Implement LegoUnknown::FUN_1009a1e0 (#940)

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Christian Semmler 2024-05-19 16:36:11 -04:00 committed by GitHub
parent fb16b2c896
commit 8428cde67f
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3 changed files with 49 additions and 5 deletions

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@ -27,8 +27,52 @@ void LegoUnknown::FUN_1009a140(Vector3& p_point1, Vector3& p_point2, Vector3& p_
} }
} }
// STUB: LEGO1 0x1009a1e0 // FUNCTION: LEGO1 0x1009a1e0
LegoResult LegoUnknown::FUN_1009a1e0(float, Matrix4&, Vector3&, LegoU32) // FUNCTION: BETA10 0x10182d61
LegoResult LegoUnknown::FUN_1009a1e0(float p_f1, Matrix4& p_mat, Vector3& p_v, LegoU32 p_und)
{ {
return FAILURE; Vector3 v1(p_mat[3]);
Vector3 v2(p_mat[0]);
Vector3 v3(p_mat[1]);
Vector3 v4(p_mat[2]);
if (p_f1 <= 0.001) {
v1 = m_unk0x00[0];
v4 = m_unk0x00[1];
}
else if (p_f1 >= 0.999) {
v1 = m_unk0x00[0];
((Vector3&) v2).Add(&m_unk0x00[1]);
((Vector3&) v3).Add(&m_unk0x00[2]);
((Vector3&) v4).Add(&m_unk0x00[3]);
for (LegoS32 i = 0; i < 3; i++) {
v4[i] = m_unk0x00[1][i] + m_unk0x00[2][i] * 2.0f + m_unk0x00[3][i] * 3.0f;
}
}
else {
float local30 = p_f1 * p_f1;
float local34 = local30 * p_f1;
for (LegoS32 i = 0; i < 3; i++) {
v1[i] = m_unk0x00[0][i] + m_unk0x00[1][i] * p_f1 + m_unk0x00[2][i] * local30 + m_unk0x00[3][i] * local34;
v4[i] = m_unk0x00[1][i] + m_unk0x00[2][i] * p_f1 * 2.0f + m_unk0x00[3][i] * local30 * 3.0f;
}
}
if (p_und) {
((Vector3&) v4).Mul(-1.0f);
}
if (v4.Unitize() != 0) {
return FAILURE;
}
v2.EqualsCross(&p_v, &v4);
if (v2.Unitize() != 0) {
return FAILURE;
}
v3.EqualsCross(&v4, &v2);
return SUCCESS;
} }

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@ -13,7 +13,7 @@ class LegoUnknown {
~LegoUnknown(); ~LegoUnknown();
void FUN_1009a140(Vector3& p_point1, Vector3& p_point2, Vector3& p_point3, Vector3& p_point4); void FUN_1009a140(Vector3& p_point1, Vector3& p_point2, Vector3& p_point3, Vector3& p_point4);
LegoResult FUN_1009a1e0(float, Matrix4&, Vector3&, LegoU32); LegoResult FUN_1009a1e0(float p_f1, Matrix4& p_mat, Vector3& p_v, LegoU32 p_und);
private: private:
Mx3DPointFloat m_unk0x00[4]; // 0x00 Mx3DPointFloat m_unk0x00[4]; // 0x00

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@ -104,7 +104,7 @@ class Vector2 {
if (sq > 0.0f) { if (sq > 0.0f) {
float root = sqrt(sq); float root = sqrt(sq);
if (root > 0) { if (root > 0.0f) {
DivScalarImpl(&root); DivScalarImpl(&root);
return 0; return 0;
} }