mirror of
https://github.com/isledecomp/isle.git
synced 2024-11-23 13:29:40 +00:00
Revert "Partially fix vector interface"
This reverts commit 6e7a1e2b08
.
This commit is contained in:
parent
6e7a1e2b08
commit
e3860e3c9f
@ -227,7 +227,7 @@ MxU32 Helicopter::HandleControl(LegoControlManagerEvent& p_param)
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lookat = dir;
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float scale = 3;
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lookat.Mul(scale);
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lookat.Add(loc);
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lookat.Add(&loc);
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Mx3DPointFloat v68, v7c, v90(0, 1, 0), va4;
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v68 = m_world->GetCamera()->GetWorldUp();
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va4.EqualsCross(&v68, &dir);
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@ -379,9 +379,9 @@ void Helicopter::VTable0x70(float p_float)
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mat.SetIdentity();
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m_unk0x1f4.Unknown6(mat, f2);
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v2.SetVector(loc);
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v2.Sub(v);
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v2.Sub(&v);
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v2.Mul(f2);
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v2.Add(v);
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v2.Add(&v);
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m_world->GetCamera()->FUN_100123e0(mat, 0);
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}
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else {
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@ -125,7 +125,7 @@ void IslePathActor::Exit()
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e->FUN_1002ddc0(*m_boundary, local20);
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((Vector3&) local20).Mul(m_roi->GetWorldBoundingSphere().Radius());
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((Vector3&) local20).Add(GetWorldPosition());
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((Vector3&) local20).Add(&GetWorldPosition());
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MxS32 j;
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for (j = 0; j < m_boundary->GetNumEdges(); j++) {
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@ -1573,7 +1573,7 @@ MxU16 LegoAnimationManager::FUN_10062110(
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Mx3DPointFloat position(p_roi->GetWorldPosition());
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// TODO: Fix call
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((Vector3&) position).Sub(p_position);
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((Vector3&) position).Sub(&p_position);
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float len = position.LenSquared();
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float min, max;
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@ -2466,9 +2466,9 @@ MxBool LegoAnimationManager::FUN_10064010(LegoPathBoundary* p_boundary, LegoUnkn
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Mx3DPointFloat vec(1.0f, 1.0f, 1.0f);
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boundingBox.Min() = p1;
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boundingBox.Min().Sub(vec);
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boundingBox.Min().Sub(&vec);
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boundingBox.Max() = p1;
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boundingBox.Max().Add(vec);
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boundingBox.Max().Add(&vec);
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return GetViewManager()->FUN_100a6150(boundingBox) == FALSE;
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}
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@ -97,7 +97,7 @@ MxU32 LegoExtraActor::VTable0x90(float p_time, Matrix4& p_transform)
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else {
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m_state = 0;
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m_scheduledTime = 0.0f;
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((Vector3&) positionRef).Sub(g_unk0x10104c18); // TODO: Fix call
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((Vector3&) positionRef).Sub(&g_unk0x10104c18); // TODO: Fix call
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m_roi->FUN_100a58f0(p_transform);
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return TRUE;
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}
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@ -218,7 +218,7 @@ MxResult LegoExtraActor::VTable0x94(LegoPathActor* p_actor, MxBool p_bool)
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// TODO: Fix calls
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((Mx3DPointFloat&) dir).Mul(2.0f);
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((Vector3&) positionRef).Add(dir);
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((Vector3&) positionRef).Add(&dir);
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for (MxS32 i = 0; i < m_boundary->GetNumEdges(); i++) {
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Mx4DPointFloat* normal = m_boundary->GetEdgeNormal(i);
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@ -251,7 +251,7 @@ MxResult LegoExtraActor::VTable0x94(LegoPathActor* p_actor, MxBool p_bool)
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Mx3DPointFloat dir = p_actor->GetWorldDirection();
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MxMatrix matrix3 = MxMatrix(roi->GetLocal2World());
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Vector3 positionRef(matrix3[3]);
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((Vector3&) positionRef).Add(g_unk0x10104c18);
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((Vector3&) positionRef).Add(&g_unk0x10104c18);
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roi->FUN_100a58f0(matrix3);
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#ifdef COMPAT_MODE
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@ -463,7 +463,7 @@ MxU32 LegoExtraActor::VTable0x6c(
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Vector3 local60(local2world[3]);
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Mx3DPointFloat local54(p_v1);
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((Vector3&) local54).Sub(local60);
