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* Implement LegoPathActor::VTable0x88 * Implement FUN_1002ddc0 * Fixes and match * refac --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
198 lines
3.5 KiB
C++
198 lines
3.5 KiB
C++
#include "legopathactor.h"
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#include <vec.h>
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DECOMP_SIZE_ASSERT(LegoPathActor, 0x154)
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// FUNCTION: LEGO1 0x1002d700
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LegoPathActor::LegoPathActor()
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{
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m_boundary = NULL;
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m_actorTime = 0;
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m_lastTime = 0;
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m_unk0x7c = 0;
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m_userNavFlag = FALSE;
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m_state = 0;
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m_unk0x134 = NULL;
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m_controller = NULL;
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m_unk0xe8 = 0;
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m_unk0x148 = 0;
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m_unk0x14c = 0;
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m_unk0x140 = 0.0099999998f;
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m_unk0x144 = 0.80000001f;
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m_unk0x150 = 2.0f;
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}
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// STUB: LEGO1 0x1002d820
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LegoPathActor::~LegoPathActor()
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{
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if (m_unk0x134) {
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delete m_unk0x134;
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}
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}
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// FUNCTION: LEGO1 0x1002d8d0
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MxResult LegoPathActor::VTable0x80(Vector3& p_point1, Vector3& p_point2, Vector3& p_point3, Vector3& p_point4)
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{
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Mx3DPointFloat p1, p2, p3;
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p1 = p_point3;
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((Vector3&) p1).Sub(&p_point1);
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m_BADuration = p1.LenSquared();
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if (m_BADuration > 0.0f) {
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m_BADuration = sqrtf(m_BADuration);
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p2 = p_point2;
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p3 = p_point4;
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m_unk0x8c.FUN_1009a140(p_point1, p2, p_point3, p3);
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m_BADuration /= 0.001;
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return SUCCESS;
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}
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return FAILURE;
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}
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// FUNCTION: LEGO1 0x1002d9c0
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MxResult LegoPathActor::VTable0x88(
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LegoPathBoundary* p_boundary,
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float p_time,
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LegoEdge& p_srcEdge,
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float p_srcScale,
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LegoUnknown100db7f4& p_destEdge,
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float p_destScale
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)
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{
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Vector3* v1 = p_srcEdge.GetOpposingPoint(p_boundary);
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Vector3* v2 = p_srcEdge.GetPoint(p_boundary);
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Vector3* v3 = p_destEdge.GetOpposingPoint(p_boundary);
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Vector3* v4 = p_destEdge.GetPoint(p_boundary);
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Mx3DPointFloat p1, p2, p3, p4, p5;
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p1 = *v2;
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((Vector3&) p1).Sub(v1);
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((Vector3&) p1).Mul(p_srcScale);
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((Vector3&) p1).Add(v1);
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p2 = *v4;
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((Vector3&) p2).Sub(v3);
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((Vector3&) p2).Mul(p_destScale);
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((Vector3&) p2).Add(v3);
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m_boundary = p_boundary;
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m_destEdge = &p_destEdge;
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m_unk0xe4 = p_destScale;
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m_unk0x7c = 0;
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m_lastTime = p_time;
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m_actorTime = p_time;
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p_destEdge.FUN_1002ddc0(*p_boundary, p3);
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p4 = p2;
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((Vector3&) p4).Sub(&p1);
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p4.Unitize();
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MxMatrix matrix;
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Vector3 pos(matrix[3]);
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Vector3 dir(matrix[2]);
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Vector3 up(matrix[1]);
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Vector3 right(matrix[0]);
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matrix.SetIdentity();
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pos = p1;
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dir = p4;
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up = *m_boundary->GetUnknown0x14(); // TODO
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if (!m_cameraFlag || !m_userNavFlag) {
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((Vector3&) dir).Mul(-1.0f);
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}
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right.EqualsCross(&up, &dir);
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m_roi->FUN_100a46b0(matrix);
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if (!m_cameraFlag || !m_userNavFlag) {
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p5.EqualsCross(p_boundary->GetUnknown0x14(), &p3);
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p5.Unitize();
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if (VTable0x80(p1, p4, p2, p5) == SUCCESS) {
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m_boundary->AddActor(this);
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}
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else {
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return FAILURE;
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}
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}
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else {
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m_boundary->AddActor(this);
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FUN_10010c30();
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}
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m_unk0xec = m_roi->GetLocal2World();
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return SUCCESS;
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}
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// STUB: LEGO1 0x1002de10
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void LegoPathActor::VTable0x84()
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{
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// TODO
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}
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// STUB: LEGO1 0x1002e100
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void LegoPathActor::VTable0x8c()
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{
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// TODO
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}
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// STUB: LEGO1 0x1002e740
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void LegoPathActor::VTable0x74(Matrix4& p_transform)
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{
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// TODO
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}
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// STUB: LEGO1 0x1002e790
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void LegoPathActor::VTable0x70(float)
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{
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// TODO
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}
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// STUB: LEGO1 0x1002e8b0
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void LegoPathActor::VTable0x98()
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{
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// TODO
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}
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// STUB: LEGO1 0x1002e8d0
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void LegoPathActor::VTable0x6c()
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{
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// TODO
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}
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// STUB: LEGO1 0x1002ebe0
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void LegoPathActor::VTable0x68(Mx3DPointFloat&, Mx3DPointFloat&, Mx3DPointFloat&)
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{
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// TODO
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}
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// STUB: LEGO1 0x1002f020
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void LegoPathActor::ParseAction(char* p_extra)
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{
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LegoActor::ParseAction(p_extra);
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}
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// STUB: LEGO1 0x1002f1b0
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MxResult LegoPathActor::WaitForAnimation()
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{
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// TODO
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return SUCCESS;
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}
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// STUB: LEGO1 0x1002f650
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void LegoPathActor::VTable0xa4(MxU8&, MxS32&)
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{
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// TODO
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}
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// STUB: LEGO1 0x1002f700
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void LegoPathActor::VTable0xa8()
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{
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// TODO
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}
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