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Implement PathActor VTable0x80 and PathActorStruct FUN_1009a140 (#781)
* Implement PathActor VTable0x80 and PathActorStruct FUN_1009a140 * Match functions, fixes * fixes --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
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17680522c2
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8 changed files with 57 additions and 24 deletions
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@ -11,6 +11,7 @@ class LegoPathController;
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struct LegoActorStruct {
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LegoActorStruct();
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~LegoActorStruct();
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void FUN_1009a140(Vector3& p_point1, Vector3& p_point2, Vector3& p_point3, Vector3& p_point4);
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Mx3DPointFloat m_unk0x00[4]; // 0x00
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};
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@ -47,7 +48,12 @@ class LegoPathActor : public LegoActor {
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// FUNCTION: LEGO1 0x10002d30
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virtual MxU8 GetUserNavFlag() { return m_userNavFlag; } // vtable+0x7c
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virtual void VTable0x80(); // vtable+0x80
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virtual MxResult VTable0x80(
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Vector3& p_point1,
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Vector3& p_point2,
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Vector3& p_point3,
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Vector3& p_point4
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); // vtable+0x80
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virtual void VTable0x84(); // vtable+0x84
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virtual void VTable0x88(); // vtable+0x88
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virtual void VTable0x8c(); // vtable+0x8c
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@ -1,5 +1,7 @@
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#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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@ -29,10 +31,25 @@ LegoPathActor::~LegoPathActor()
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}
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}
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// STUB: LEGO1 0x1002d8d0
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void LegoPathActor::VTable0x80()
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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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// TODO
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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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// STUB: LEGO1 0x1002d9c0
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@ -120,3 +137,15 @@ LegoActorStruct::LegoActorStruct()
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LegoActorStruct::~LegoActorStruct()
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{
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}
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// FUNCTION: LEGO1 0x1009a140
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void LegoActorStruct::FUN_1009a140(Vector3& p_point1, Vector3& p_point2, Vector3& p_point3, Vector3& p_point4)
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{
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m_unk0x00[0] = p_point1;
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m_unk0x00[1] = p_point2;
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for (MxS32 i = 0; i < 3; i++) {
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m_unk0x00[2][i] = (p_point3[i] - p_point1[i]) * 3.0f - p_point2[i] * 2.0f - p_point4[i];
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m_unk0x00[3][i] = (p_point1[i] - p_point3[i]) * 2.0f + p_point4[i] + p_point2[i];
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}
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}
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@ -30,8 +30,6 @@
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#include "skateboard.h"
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#include "towtrack.h"
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#include <vec.h>
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DECOMP_SIZE_ASSERT(Isle, 0x140)
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// GLOBAL: LEGO1 0x100f1198
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@ -664,14 +662,14 @@ void Isle::Enable(MxBool p_enable)
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Mx3DPointFloat position(CurrentActor()->GetROI()->GetWorldPosition());
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Mx3DPointFloat sub(-21.375f, 0.0f, -41.75f);
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sub.Sub(&position);
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if (NORMSQRD3(sub) < 1024.0f) {
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((Vector3&) sub).Sub(&position);
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if (sub.LenSquared() < 1024.0f) {
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AnimationManager()->FUN_10064740(FALSE);
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}
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Mx3DPointFloat sub2(98.874992f, 0.0f, -46.156292f);
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sub2.Sub(&position);
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if (NORMSQRD3(sub2) < 1024.0f) {
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((Vector3&) sub2).Sub(&position);
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if (sub2.LenSquared() < 1024.0f) {
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AnimationManager()->FUN_10064670(FALSE);
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}
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}
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@ -32,8 +32,8 @@ class Mx3DPointFloat : public Vector3 {
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inline float GetY() { return m_data[1]; }
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inline float GetZ() { return m_data[2]; }
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inline float& operator[](size_t idx) { return m_data[idx]; }
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inline const float& operator[](size_t idx) const { return m_data[idx]; }
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inline float& operator[](int idx) { return m_data[idx]; }
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inline const float& operator[](int idx) const { return m_data[idx]; }
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// SYNTHETIC: LEGO1 0x10010c00
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// Mx3DPointFloat::operator=
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@ -60,8 +60,8 @@ class Mx4DPointFloat : public Vector4 {
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// FUNCTION: LEGO1 0x10003200
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virtual void operator=(const Vector4& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x98
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inline float& operator[](size_t idx) { return m_data[idx]; }
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inline const float& operator[](size_t idx) const { return m_data[idx]; }
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inline float& operator[](int idx) { return m_data[idx]; }
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inline const float& operator[](int idx) const { return m_data[idx]; }
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private:
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float m_elements[4]; // 0x08
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@ -14,8 +14,8 @@ class MxMatrix : public Matrix4 {
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inline MxMatrix(const Matrix4& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); }
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float* operator[](size_t idx) { return m_data[idx]; }
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const float* operator[](size_t idx) const { return m_data[idx]; }
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float* operator[](int idx) { return m_data[idx]; }
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const float* operator[](int idx) const { return m_data[idx]; }
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// FUNCTION: LEGO1 0x10002850
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void operator=(const Matrix4& p_matrix) override { Equals(p_matrix); } // vtable+0x28
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@ -144,8 +144,8 @@ class Matrix4 {
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inline virtual void ToQuaternion(Vector4& p_resultQuat); // vtable+0x40
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inline virtual int FromQuaternion(const Vector4& p_vec); // vtable+0x44
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float* operator[](size_t idx) { return m_data[idx]; }
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const float* operator[](size_t idx) const { return m_data[idx]; }
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float* operator[](int idx) { return m_data[idx]; }
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const float* operator[](int idx) const { return m_data[idx]; }
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protected:
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float (*m_data)[4];
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@ -152,8 +152,8 @@ class Vector2 {
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Vector2::SetVector(&p_other);
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return *this;
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}
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inline float& operator[](size_t idx) { return m_data[idx]; }
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inline const float& operator[](size_t idx) const { return m_data[idx]; }
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inline float& operator[](int idx) { return m_data[idx]; }
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inline const float& operator[](int idx) const { return m_data[idx]; }
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protected:
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float* m_data; // 0x04
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@ -265,7 +265,7 @@ class Vector3 : public Vector2 {
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// FUNCTION: LEGO1 0x10003bd0
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float LenSquared() const override
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{
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return m_data[1] * m_data[1] + m_data[0] * m_data[0] + m_data[2] * m_data[2];
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return m_data[0] * m_data[0] + m_data[1] * m_data[1] + m_data[2] * m_data[2];
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} // vtable+0x40
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inline void Fill(float p_value) { EqualsScalar(&p_value); }
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@ -2,9 +2,10 @@
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#include "mxdirectx/mxstopwatch.h"
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#include "tgl/d3drm/impl.h"
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#include "vec.h"
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#include "viewlod.h"
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#include <vec.h>
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DECOMP_SIZE_ASSERT(ViewManager, 0x1bc)
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// GLOBAL: LEGO1 0x100dbcd8
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@ -372,8 +373,7 @@ void ViewManager::FUN_100a6b90()
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{
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flags &= ~c_bit2;
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// TODO: Should be signed, but worsens match
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unsigned int i, j, k;
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int i, j, k;
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for (i = 0; i < 8; i++) {
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for (j = 0; j < 3; j++) {
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