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Implement LegoPathActor::VTable0x68 (#938)
* Implement LegoPathActor::VTable0x68 * Fix naming
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@@ -464,11 +464,77 @@ MxU32 LegoPathActor::VTable0x6c(
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return 0;
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}
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// STUB: LEGO1 0x1002ebe0
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MxS32 LegoPathActor::VTable0x68(Vector3&, Vector3&, Vector3&)
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// FUNCTION: LEGO1 0x1002ebe0
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// FUNCTION: BETA10 0x100af35e
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MxS32 LegoPathActor::VTable0x68(Vector3& p_v1, Vector3& p_v2, Vector3& p_v3)
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{
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// TODO
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return 0;
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Mx3DPointFloat v2(p_v2);
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((Vector3&) v2).Sub(&p_v1);
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float len = v2.LenSquared();
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if (len <= 0.001) {
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return 0;
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}
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len = sqrt(len);
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((Vector3&) v2).Div(len);
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float radius = m_roi->GetWorldBoundingSphere().Radius();
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list<LegoPathBoundary*> boundaries;
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return FUN_1002edd0(boundaries, m_boundary, p_v1, v2, len, radius, p_v3, 0);
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}
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// FUNCTION: LEGO1 0x1002edd0
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inline MxU32 LegoPathActor::FUN_1002edd0(
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list<LegoPathBoundary*>& p_boundaries,
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LegoPathBoundary* p_boundary,
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Vector3& p_v1,
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Vector3& p_v2,
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float p_f1,
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float p_f2,
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Vector3& p_v3,
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MxS32 p_und
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)
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{
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MxU32 result = VTable0x6c(p_boundary, p_v1, p_v2, p_f1, p_f2, p_v3);
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if (result == 0) {
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p_boundaries.push_back(p_boundary);
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if (p_und >= 2) {
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return 0;
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}
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LegoS32 numEdges = p_boundary->GetNumEdges();
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for (MxS32 i = 0; i < numEdges; i++) {
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LegoUnknown100db7f4* edge = ((LegoUnknown100db7f4*) p_boundary->GetEdges()[i]);
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LegoPathBoundary* boundary = (LegoPathBoundary*) edge->OtherFace(p_boundary);
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if (boundary != NULL) {
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list<LegoPathBoundary*>::iterator it;
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for (it = p_boundaries.begin(); it != p_boundaries.end(); it++) {
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if ((*it) == boundary) {
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break;
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}
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}
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if (it == p_boundaries.end()) {
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result = FUN_1002edd0(p_boundaries, boundary, p_v1, p_v2, p_f1, p_f2, p_v3, p_und + 1);
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if (result != 0) {
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return result;
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}
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}
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}
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}
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result = 0;
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}
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return result;
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}
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// STUB: LEGO1 0x1002f020
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