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((Vector3&) local54).Sub(&local60);
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float local1c = p_v2.Dot(&p_v2, &p_v2);
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float local24 = p_v2.Dot(&p_v2, &local54) * 2.0f;
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float local20 = local54.Dot(&local54, &local54);
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@ -68,7 +68,7 @@ MxResult LegoPathActor::VTable0x80(Vector3& p_point1, Vector3& p_point2, Vector3
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Mx3DPointFloat p1, p2, p3;
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p1 = p_point3;
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((Vector3&) p1).Sub(p_point1);
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((Vector3&) p1).Sub(&p_point1);
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m_BADuration = p1.LenSquared();
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if (m_BADuration > 0.0f) {
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@ -120,7 +120,7 @@ MxResult LegoPathActor::VTable0x88(
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p_destEdge.FUN_1002ddc0(*p_boundary, p3);
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p4 = p2;
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((Vector3&) p4).Sub(p1);
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((Vector3&) p4).Sub(&p1);
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p4.Unitize();
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MxMatrix matrix;
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@ -285,12 +285,12 @@ MxS32 LegoPathActor::VTable0x8c(float p_time, Matrix4& p_transform)
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m_worldSpeed *= m_unk0x144;
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nav->SetLinearVel(m_worldSpeed);
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Mx3DPointFloat p7(p2);
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((Vector3&) p7).Sub(p6);
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((Vector3&) p7).Sub(&p6);
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if (p7.Unitize() == 0) {
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float f = sqrt(p1.LenSquared()) * m_unk0x140;
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((Vector3&) p7).Mul(f);
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((Vector3&) p1).Add(p7);
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((Vector3&) p1).Add(&p7);
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}
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}
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}
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@ -474,7 +474,7 @@ MxU32 LegoPathActor::VTable0x6c(
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MxS32 LegoPathActor::VTable0x68(Vector3& p_v1, Vector3& p_v2, Vector3& p_v3)
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{
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Mx3DPointFloat v2(p_v2);
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((Vector3&) v2).Sub(p_v1);
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((Vector3&) v2).Sub(&p_v1);
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float len = v2.LenSquared();
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@ -650,7 +650,7 @@ MxResult LegoPathActor::VTable0x9c()
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Mx3DPointFloat local84(m_unk0xec[2]);
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Mx3DPointFloat local70(local34);
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((Vector3&) local70).Sub(localc0);
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((Vector3&) local70).Sub(&localc0);
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float len = local70.LenSquared();
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if (len >= 0.0f) {
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len = sqrt(len);
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@ -201,7 +201,7 @@ MxU32 LegoPathBoundary::Intersect(
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if (local10 == 0) {
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local10 = 1;
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vec = p_point2;
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((Vector3&) vec).Sub(p_point1);
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((Vector3&) vec).Sub(&p_point1);
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len = vec.LenSquared();
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if (len <= 0.0f) {
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@ -235,7 +235,7 @@ MxU32 LegoPathBoundary::Intersect(
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p_point3 = vec;
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p_point3.Mul(localc);
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p_point3.Add(p_point1);
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p_point3.Add(&p_point1);
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local50 = p_point2;
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((Vector3&) local50).Sub(local5c);
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@ -345,7 +345,7 @@ MxU32 LegoPathBoundary::FUN_10057fe0(LegoAnimPresenter* p_presenter)
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Mx3DPointFloat unk0x30;
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unk0x30 = m_unk0x30;
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((Vector3&) unk0x30).Sub(p_presenter->m_unk0xa8);
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((Vector3&) unk0x30).Sub(&p_presenter->m_unk0xa8);
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float len = unk0x30.LenSquared();
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float local20 = p_presenter->m_unk0xa4 + m_unk0x44;
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@ -94,7 +94,7 @@ MxResult LegoPathController::Create(MxU8* p_data, const Vector3& p_location, con
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for (i = 0; i < m_numN; i++) {
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// TODO: Fix call
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((Vector3&) m_unk0x10[i]).Add(p_location);
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((Vector3&) m_unk0x10[i]).Add(&p_location);
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}
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for (i = 0; i < m_numL; i++) {
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@ -650,9 +650,9 @@ void LegoAnimPresenter::PutFrame()
