Clear unknowns in LegoPathBoundary (#1730)
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This commit is contained in:
Fabian Neundorf 2026-01-25 20:48:36 +01:00 committed by GitHub
parent a251424b10
commit 5e7a787af0
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GPG Key ID: B5690EEEBB952194
2 changed files with 97 additions and 90 deletions

View File

@ -45,9 +45,15 @@ class LegoPathBoundary : public LegoWEGEdge {
LegoPathActor* p_actor,
LegoPathBoundary*& p_boundary,
LegoOrientedEdge*& p_edge,
float& p_unk0xe4
float& p_scale
);
MxU32 Intersect(
float p_scale,
Vector3& p_oldPos,
Vector3& p_newPos,
Vector3& p_intersectionPoint,
LegoOrientedEdge*& p_edge
);
MxU32 Intersect(float p_scale, Vector3& p_point1, Vector3& p_point2, Vector3& p_point3, LegoOrientedEdge*& p_edge);
MxU32 AddPresenterIfInRange(LegoAnimPresenter* p_presenter);
MxU32 RemovePresenter(LegoAnimPresenter* p_presenter);

View File

@ -87,7 +87,7 @@ void LegoPathBoundary::SwitchBoundary(
LegoPathActor* p_actor,
LegoPathBoundary*& p_boundary,
LegoOrientedEdge*& p_edge,
float& p_unk0xe4
float& p_scale
)
{
LegoOrientedEdge* e = p_edge;
@ -99,7 +99,7 @@ void LegoPathBoundary::SwitchBoundary(
newBoundary = p_boundary;
}
MxS32 local10 = 0;
MxS32 availableEdgeCount = 0;
MxU8 userNavFlag;
if (e->BETA_1004a830(*newBoundary, 1)) {
@ -111,38 +111,38 @@ void LegoPathBoundary::SwitchBoundary(
do {
p_edge = (LegoOrientedEdge*) p_edge->GetCounterclockwiseEdge(*newBoundary);
LegoPathBoundary* local20 = (LegoPathBoundary*) p_edge->OtherFace(newBoundary);
LegoPathBoundary* otherBoundary = (LegoPathBoundary*) p_edge->OtherFace(newBoundary);
if (p_edge->GetMask0x03() && (userNavFlag || p_edge->BETA_1004a830(*local20, 1))) {
local10++;
if (p_edge->GetMask0x03() && (userNavFlag || p_edge->BETA_1004a830(*otherBoundary, 1))) {
availableEdgeCount++;
}
} while (p_edge != e);
MxBool localc = TRUE;
MxS32 local8 = local10 - 1;
MxBool countCounterclockwise = TRUE;
MxS32 selectedEdgeIndex = availableEdgeCount - 1;
if (local10 <= 1) {
local8 = 0;
if (availableEdgeCount <= 1) {
selectedEdgeIndex = 0;
}
else if (local10 == 2) {
local8 = 1;
else if (availableEdgeCount == 2) {
selectedEdgeIndex = 1;
}
else {
p_actor->VTable0xa4(localc, local8);
p_actor->VTable0xa4(countCounterclockwise, selectedEdgeIndex);
}
while (local8 > 0) {
if (localc) {
while (selectedEdgeIndex > 0) {
if (countCounterclockwise) {
p_edge = (LegoOrientedEdge*) p_edge->GetCounterclockwiseEdge(*newBoundary);
}
else {
p_edge = (LegoOrientedEdge*) p_edge->GetClockwiseEdge(*newBoundary);
}
LegoPathBoundary* local20 = (LegoPathBoundary*) p_edge->OtherFace(newBoundary);
LegoPathBoundary* otherBoundary = (LegoPathBoundary*) p_edge->OtherFace(newBoundary);
if (p_edge->GetMask0x03() && (userNavFlag || p_edge->BETA_1004a830(*local20, 1))) {
local8--;
if (p_edge->GetMask0x03() && (userNavFlag || p_edge->BETA_1004a830(*otherBoundary, 1))) {
selectedEdgeIndex--;
}
}
@ -157,7 +157,7 @@ void LegoPathBoundary::SwitchBoundary(
p_boundary->AddActor(p_actor);
}
else {
p_unk0xe4 = 1.0 - p_unk0xe4;
p_scale = 1.0 - p_scale;
}
}
else {
