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* Add BETA10 for Vector2 * BETA10 match the remaining vector vtables * Match vector implementations to BETA10 --------- Co-authored-by: jonschz <jonschz@users.noreply.github.com>
51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
#ifndef MXGEOMETRY3D_H
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#define MXGEOMETRY3D_H
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#include "decomp.h"
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#include "realtime/vector3d.inl.h"
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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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// 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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// 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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// 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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// FUNCTION: LEGO1 0x10003c10
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// FUNCTION: BETA10 0x100116e0
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virtual void operator=(const Vector3& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x88
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// FUNCTION: BETA10 0x10013460
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float& operator[](int idx) { return m_data[idx]; }
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// FUNCTION: BETA10 0x100373c0
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const float& operator[](int idx) const { return m_data[idx]; }
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// SYNTHETIC: LEGO1 0x10010c00
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// SYNTHETIC: BETA10 0x10015240
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// ??4Mx3DPointFloat@@QAEAAV0@ABV0@@Z
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private:
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float m_elements[3]; // 0x08
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};
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#endif // MXGEOMETRY3D_H
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