isle-portable/LEGO1/lego/sources/geom/legowegedge.h
Mark Langen 55299229c2
LegoBuildingManager Round 2 (#890)
* LegoBuildingManager Round 2

* 100% match most of the remaining methods, only
  Tickle and FUN_10030630 remain.

* The interesting finding is that the curious
  members of the LegoBuildingManager form a short
  embedded fixed-length array used to store info
  about current animation of buildings.

* I saw that you removed the SetY which I had
  added to MxMatrix. Agree that this method
  doesn't make sense on MxMatrix, however I've
  added it back to Matrix4. I see the pattern of
  setting / getting the Y component used in enough
  places that I doubt they were just hoping they
  remembered the subscript correctly every time.
  Let me know if you agree or still don't think it
  makes sense to include.

* Formatting

* Order

* Satisfy name checker

* Add beta annotations and adjust style/naming

* Make function STUB

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>
2024-05-09 15:57:38 +02:00

38 lines
1.1 KiB
C++

#ifndef __LEGOWEGEDGE_H
#define __LEGOWEGEDGE_H
#include "decomp.h"
#include "legoweedge.h"
#include "mxgeometry/mxgeometry3d.h"
// VTABLE: LEGO1 0x100db7f8
// SIZE 0x54
class LegoWEGEdge : public LegoWEEdge {
public:
LegoWEGEdge();
~LegoWEGEdge() override;
LegoResult VTable0x04() override; // vtable+0x04
inline LegoU32 GetFlag0x10() { return m_unk0x0c & 0x10 ? FALSE : TRUE; }
inline Mx4DPointFloat* GetUnknown0x14() { return &m_unk0x14; }
inline Mx4DPointFloat* GetEdgeNormal(int index) { return &m_edgeNormals[index]; }
inline LegoChar* GetName() { return m_name; }
// SYNTHETIC: LEGO1 0x1009a7e0
// LegoWEGEdge::`scalar deleting destructor'
private:
LegoU8 m_unk0x0c; // 0x0c
LegoU8 m_unk0x0d; // 0x0d
LegoChar* m_name; // 0x10
Mx4DPointFloat m_unk0x14; // 0x14
Mx4DPointFloat* m_edgeNormals; // 0x2c
Mx3DPointFloat m_unk0x30; // 0x30
LegoU32 m_unk0x44; // 0x44
LegoU8 m_unk0x48; // 0x48
undefined* m_unk0x4c; // 0x4c
undefined* m_unk0x50; // 0x50
};
#endif // __LEGOWEGEDGE_H