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55299229c2
* 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>
38 lines
1.1 KiB
C++
38 lines
1.1 KiB
C++
#ifndef __LEGOWEGEDGE_H
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#define __LEGOWEGEDGE_H
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#include "decomp.h"
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#include "legoweedge.h"
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#include "mxgeometry/mxgeometry3d.h"
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// VTABLE: LEGO1 0x100db7f8
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// SIZE 0x54
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class LegoWEGEdge : public LegoWEEdge {
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public:
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LegoWEGEdge();
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~LegoWEGEdge() override;
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LegoResult VTable0x04() override; // vtable+0x04
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inline LegoU32 GetFlag0x10() { return m_unk0x0c & 0x10 ? FALSE : TRUE; }
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inline Mx4DPointFloat* GetUnknown0x14() { return &m_unk0x14; }
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inline Mx4DPointFloat* GetEdgeNormal(int index) { return &m_edgeNormals[index]; }
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inline LegoChar* GetName() { return m_name; }
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// SYNTHETIC: LEGO1 0x1009a7e0
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// LegoWEGEdge::`scalar deleting destructor'
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private:
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LegoU8 m_unk0x0c; // 0x0c
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LegoU8 m_unk0x0d; // 0x0d
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LegoChar* m_name; // 0x10
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Mx4DPointFloat m_unk0x14; // 0x14
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Mx4DPointFloat* m_edgeNormals; // 0x2c
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Mx3DPointFloat m_unk0x30; // 0x30
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LegoU32 m_unk0x44; // 0x44
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LegoU8 m_unk0x48; // 0x48
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undefined* m_unk0x4c; // 0x4c
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undefined* m_unk0x50; // 0x50
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};
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#endif // __LEGOWEGEDGE_H
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