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#ifdef COMPAT_MODE
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Mx3DPointFloat location = m_currentWorld->GetCamera()->GetWorldLocation();
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((Vector3&) up).Sub(location);
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((Vector3&) up).Sub(&location);
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#else
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((Vector3&) up).Sub(m_currentWorld->GetCamera()->GetWorldLocation());
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((Vector3&) up).Sub(&m_currentWorld->GetCamera()->GetWorldLocation());
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#endif
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((Vector3&) dir).Div(dirsqr);
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pos.EqualsCross(&dir, &up);
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@ -1119,7 +1119,7 @@ void LegoAnimPresenter::VTable0x8c()
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m_unk0xa8.Add((*m_unk0x78)[3]);
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}
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else {
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m_unk0xa8.Add(m_action->GetLocation());
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m_unk0xa8.Add(&m_action->GetLocation());
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}
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if (m_currentWorld == NULL) {
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@ -1176,10 +1176,10 @@ MxU32 LegoAnimPresenter::VTable0x94(Vector3& p_v1, Vector3& p_v2, float p_f1, fl
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b = p_v2;
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((Vector3&) b).Mul(p_f1);
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((Vector3&) b).Add(p_v1);
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((Vector3&) b).Add(&p_v1);
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a = b;
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((Vector3&) a).Sub(m_unk0xa8);
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((Vector3&) a).Sub(&m_unk0xa8);
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float len = a.LenSquared();
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if (len <= 0.0f) {
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@ -68,9 +68,9 @@ void LegoLoopingAnimPresenter::PutFrame()
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#ifdef COMPAT_MODE
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Mx3DPointFloat location = m_currentWorld->GetCamera()->GetWorldLocation();
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((Vector3&) up).Sub(location);
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((Vector3&) up).Sub(&location);
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#else
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((Vector3&) up).Sub(m_currentWorld->GetCamera()->GetWorldLocation());
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((Vector3&) up).Sub(&m_currentWorld->GetCamera()->GetWorldLocation());
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#endif
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((Vector3&) dir).Div(dirsqr);
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pos.EqualsCross(&dir, &up);
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@ -717,13 +717,13 @@ void Isle::Enable(MxBool p_enable)
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Mx3DPointFloat position(CurrentActor()->GetROI()->GetWorldPosition());
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Mx3DPointFloat sub(-21.375f, 0.0f, -41.75f);
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((Vector3&) sub).Sub(position);
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((Vector3&) sub).Sub(&position);
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if (sub.LenSquared() < 1024.0f) {
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AnimationManager()->FUN_10064740(NULL);
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}
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Mx3DPointFloat sub2(98.874992f, 0.0f, -46.156292f);
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((Vector3&) sub2).Sub(position);
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((Vector3&) sub2).Sub(&position);
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if (sub2.LenSquared() < 1024.0f) {
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AnimationManager()->FUN_10064670(NULL);
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}
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@ -42,9 +42,9 @@ LegoResult LegoUnknown::FUN_1009a1e0(float p_f1, Matrix4& p_mat, Vector3& p_v, L
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}
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else if (p_f1 >= 0.999) {
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v1 = m_unk0x00[0];
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((Vector3&) v1).Add(m_unk0x00[1]);
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((Vector3&) v1).Add(m_unk0x00[2]);
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((Vector3&) v1).Add(m_unk0x00[3]);
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((Vector3&) v1).Add(&m_unk0x00[1]);
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((Vector3&) v1).Add(&m_unk0x00[2]);
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((Vector3&) v1).Add(&m_unk0x00[3]);
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for (LegoS32 i = 0; i < 3; i++) {
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v4[i] = m_unk0x00[1][i] + m_unk0x00[2][i] * 2.0f + m_unk0x00[3][i] * 3.0f;
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@ -565,7 +565,7 @@ LegoU32 LegoROI::FUN_100a9410(
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if (p_collideBox) {
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Mx3DPointFloat v2(p_v2);
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((Vector3&) v2).Mul(p_f1);
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((Vector3&) v2).Add(p_v1);
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((Vector3&) v2).Add(&p_v1);
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Mx4DPointFloat localc0;
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Mx4DPointFloat local9c;
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@ -585,7 +585,7 @@ LegoU32 LegoROI::FUN_100a9410(
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localc0[3] = local9c[3] = local168[3] = 1.0f;
