#ifndef VECTOR4D_H #define VECTOR4D_H #include "vector.h" #include #include // FUNCTION: LEGO1 0x10002870 // FUNCTION: BETA10 0x10048500 void Vector4::AddImpl(const float* p_value) { Vector3::AddImpl(p_value); m_data[3] += p_value[3]; } // FUNCTION: LEGO1 0x100028b0 // FUNCTION: BETA10 0x10048550 void Vector4::AddImpl(float p_value) { m_data[0] += p_value; m_data[1] += p_value; m_data[2] += p_value; m_data[3] += p_value; } // FUNCTION: LEGO1 0x100028f0 // FUNCTION: BETA10 0x100485e0 void Vector4::SubImpl(const float* p_value) { Vector3::SubImpl(p_value); m_data[3] -= p_value[3]; } // FUNCTION: LEGO1 0x10002930 // FUNCTION: BETA10 0x10048630 void Vector4::MulImpl(const float* p_value) { Vector3::MulImpl(p_value); m_data[3] *= p_value[3]; } // FUNCTION: LEGO1 0x10002970 // FUNCTION: BETA10 0x10048680 void Vector4::MulImpl(const float& p_value) { Vector3::MulImpl(p_value); m_data[3] *= p_value; } // FUNCTION: LEGO1 0x100029b0 // FUNCTION: BETA10 0x100486d0 void Vector4::DivImpl(const float& p_value) { Vector3::DivImpl(p_value); m_data[3] /= p_value; } // FUNCTION: LEGO1 0x100029f0 // FUNCTION: BETA10 0x10048720 float Vector4::DotImpl(const float* p_a, const float* p_b) const { return p_a[0] * p_b[0] + p_a[2] * p_b[2] + (p_a[1] * p_b[1] + p_a[3] * p_b[3]); } // FUNCTION: LEGO1 0x10002a20 // FUNCTION: BETA10 0x100487c0 void Vector4::EqualsImpl(const float* p_data) { memcpy(m_data, p_data, sizeof(float) * 4); } // FUNCTION: LEGO1 0x10002a40 // FUNCTION: BETA10 0x10048800 void Vector4::SetMatrixProduct(const float* p_vec, const float* p_mat) { m_data[0] = p_vec[0] * p_mat[0] + p_vec[1] * p_mat[4] + p_vec[2] * p_mat[8] + p_vec[3] * p_mat[12]; m_data[1] = p_vec[0] * p_mat[1] + p_vec[1] * p_mat[5] + p_vec[2] * p_mat[9] + p_vec[4] * p_mat[13]; m_data[2] = p_vec[0] * p_mat[2] + p_vec[1] * p_mat[6] + p_vec[2] * p_mat[10] + p_vec[4] * p_mat[14]; m_data[3] = p_vec[0] * p_mat[3] + p_vec[1] * p_mat[7] + p_vec[2] * p_mat[11] + p_vec[4] * p_mat[15]; } // FUNCTION: LEGO1 0x10002ae0 // FUNCTION: BETA10 0x10048960 void Vector4::SetMatrixProduct(const Vector4& p_a, const float* p_b) { SetMatrixProduct(p_a.m_data, p_b); } // FUNCTION: LEGO1 0x10002b00 // FUNCTION: BETA10 0x100489a0 void Vector4::Clear() { memset(m_data, 0, sizeof(float) * 4); } // FUNCTION: LEGO1 0x10002b20 // FUNCTION: BETA10 0x100489e0 float Vector4::LenSquared() const { return m_data[1] * m_data[1] + m_data[0] * m_data[0] + m_data[2] * m_data[2] + m_data[3] * m_data[3]; } // FUNCTION: LEGO1 0x10002b40 // FUNCTION: BETA10 0x10048a60 void Vector4::Fill(const float& p_value) { m_data[0] = p_value; m_data[1] = p_value; m_data[2] = p_value; m_data[3] = p_value; } // FUNCTION: LEGO1 0x10002b70 // FUNCTION: BETA10 0x10048ad0 int Vector4::NormalizeQuaternion() { float length = m_data[0] * m_data[0] + m_data[1] * m_data[1] + m_data[2] * m_data[2]; if (length > 0.0f) { float theta = m_data[3] * 0.5f; float magnitude = sin((double) theta); m_data[3] = cos((double) theta); magnitude = magnitude / (float) sqrt((double) length); m_data[0] *= magnitude; m_data[1] *= magnitude; m_data[2] *= magnitude; return 0; } else { return -1; } } // FUNCTION: LEGO1 0x10002bf0 // FUNCTION: BETA10 0x10048c20 int Vector4::EqualsHamiltonProduct(const Vector4& p_a, const Vector4& p_b) { m_data[3] = p_a.m_data[3] * p_b.m_data[3] - (p_a.m_data[0] * p_b.m_data[0] + p_a.m_data[2] * p_b.m_data[2] + p_a.m_data[1] * p_b.m_data[1]); Vector3::EqualsCrossImpl(p_a.m_data, p_b.m_data); m_data[0] = p_b.m_data[3] * p_a.m_data[0] + p_a.m_data[3] * p_b.m_data[0] + m_data[0]; m_data[1] = p_b.m_data[1] * p_a.m_data[3] + p_a.m_data[1] * p_b.m_data[3] + m_data[1]; m_data[2] = p_b.m_data[2] * p_a.m_data[3] + p_a.m_data[2] * p_b.m_data[3] + m_data[2]; return 0; } #endif // VECTOR4D_H