Fix Vector2/Vector3 order (#1272)

* Fix Vector2/Vector3 order

* Refactor vector classes to be const and reference param consistent

* Add BETA10 annotations and fixes
This commit is contained in:
Christian Semmler
2024-12-24 14:21:26 -07:00
committed by GitHub
parent 7c41ff4569
commit c2c9c75f1a
26 changed files with 223 additions and 217 deletions

View File

@@ -138,7 +138,7 @@ MxResult LegoExtraActor::FUN_1002aae0()
Vector3 positionRef(m_unk0xec[3]);
dirRef *= -1.0f;
rightRef.EqualsCross(&upRef, &dirRef);
rightRef.EqualsCross(upRef, dirRef);
if (m_boundary == m_destEdge->m_faceA) {
m_boundary = (LegoPathBoundary*) m_destEdge->m_faceB;
@@ -191,9 +191,10 @@ inline void LegoExtraActor::FUN_1002ad8a()
}
// FUNCTION: LEGO1 0x1002aba0
// FUNCTION: BETA10 0x1008114a
MxResult LegoExtraActor::HitActor(LegoPathActor* p_actor, MxBool p_bool)
{
if (p_actor->GetActorState() != c_initial || m_actorState != c_initial) {
if (p_actor->GetActorState() != c_initial || GetActorState() != c_initial) {
return FAILURE;
}
@@ -222,7 +223,7 @@ MxResult LegoExtraActor::HitActor(LegoPathActor* p_actor, MxBool p_bool)
for (MxS32 i = 0; i < m_boundary->GetNumEdges(); i++) {
Mx4DPointFloat* normal = m_boundary->GetEdgeNormal(i);
if (positionRef.Dot(normal, &positionRef) + (*normal)[3] < -0.001) {
if (positionRef.Dot(*normal, positionRef) + normal->index_operator(3) < -0.001) {
b = TRUE;
break;
}
@@ -232,41 +233,34 @@ MxResult LegoExtraActor::HitActor(LegoPathActor* p_actor, MxBool p_bool)
m_roi->FUN_100a58f0(matrix2);
m_roi->VTable0x14();
FUN_1002ad8a();
assert(m_roi);
assert(SoundManager()->GetCacheSoundManager());
SoundManager()->GetCacheSoundManager()->Play("crash5", m_roi->GetName(), FALSE);
m_scheduledTime = Timer()->GetTime() + m_disAnim->GetDuration();
m_prevWorldSpeed = m_worldSpeed;
m_prevWorldSpeed = GetWorldSpeed();
VTable0xc4();
SetWorldSpeed(0);
m_whichAnim = 1;
m_actorState = c_one | c_noCollide;
SetActorState(c_one | c_noCollide);
}
}
if (b) {
LegoROI* roi = m_roi;
LegoROI* roi = GetROI();
assert(roi);
SoundManager()->GetCacheSoundManager()->Play("crash5", m_roi->GetName(), FALSE);
VTable0xc4();
m_actorState = c_two | c_noCollide;
SetActorState(c_two | c_noCollide);
Mx3DPointFloat dir = p_actor->GetWorldDirection();
MxMatrix matrix3 = MxMatrix(roi->GetLocal2World());
Vector3 positionRef(matrix3[3]);
positionRef += g_unk0x10104c18;
roi->FUN_100a58f0(matrix3);
#ifdef COMPAT_MODE
float dotX, dotZ;
{
Mx3DPointFloat tmp(1.0f, 0, 0);
dotX = dir.Dot(&dir, &tmp);
Mx3DPointFloat tmp2(0, 0, 1.0f);
dotZ = dir.Dot(&dir, &tmp2);
}
#else
float dotX = dir.Dot(&dir, &Mx3DPointFloat(1.0f, 0, 0));
float dotZ = dir.Dot(&dir, &Mx3DPointFloat(0, 0, 1.0f));
#endif
float dotX = dir.Dot(dir, Mx3DPointFloat(1.0f, 0, 0));
float dotZ = dir.Dot(dir, Mx3DPointFloat(0, 0, 1.0f));
if (abs(dotZ) < abs(dotX)) {
if (fabs(dotZ) < fabs(dotX)) {
m_axis = dotX > 0.0 ? e_posz : e_negz;
}
else {
@@ -463,9 +457,9 @@ MxU32 LegoExtraActor::VTable0x6c(
Mx3DPointFloat local54(p_v1);
local54 -= local60;
float local1c = p_v2.Dot(&p_v2, &p_v2);
float local24 = p_v2.Dot(&p_v2, &local54) * 2.0f;
float local20 = local54.Dot(&local54, &local54);
float local1c = p_v2.Dot(p_v2, p_v2);
float local24 = p_v2.Dot(p_v2, local54) * 2.0f;
float local20 = local54.Dot(local54, local54);
if (m_unk0x15 != 0 && local20 < 10.0f) {
return 0;