@ -174,7 +174,7 @@ void LegoPathBoundary::SwitchBoundary(
p_edge = (LegoOrientedEdge*) p_edge->GetCounterclockwiseEdge(*p_boundary);
}
p_unk0xe4 = 1.0 - p_unk0xe4;
p_scale = 1.0 - p_scale;
}
}
@ -182,127 +182,128 @@ void LegoPathBoundary::SwitchBoundary(
// FUNCTION: BETA10 0x100b1adc
MxU32 LegoPathBoundary::Intersect(
float p_scale,
Vector3& p_point1,
Vector3& p_point2,
Vector3& p_point3,
Vector3& p_oldPos,
Vector3& p_newPos,
Vector3& p_intersectionPoint,
LegoOrientedEdge*& p_edge
)
{
LegoOrientedEdge* e = NULL;
float localc;
MxU32 local10 = 0;
float minHitDistance;
MxU32 normalizedCalculated = 0;
float len = 0.0f;
Mx3DPointFloat vec;
Mx3DPointFloat direction;
for (MxS32 i = 0; i < m_numEdges; i++) {
LegoOrientedEdge* edge = (LegoOrientedEdge*) m_edges[i];
if (p_point2.Dot(m_edgeNormals[i], p_point2) + m_edgeNormals[i][3] <= -1e-07) {
if (local10 == 0) {
local10 = 1;
vec = p_point2;
vec -= p_point1;
if (p_newPos.Dot(m_edgeNormals[i], p_newPos) + m_edgeNormals[i][3] <= -1e-07) {
if (normalizedCalculated == FALSE) {
normalizedCalculated = TRUE;
direction = p_newPos;
direction -= p_oldPos;
len = vec.LenSquared();
len = direction.LenSquared();
if (len <= 0.0f) {
return 0;
}
len = sqrt(len);
vec /= len;
direction /= len;
}
float dot = vec.Dot(vec, m_edgeNormals[i]);
float dot = direction.Dot(direction, m_edgeNormals[i]);
if (dot != 0.0f) {
float local34 = (-m_edgeNormals[i][3] - p_point1.Dot(p_point1, m_edgeNormals[i])) / dot;
float hitDistance = (-m_edgeNormals[i][3] - p_oldPos.Dot(p_oldPos, m_edgeNormals[i])) / dot;
if (local34 >= -0.001 && local34 <= len && (e == NULL || local34 < localc)) {
if (hitDistance >= -0.001 && hitDistance <= len && (e == NULL || hitDistance < minHitDistance)) {
e = edge;
localc = local34;
minHitDistance = hitDistance;
}
}
}
}
if (e != NULL) {
if (localc < 0.0f) {
localc = 0.0f;
if (minHitDistance < 0.0f) {
minHitDistance = 0.0f;
}
Mx3DPointFloat local50;
Mx3DPointFloat local70;
Vector3* local5c = e->CWVertex(*this);
Mx3DPointFloat startToPosition;
Mx3DPointFloat edgeNormal;
Vector3* start = e->CWVertex(*this);
p_point3 = vec;
p_point3 *= localc;
p_point3 += p_point1;
p_intersectionPoint = direction;
p_intersectionPoint *= minHitDistance;
p_intersectionPoint += p_oldPos;
local50 = p_point2;
local50 -= *local5c;
startToPosition = p_newPos;
startToPosition -= *start;
e->GetFaceNormal(*this, local70);
e->GetFaceNormal(*this, edgeNormal);
float local58 = local50.Dot(local50, local70);
LegoOrientedEdge* local54 = NULL;
float projection = startToPosition.Dot(startToPosition, edgeNormal);
LegoOrientedEdge* candidateEdge = NULL;
if (local58 < 0.0f) {
Mx3DPointFloat local84;
if (projection < 0.0f) {
Mx3DPointFloat candidateEdgeNormal;
for (LegoOrientedEdge* local88 = (LegoOrientedEdge*) e->GetClockwiseEdge(*this); e != local88;
local88 = (LegoOrientedEdge*) local88->GetClockwiseEdge(*this)) {
local88->GetFaceNormal(*this, local84);
for (LegoOrientedEdge* cwEdge = (LegoOrientedEdge*) e->GetClockwiseEdge(*this); e != cwEdge;
cwEdge = (LegoOrientedEdge*) cwEdge->GetClockwiseEdge(*this)) {
cwEdge->GetFaceNormal(*this, candidateEdgeNormal);
