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Improve matches in ROI classes (#608)
* Improve matches in ROI classes * More function implementations * Fix name * Fix vtables * Add annotation
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@@ -5,6 +5,8 @@
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#include "mxgeometry/mxmatrix.h"
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#include "roi.h"
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#include <windows.h>
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// VTABLE: LEGO1 0x100dbc08
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// SIZE 0xdc
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class OrientableROI : public ROI {
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@@ -19,32 +21,43 @@ public:
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const float* GetWorldVelocity() const override; // vtable+0x08
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const BoundingBox& GetWorldBoundingBox() const override; // vtable+0x0c
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const BoundingSphere& GetWorldBoundingSphere() const override; // vtable+0x10
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// FUNCTION: LEGO1 0x100a5db0
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virtual void VTable0x14() { VTable0x1c(); } // vtable+0x14
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virtual void VTable0x14() { VTable0x1c(); } // vtable+0x14
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virtual void UpdateWorldBoundingVolumes() = 0; // vtable+0x18
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virtual void VTable0x1c(); // vtable+0x1c
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virtual void SetLocalTransform(const Matrix4& p_transform); // vtable+0x20
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virtual void VTable0x24(const MxMatrix& p_transform); // vtable+0x24
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virtual void UpdateWorldData(const MxMatrix& p_transform); // vtable+0x28
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virtual void VTable0x24(const Matrix4& p_transform); // vtable+0x24
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virtual void UpdateWorldData(const Matrix4& p_transform); // vtable+0x28
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virtual void UpdateWorldVelocity(); // vtable+0x2c
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void WrappedSetLocalTransform(const Matrix4& p_transform);
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void FUN_100a46b0(Matrix4& p_transform);
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void WrappedVTable0x24(const Matrix4& p_transform);
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void FUN_100a58f0(const Matrix4& p_transform);
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void FUN_100a5a30(const Vector3& p_world_velocity);
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const MxMatrix& GetLocal2World() const { return m_local2world; }
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const float* GetWorldPosition() const { return m_local2world[3]; }
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const float* GetWorldDirection() const { return m_local2world[2]; }
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const float* GetWorldUp() const { return m_local2world[1]; }
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OrientableROI* GetUnknown0xd4() const { return m_unk0xd4; }
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void ToggleUnknown0xd8(BOOL p_enable)
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{
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if (p_enable) {
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m_unk0xd8 |= c_bit1 | c_bit2;
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}
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else {
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m_unk0xd8 &= ~c_bit1;
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}
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}
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protected:
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MxMatrix m_local2world; // 0x10
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BoundingBox m_world_bounding_box; // 0x58
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// Unclear whether the following vectors are:
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// 1) Part of m_world_bounding_box;
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// 2) A second BoundingBox;
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// 3) Standalone vectors
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Mx3DPointFloat m_unk0x80; // 0x80
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Mx3DPointFloat m_unk0x94; // 0x94
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MxMatrix m_local2world; // 0x10
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BoundingBox m_world_bounding_box; // 0x58
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BoundingBox m_unk0x80; // 0x80
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BoundingSphere m_world_bounding_sphere; // 0xa8
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Mx3DPointFloat m_world_velocity; // 0xc0
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OrientableROI* m_unk0xd4; // 0xd4
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