Files
isle/LEGO1/realtime/vector4d.inl.h
jonschz 956c900ec6 Match simple BETA10 vector calls (#1382)
* Add BETA10 for Vector2

* BETA10 match the remaining vector vtables

* Match vector implementations to BETA10

---------

Co-authored-by: jonschz <jonschz@users.noreply.github.com>
2025-02-10 18:08:49 +01:00

152 lines
3.8 KiB
C

#ifndef VECTOR4D_H
#define VECTOR4D_H
#include "vector.h"
#include <math.h>
#include <memory.h>
// 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