if (local84.Dot(local84, local70) <= 0.9) {
if (candidateEdgeNormal.Dot(candidateEdgeNormal, edgeNormal) <= 0.9) {
break;
}
Vector3* local90 = local88->CWVertex(*this);
Mx3DPointFloat locala4(p_point3);
locala4 -= *local90;
Vector3* candidateStart = cwEdge->CWVertex(*this);
Mx3DPointFloat candidateToIntersection(p_intersectionPoint);
candidateToIntersection -= *candidateStart;
float local8c = locala4.Dot(locala4, local84);
float candidateProjection = candidateToIntersection.Dot(candidateToIntersection, candidateEdgeNormal);
if (local8c > local58 && local8c < local88->m_length) {
local54 = local88;
local58 = local8c;
local70 = local84;
local5c = local90;
if (candidateProjection > projection && candidateProjection < cwEdge->m_length) {
candidateEdge = cwEdge;
projection = candidateProjection;
edgeNormal = candidateEdgeNormal;
start = candidateStart;
}
}
}
else {
if (e->m_length < local58) {
Mx3DPointFloat localbc;
if (e->m_length < projection) {
Mx3DPointFloat candidateEdgeNormal;
for (LegoOrientedEdge* locala8 = (LegoOrientedEdge*) e->GetCounterclockwiseEdge(*this); e != locala8;
locala8 = (LegoOrientedEdge*) locala8->GetCounterclockwiseEdge(*this)) {
locala8->GetFaceNormal(*this, localbc);
for (LegoOrientedEdge* ccwEdge = (LegoOrientedEdge*) e->GetCounterclockwiseEdge(*this); e != ccwEdge;
ccwEdge = (LegoOrientedEdge*) ccwEdge->GetCounterclockwiseEdge(*this)) {
ccwEdge->GetFaceNormal(*this, candidateEdgeNormal);
if (localbc.Dot(localbc, local70) <= 0.9) {
if (candidateEdgeNormal.Dot(candidateEdgeNormal, edgeNormal) <= 0.9) {
break;
}
Vector3* localc4 = locala8->CWVertex(*this);
Mx3DPointFloat locald8(p_point3);
locald8 -= *localc4;
Vector3* candidateStart = ccwEdge->CWVertex(*this);
Mx3DPointFloat candidateToIntersection(p_intersectionPoint);
candidateToIntersection -= *candidateStart;
float localc0 = locald8.Dot(locald8, localbc);
float candidateProjection =
candidateToIntersection.Dot(candidateToIntersection, candidateEdgeNormal);
if (localc0 < local58 && localc0 >= 0.0f) {
local54 = locala8;
local58 = localc0;
local70 = localbc;
local5c = localc4;
if (candidateProjection < projection && candidateProjection >= 0.0f) {
candidateEdge = ccwEdge;
projection = candidateProjection;
edgeNormal = candidateEdgeNormal;
start = candidateStart;
}
}
}
}
if (local54 != NULL) {
e = local54;
if (candidateEdge != NULL) {
e = candidateEdge;
}
if (local58 <= 0.0f) {
if (projection <= 0.0f) {
if (!e->GetMask0x03()) {
p_edge = (LegoOrientedEdge*) e->GetClockwiseEdge(*this);
}
@ -310,18 +311,18 @@ MxU32 LegoPathBoundary::Intersect(
p_edge = e;
}
p_point3 = *local5c;
p_intersectionPoint = *start;
return 2;
}
else if (local58 > 0.0f && e->m_length > local58) {
p_point3 = local70;
p_point3 *= local58;
p_point3 += *local5c;
else if (projection > 0.0f && e->m_length > projection) {
p_intersectionPoint = edgeNormal;
p_intersectionPoint *= projection;
p_intersectionPoint += *start;
p_edge = e;
return 1;
}
else {
p_point3 = *e->CCWVertex(*this);
p_intersectionPoint = *e->CCWVertex(*this);
if (!e->GetMask0x03()) {
p_edge = (LegoOrientedEdge*) e->GetCounterclockwiseEdge(*this);