FromQuaternion(const Vector4Impl& p_vec);
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// FUNCTION: LEGO1 0x100023c0
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virtual const float* Element(int p_row, int p_col) const { return &m_data[p_row][p_col]; }; // vtable+0x18
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inline float& operator[](size_t idx) { return ((float*) m_data)[idx]; }
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// FUNCTION: LEGO1 0x100023e0
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virtual void Clear() { memset(m_data, 0, 16 * sizeof(float)); }; // vtable+0x20
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// FUNCTION: LEGO1 0x100023f0
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virtual void SetIdentity()
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{
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Clear();
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m_data[0][0] = 1.0f;
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m_data[1][1] = 1.0f;
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m_data[2][2] = 1.0f;
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m_data[3][3] = 1.0f;
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} // vtable+0x24
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// FUNCTION: LEGO1 0x10002850
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virtual void operator=(const Matrix4& p_matrix) { Equals(p_matrix); } // vtable+0x28
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// FUNCTION: LEGO1 0x10002430
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virtual Matrix4& operator+=(float (*p_data)[4])
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{
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for (int i = 0; i < 16; i++)
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((float*) m_data)[i] += ((float*) p_data)[i];
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return *this;
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} // vtable+0x2c
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// FUNCTION: LEGO1 0x10002460
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virtual void TranslateBy(const float* p_x, const float* p_y, const float* p_z)
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{
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m_data[3][0] += *p_x;
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m_data[3][1] += *p_y;
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m_data[3][2] += *p_z;
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} // vtable+0x30
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// FUNCTION: LEGO1 0x100024a0
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virtual void SetTranslation(const float* p_x, const float* p_y, const float* p_z)
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{
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m_data[3][0] = *p_x;
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m_data[3][1] = *p_y;
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m_data[3][2] = *p_z;
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} // vtable+0x34
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// FUNCTION: LEGO1 0x100024d0
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virtual void Product(float (*p_a)[4], float (*p_b)[4])
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{
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float* cur = (float*) m_data;
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for (int row = 0; row < 4; row++) {
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for (int col = 0; col < 4; col++) {
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*cur = 0.0f;
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for (int k = 0; k < 4; k++) {
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*cur += p_a[row][k] * p_b[k][col];
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}
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cur++;
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}
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}
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}; // vtable+0x3c
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// FUNCTION: LEGO1 0x10002530
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virtual void Product(const Matrix4& p_a, const Matrix4& p_b) { Product(p_a.m_data, p_b.m_data); } // vtable+0x38
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inline virtual void ToQuaternion(Vector4& p_resultQuat); // vtable+0x40
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inline virtual int FromQuaternion(const Vector4& p_vec); // vtable+0x44
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float* operator[](size_t idx) { return m_data[idx]; }
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const float* operator[](size_t idx) const { return m_data[idx]; }
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protected:
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// TODO: Currently unclear whether this class contains a Matrix4* or float*.
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Matrix4* m_data;
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float (*m_data)[4];
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};
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// VTABLE: LEGO1 0x100d4300
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// SIZE 0x48
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class Matrix4Data : public Matrix4Impl {
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public:
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inline Matrix4Data() : Matrix4Impl(m_matrix) {}
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inline Matrix4Data(Matrix4Data& p_other) : Matrix4Impl(m_matrix) { m_matrix = *p_other.m_data; }
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inline Matrix4& GetMatrix() { return *m_data; }
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// Not close, Ghidra struggles understinging this method so it will have to
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// be manually worked out. Included since I at least figured out what it was
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// doing with rotateIndex and what overall operation it's trying to do.
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// STUB: LEGO1 0x10002550
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inline void Matrix4::ToQuaternion(Vector4& p_outQuat)
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{
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/*
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float trace = m_data[0] + m_data[5] + m_data[10];
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if (trace > 0) {
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trace = sqrt(trace + 1.0);
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p_outQuat->GetData()[3] = trace * 0.5f;
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p_outQuat->GetData()[0] = (m_data[9] - m_data[6]) * trace;
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p_outQuat->GetData()[1] = (m_data[2] - m_data[8]) * trace;
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p_outQuat->GetData()[2] = (m_data[4] - m_data[1]) * trace;
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return;
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}
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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 Matrix4Data& p_other);
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// ~GLOBAL: LEGO1 0x100d4090
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static int rotateIndex[] = {1, 2, 0};
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Matrix4 m_matrix;
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};
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// Largest element along the trace
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int largest = m_data[0] < m_data[5];
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if (*Element(largest, largest) < m_data[10])
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largest = 2;
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int next = rotateIndex[largest];
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int nextNext = rotateIndex[next];
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float valueA = *Element(nextNext, nextNext);
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float valueB = *Element(next, next);
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float valueC = *Element(largest, largest);
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// Above is somewhat decomped, below is pure speculation since the automatic
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// decomp becomes very garbled.
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float traceValue = sqrt(valueA - valueB - valueC + 1.0);
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p_outQuat->GetData()[largest] = traceValue * 0.5f;
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traceValue = 0.5f / traceValue;
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p_outQuat->GetData()[3] = (m_data[next + 4 * nextNext] - m_data[nextNext + 4 * next]) * traceValue;
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p_outQuat->GetData()[next] = (m_data[next + 4 * largest] + m_data[largest + 4 * next]) * traceValue;
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p_outQuat->GetData()[nextNext] = (m_data[nextNext + 4 * largest] + m_data[largest + 4 * nextNext]) * traceValue;
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*/
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}
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// No idea what this function is doing and it will be hard to tell until
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// we have a confirmed usage site.
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// STUB: LEGO1 0x10002710
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inline int Matrix4::FromQuaternion(const Vector4& p_vec)
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{
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return -1;
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}
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#endif // MATRIX_H
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