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

@@ -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;