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	 c54805fde8
			
		
	
	c54805fde8
	
	
	
		
			
			* 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
		
			
				
	
	
		
			56 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			56 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef MXGEOMETRY3D_H
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| #define MXGEOMETRY3D_H
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| 
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| #include "decomp.h"
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| #include "realtime/vector3d.inl.h"
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| 
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| // VTABLE: LEGO1 0x100d4488
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| // VTABLE: BETA10 0x101b84d0
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| // SIZE 0x14
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| class Mx3DPointFloat : public Vector3 {
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| public:
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| 	// FUNCTION: LEGO1 0x1001d170
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| 	// FUNCTION: BETA10 0x10011990
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| 	Mx3DPointFloat() : Vector3(m_elements) {}
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| 
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| 	// FUNCTION: BETA10 0x10011870
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| 	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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| 
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| 	// FUNCTION: LEGO1 0x100343a0
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| 	// FUNCTION: BETA10 0x10011600
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| 	Mx3DPointFloat(const Mx3DPointFloat& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
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| 
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| 	// FUNCTION: LEGO1 0x10048ed0
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| 	// FUNCTION: BETA10 0x100151e0
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| 	Mx3DPointFloat(const Vector3& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
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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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| 
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| 	// FUNCTION: BETA10 0x10015240
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| 	// ??4Mx3DPointFloat@@QAEAAV0@ABV0@@Z
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| 
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| 	// FUNCTION: BETA10 0x10013460
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| 	float& operator[](int idx) { return m_data[idx]; }
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| 
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| 	// According to the PDB, BETA10 will not link this one if it is never used
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| 	// const float& operator[](int idx) const { return m_data[idx]; }
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| 
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| 	// only used by LegoUnknown100db7f4::FUN_1002ddc0() for some unknown reason
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| 	// FUNCTION: BETA10 0x100373c0
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| 	float& index_operator(int idx) { return m_data[idx]; }
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| 
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| 	// SYNTHETIC: LEGO1 0x10010c00
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| 	// ??4Mx3DPointFloat@@QAEAAV0@ABV0@@Z
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| 
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| private:
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| 	float m_elements[3]; // 0x08
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| };
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| 
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| #endif // MXGEOMETRY3D_H
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