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local38 = local58;
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((Vector3&) local38).Add(locala8);
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((Vector3&) local38).Add(&locala8);
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((Vector3&) local38).Mul(0.5f);
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local70 = localc0;
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@ -624,7 +624,7 @@ LegoU32 LegoROI::FUN_100a9410(
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if (local50 >= 0.0f && local50 <= p_f1) {
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Mx3DPointFloat local17c(p_v2);
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((Vector3&) local17c).Mul(local50);
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((Vector3&) local17c).Add(local4c);
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((Vector3&) local17c).Add(&local4c);
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LegoS32 j;
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for (j = 0; j < 6; j++) {
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@ -644,7 +644,7 @@ LegoU32 LegoROI::FUN_100a9410(
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}
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else {
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Mx3DPointFloat v1(p_v1);
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((Vector3&) v1).Sub(GetWorldBoundingSphere().Center());
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((Vector3&) v1).Sub(&GetWorldBoundingSphere().Center());
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float local10 = GetWorldBoundingSphere().Radius();
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float local8 = p_v2.Dot(&p_v2, &p_v2);
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@ -681,7 +681,7 @@ LegoU32 LegoROI::FUN_100a9410(
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if (local1c >= 0.0f && p_f1 >= local1c) {
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p_v3 = p_v2;
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p_v3.Mul(local1c);
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p_v3.Add(p_v1);
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p_v3.Add(&p_v1);
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return 1;
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}
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}
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@ -711,9 +711,9 @@ void TimeROI::FUN_100a9b40(Matrix4& p_matrix, LegoTime p_time)
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// TODO: Fix constness of vector/matrix functions
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#ifdef COMPAT_MODE
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Vector3 worldPosition(m_local2world[3]);
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((Vector3&) targetPosition).Sub(worldPosition);
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((Vector3&) targetPosition).Sub(&worldPosition);
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#else
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((Vector3&) targetPosition).Sub(Vector3(m_local2world[3]));
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((Vector3&) targetPosition).Sub(&Vector3(m_local2world[3]));
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#endif
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float division = time * 0.001;
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@ -149,10 +149,10 @@ inline void UnknownMx4DPointFloat::Unknown7()
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Mx4DPointFloat v2;
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v1 = m_unk0x00;
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((Vector4&) v1).Add(m_unk0x18);
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((Vector4&) v1).Add(&m_unk0x18);
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v2 = m_unk0x00;
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((Vector4&) v2).Sub(m_unk0x18);
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((Vector4&) v2).Sub(&m_unk0x18);
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if (v1.Dot(&v1, &v1) < v2.Dot(&v2, &v2)) {
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((Vector4&) m_unk0x18).Mul(-1.0f);
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@ -120,13 +120,13 @@ public:
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virtual void Add(float* p_other) { AddImpl(p_other); } // vtable+0x4c
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// FUNCTION: LEGO1 0x100021e0
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virtual void Add(const Vector2& p_other) { AddImpl((float*) p_other.m_data); } // vtable+0x48
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virtual void Add(const Vector2* p_other) { AddImpl((float*) p_other->m_data); } // vtable+0x48
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// FUNCTION: LEGO1 0x100021f0
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virtual void Sub(const float* p_other) { SubImpl((float*) p_other); } // vtable+0x58
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// FUNCTION: LEGO1 0x10002200
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virtual void Sub(const Vector2& p_other) { SubImpl((float*) p_other.m_data); } // vtable+0x54
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virtual void Sub(const Vector2* p_other) { SubImpl((float*) p_other->m_data); } // vtable+0x54
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// FUNCTION: LEGO1 0x10002210
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virtual void Mul(float* p_other) { MulVectorImpl(p_other); } // vtable+0x64
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@ -428,10 +428,10 @@ void ViewManager::UpdateViewTransformations()
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Vector3 u(unk0x150[i]);
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x = c;
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((Vector3&) x).Sub(b); // TODO: Fix call
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((Vector3&) x).Sub(&b); // TODO: Fix call
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y = a;
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((Vector3&) y).Sub(b); // TODO: Fix call
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((Vector3&) y).Sub(&b); // TODO: Fix call
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u.EqualsCross(&x, &y);
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u.Unitize();
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