View File

@@ -142,11 +142,11 @@ MxResult LegoPathActor::VTable0x88(
dir *= -1.0f;
}
right.EqualsCross(&up, &dir);
right.EqualsCross(up, dir);
m_roi->UpdateTransformationRelativeToParent(matrix);
if (!m_cameraFlag || !m_userNavFlag) {
p5.EqualsCross(p_boundary->GetUnknown0x14(), &p3);
p5.EqualsCross(*p_boundary->GetUnknown0x14(), p3);
p5.Unitize();
if (VTable0x80(p1, p4, p2, p5) == SUCCESS) {
@@ -208,11 +208,11 @@ MxResult LegoPathActor::VTable0x84(
dir *= -1.0f;
}
right.EqualsCross(&up, &dir);
right.EqualsCross(up, dir);
m_roi->UpdateTransformationRelativeToParent(matrix);
if (!m_cameraFlag || !m_userNavFlag) {
p5.EqualsCross(p_boundary->GetUnknown0x14(), &p3);
p5.EqualsCross(*p_boundary->GetUnknown0x14(), p3);
p5.Unitize();
if (VTable0x80(p_p1, p_p4, p2, p5) == SUCCESS) {
@@ -308,9 +308,9 @@ MxS32 LegoPathActor::VTable0x8c(float p_time, Matrix4& p_transform)
dir = p1;
up = *m_boundary->GetUnknown0x14();
right.EqualsCross(&up, &dir);
right.EqualsCross(up, dir);
right.Unitize();
dir.EqualsCross(&right, &up);
dir.EqualsCross(right, up);
pos = p2;
return result;
}
@@ -636,7 +636,7 @@ MxResult LegoPathActor::VTable0x9c()
LERP3(local34, v1, v2, m_unk0xe4);
m_destEdge->FUN_1002ddc0(*m_boundary, local78);
local48.EqualsCross(m_boundary->GetUnknown0x14(), &local78);
local48.EqualsCross(*m_boundary->GetUnknown0x14(), local78);
local48.Unitize();
}
@@ -646,10 +646,10 @@ MxResult LegoPathActor::VTable0x9c()
upRef = *m_boundary->GetUnknown0x14();
rightRef.EqualsCross(&upRef, &dirRef);
rightRef.EqualsCross(upRef, dirRef);
rightRef.Unitize();
dirRef.EqualsCross(&rightRef, &upRef);
dirRef.EqualsCross(rightRef, upRef);
dirRef.Unitize();
Mx3DPointFloat localc0(m_unk0xec[3]);

View File

@@ -54,11 +54,11 @@ void LegoPathBoundary::FUN_100575b0(Vector3& p_point1, Vector3& p_point2, LegoPa
v = p_point1;
v -= *ccwV;
float dot1 = v.Dot(&v, m_unk0x50);
float dot1 = v.Dot(v, *m_unk0x50);
v = p_point2;
v -= *ccwV;
float dot2 = v.Dot(&v, m_unk0x50);
float dot2 = v.Dot(v, *m_unk0x50);
if (dot2 > dot1) {
for (MxS32 i = 0; i < m_numTriggers; i++) {
@@ -197,7 +197,7 @@ MxU32 LegoPathBoundary::Intersect(
for (MxS32 i = 0; i < m_numEdges; i++) {
LegoUnknown100db7f4* edge = (LegoUnknown100db7f4*) m_edges[i];
if (p_point2.Dot(&m_edgeNormals[i], &p_point2) + m_edgeNormals[i][3] <= -1e-07) {
if (p_point2.Dot(m_edgeNormals[i], p_point2) + m_edgeNormals[i][3] <= -1e-07) {
if (local10 == 0) {
local10 = 1;
vec = p_point2;
@@ -212,9 +212,9 @@ MxU32 LegoPathBoundary::Intersect(
vec /= len;
}
float dot = vec.Dot(&vec, &m_edgeNormals[i]);
float dot = vec.Dot(vec, m_edgeNormals[i]);
if (dot != 0.0f) {
float local34 = (-m_edgeNormals[i][3] - p_point1.Dot(&p_point1, &m_edgeNormals[i])) / dot;
float local34 = (-m_edgeNormals[i][3] - p_point1.Dot(p_point1, m_edgeNormals[i])) / dot;
if (local34 >= -0.001 && local34 <= len && (e == NULL || local34 < localc)) {
e = edge;
@@ -242,7 +242,7 @@ MxU32 LegoPathBoundary::Intersect(
e->FUN_1002ddc0(*this, local70);
float local58 = local50.Dot(&local50, &local70);
float local58 = local50.Dot(local50, local70);
LegoUnknown100db7f4* local54 = NULL;
if (local58 < 0.0f) {
@@ -252,7 +252,7 @@ MxU32 LegoPathBoundary::Intersect(
local88 = (LegoUnknown100db7f4*) local88->GetClockwiseEdge(*this)) {
local88->FUN_1002ddc0(*this, local84);
if (local84.Dot(&local84, &local70) <= 0.9) {
if (local84.Dot(local84, local70) <= 0.9) {
break;
}
@@ -260,7 +260,7 @@ MxU32 LegoPathBoundary::Intersect(
Mx3DPointFloat locala4(p_point3);
locala4 -= *local90;
float local8c = locala4.Dot(&locala4, &local84);
float local8c = locala4.Dot(locala4, local84);
if (local8c > local58 && local8c < local88->m_unk0x3c) {
local54 = local88;
@@ -279,7 +279,7 @@ MxU32 LegoPathBoundary::Intersect(
locala8 = (LegoUnknown100db7f4*) locala8->GetCounterclockwiseEdge(*this)) {
locala8->FUN_1002ddc0(*this, localbc);
if (localbc.Dot(&localbc, &local70) <= 0.9) {
if (localbc.Dot(localbc, local70) <= 0.9) {
break;
}
@@ -287,7 +287,7 @@ MxU32 LegoPathBoundary::Intersect(
Mx3DPointFloat locald8(p_point3);
locald8 -= *localc4;
float localc0 = locald8.Dot(&locald8, &localbc);
float localc0 = locald8.Dot(locald8, localbc);
if (localc0 < local58 && localc0 >= 0.0f) {
local54 = locala8;

