Improve Helicopter::Animate() (#1251)

* Small improvements

* More improvements

* Small drive-by refactor

* Do not inline `UnknownMx4DPointFloat::FUN_10004520()`

* Fix `Act3Brickster::Animate`

* Fixes

---------

Co-authored-by: jonschz <jonschz@users.noreply.github.com>
Co-authored-by: Christian Semmler <mail@csemmler.com>
This commit is contained in:
jonschz
2024-12-21 17:21:22 +01:00
committed by GitHub
parent fc93b84655
commit 3e427ab03e
2 changed files with 22 additions and 21 deletions

View File

@@ -386,36 +386,34 @@ void Helicopter::VTable0x74(Matrix4& p_transform)
// FUNCTION: LEGO1 0x10003ee0
void Helicopter::Animate(float p_time)
{
MxU32 state = m_state->GetUnkown8();
switch (state) {
default:
LegoPathActor::Animate(p_time);
return;
case 4:
case 5:
float f = m_unk0x1f0 - p_time + 3000;
if (m_state->m_unk0x08 == 4 || m_state->m_unk0x08 == 5) {
float f = m_unk0x1f0 - p_time + 3000.0f;
if (f >= 0) {
float f2 = f / 3000 + 1;
float f2 = f / -3000.0f + 1;
if (f2 < 0) {
f2 = 0;
}
if (1.0f < f2) {
if (f2 > 1.0f) {
f2 = 1.0f;
}
Vector3 v(m_unk0x160[3]);
MxMatrix mat;
Vector3 v2(m_unk0x1a8[3]);
float* loc = m_unk0x1a8[3];
Vector3 v1(m_unk0x160[3]);
Vector3 v2(mat[3]);
Vector3 v3(m_unk0x1a8[3]);
mat.SetIdentity();
m_unk0x1f4.BETA_1004aaa0(mat, f2);
v2.SetVector(loc);
v2 -= v;
v2 = v3;
v2 -= v1;
v2 *= f2;
v2 += v;
v2 += v1;
m_world->GetCamera()->FUN_100123e0(mat, 0);
}
else {
if (state == 4) {
if (m_state->m_unk0x08 == 4) {
((Act3*) m_world)->FUN_10073400();
}
else {
@@ -425,6 +423,9 @@ void Helicopter::Animate(float p_time)
LegoPathActor::m_actorState = c_disabled;
}
}
else {
LegoPathActor::Animate(p_time);
}
}
// FUNCTION: LEGO1 0x100042a0

View File

@@ -156,7 +156,7 @@ private:
};
// FUNCTION: BETA10 0x1004aaa0
int UnknownMx4DPointFloat::BETA_1004aaa0(Matrix4& p_matrix, float p_f)
inline int UnknownMx4DPointFloat::BETA_1004aaa0(Matrix4& p_matrix, float p_f)
{
float data[4];
Vector4 v(data);
@@ -196,17 +196,17 @@ inline long UnknownMx4DPointFloat::FUN_10004520()
// FUNCTION: BETA10 0x1004ab10
inline int UnknownMx4DPointFloat::FUN_100040a0(Vector4& p_v, float p_f)
{
if (m_unk0x30 == 1) {
if (m_unk0x30 == c_bit1) {
p_v = m_unk0x00;
p_v[3] = (1.0 - p_f) * acos((double) p_v[3]) * 2.0;
return p_v.NormalizeQuaternion();
}
else if (m_unk0x30 == 2) {
else if (m_unk0x30 == c_bit2) {
p_v = m_unk0x18;
p_v[3] = p_f * acos((double) p_v[3]) * 2.0;
return p_v.NormalizeQuaternion();
}
else if (m_unk0x30 == 3) {
else if (m_unk0x30 == (c_bit1 | c_bit2)) {
int i;
double d1 = p_v.Dot(&m_unk0x00, &m_unk0x18);
double a;