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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>
123 lines
2.6 KiB
C
123 lines
2.6 KiB
C
#ifndef VECTOR3D_H
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#define VECTOR3D_H
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#include "vector2d.inl.h"
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// FUNCTION: LEGO1 0x10002270
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// FUNCTION: BETA10 0x10011350
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void Vector3::EqualsCrossImpl(const float* p_a, const float* p_b)
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{
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m_data[0] = p_a[1] * p_b[2] - p_a[2] * p_b[1];
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m_data[1] = p_a[2] * p_b[0] - p_a[0] * p_b[2];
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m_data[2] = p_a[0] * p_b[1] - p_a[1] * p_b[0];
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}
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// FUNCTION: LEGO1 0x100022c0
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// FUNCTION: BETA10 0x10011430
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void Vector3::EqualsCross(const Vector3& p_a, const Vector3& p_b)
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{
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EqualsCrossImpl(p_a.m_data, p_b.m_data);
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}
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// FUNCTION: LEGO1 0x100022e0
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// FUNCTION: BETA10 0x10011470
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void Vector3::EqualsCross(const Vector3& p_a, const float* p_b)
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{
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EqualsCrossImpl(p_a.m_data, p_b);
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}
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// FUNCTION: LEGO1 0x10002300
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// FUNCTION: BETA10 0x100114b0
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void Vector3::EqualsCross(const float* p_a, const Vector3& p_b)
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{
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EqualsCrossImpl(p_a, p_b.m_data);
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}
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// FUNCTION: LEGO1 0x10003a60
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// FUNCTION: BETA10 0x10011100
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void Vector3::AddImpl(const float* p_value)
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{
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Vector2::AddImpl(p_value);
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m_data[2] += p_value[2];
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}
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// FUNCTION: LEGO1 0x10003a90
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// FUNCTION: BETA10 0x10011150
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void Vector3::AddImpl(float p_value)
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{
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m_data[0] += p_value;
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m_data[1] += p_value;
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m_data[2] += p_value;
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}
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// FUNCTION: LEGO1 0x10003ac0
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// FUNCTION: BETA10 0x100111c0
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void Vector3::SubImpl(const float* p_value)
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{
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Vector2::SubImpl(p_value);
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m_data[2] -= p_value[2];
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}
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// FUNCTION: LEGO1 0x10003af0
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// FUNCTION: BETA10 0x10011210
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void Vector3::MulImpl(const float* p_value)
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{
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Vector2::MulImpl(p_value);
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m_data[2] *= p_value[2];
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}
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// FUNCTION: LEGO1 0x10003b20
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// FUNCTION: BETA10 0x10011260
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void Vector3::MulImpl(const float& p_value)
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{
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Vector2::MulImpl(p_value);
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m_data[2] *= p_value;
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}
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// FUNCTION: LEGO1 0x10003b50
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// FUNCTION: BETA10 0x100112b0
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void Vector3::DivImpl(const float& p_value)
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{
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Vector2::DivImpl(p_value);
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m_data[2] /= p_value;
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}
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// FUNCTION: LEGO1 0x10003b80
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// FUNCTION: BETA10 0x10011300
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float Vector3::DotImpl(const float* p_a, const float* p_b) const
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{
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return p_a[0] * p_b[0] + p_a[1] * p_b[1] + p_a[2] * p_b[2];
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}
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// FUNCTION: LEGO1 0x10003ba0
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// FUNCTION: BETA10 0x100113f0
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void Vector3::EqualsImpl(const float* p_data)
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{
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memcpy(m_data, p_data, sizeof(float) * 3);
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}
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// FUNCTION: LEGO1 0x10003bc0
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// FUNCTION: BETA10 0x100114f0
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void Vector3::Clear()
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{
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memset(m_data, 0, sizeof(float) * 3);
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}
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// FUNCTION: LEGO1 0x10003bd0
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// FUNCTION: BETA10 0x10011530
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float Vector3::LenSquared() const
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{
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return m_data[0] * m_data[0] + m_data[1] * m_data[1] + m_data[2] * m_data[2];
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}
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// FUNCTION: LEGO1 0x10003bf0
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// FUNCTION: BETA10 0x100115a0
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void Vector3::Fill(const float& p_value)
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{
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m_data[0] = p_value;
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m_data[1] = p_value;
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m_data[2] = p_value;
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}
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#endif // VECTOR3D_H
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