View File

@@ -256,7 +256,7 @@ MxResult LegoPathController::PlaceActor(
for (j = 0; j < b.GetNumEdges(); j++) {
Mx4DPointFloat normal(*b.GetEdgeNormal(j));
if (p_position.Dot(&p_position, &normal) + normal[3] < 0.0f) {
if (p_position.Dot(p_position, normal) + normal[3] < 0.0f) {
break;
}
}
@@ -282,7 +282,7 @@ MxResult LegoPathController::PlaceActor(
Mx3DPointFloat vec;
if (((LegoUnknown100db7f4*) edge->GetClockwiseEdge(*boundary))->FUN_1002ddc0(*boundary, vec) == SUCCESS &&
vec.Dot(&vec, &p_direction) < 0.0f) {
vec.Dot(vec, p_direction) < 0.0f) {
edge =
(LegoUnknown100db7f4*) edge->GetCounterclockwiseEdge(*boundary)->GetCounterclockwiseEdge(*boundary);
}
@@ -949,7 +949,7 @@ MxS32 LegoPathController::FUN_1004a240(
p_v1 *= p_f1;
p_v1 += *p_edge->CWVertex(*p_boundary);
p_edge->FUN_1002ddc0(*p_boundary, vec);
p_v2.EqualsCross(p_boundary->GetUnknown0x14(), &vec);
p_v2.EqualsCross(*p_boundary->GetUnknown0x14(), vec);
return 0;
}
@@ -974,14 +974,14 @@ MxResult LegoPathController::FUN_1004a380(
LegoPathBoundary* b = &m_boundaries[i];
Mx4DPointFloat* unk0x14 = b->GetUnknown0x14();
float local28 = p_param3[0].Dot(&p_param3[0], unk0x14);
float local28 = p_param3[0].Dot(p_param3[0], *unk0x14);
if (local28 < 0.001 && local28 > -0.001) {
continue;
}
float local2c = p_param3[1].Dot(&p_param3[1], unk0x14);
float local34 = p_param3[2].Dot(&p_param3[2], unk0x14) + unk0x14->index_operator(3);
float local2c = p_param3[1].Dot(p_param3[1], *unk0x14);
float local34 = p_param3[2].Dot(p_param3[2], *unk0x14) + unk0x14->index_operator(3);
float local3c = local2c * local2c - local34 * local28 * 4.0f;
if (local3c < -0.001) {
@@ -1022,7 +1022,7 @@ MxResult LegoPathController::FUN_1004a380(
for (j = b->GetNumEdges() - 1; j >= 0; j--) {
Mx4DPointFloat* local60 = b->GetEdgeNormal(j);
if (local24.Dot(local60, &local24) + local60->index_operator(3) < -0.001) {
if (local24.Dot(*local60, local24) + local60->index_operator(3) < -0.001) {
break;
}
}
@@ -1031,7 +1031,7 @@ MxResult LegoPathController::FUN_1004a380(
Mx3DPointFloat local74(p_param1);
local74 -= local24;
if (local74.Dot(&local74, unk0x14) >= 0.0f) {
if (local74.Dot(local74, *unk0x14) >= 0.0f) {
p_param5 = local38;
p_boundary = b;
local8 = FALSE;