Implement PathActor VTable0x80 and PathActorStruct FUN_1009a140

This commit is contained in:
Nathan 2024-04-06 21:14:26 -04:00
parent 75dc04f40a
commit 828908fd56
2 changed files with 54 additions and 4 deletions

View File

@ -11,6 +11,12 @@ class LegoPathController;
struct LegoActorStruct {
LegoActorStruct();
~LegoActorStruct();
void FUN_1009a140(
Mx3DPointFloat& p_point1,
Mx3DPointFloat& p_point2,
Mx3DPointFloat& p_point3,
Mx3DPointFloat& p_point4
);
Mx3DPointFloat m_unk0x00[4]; // 0x00
};
@ -47,7 +53,12 @@ class LegoPathActor : public LegoActor {
// FUNCTION: LEGO1 0x10002d30
virtual MxU8 GetUserNavFlag() { return m_userNavFlag; } // vtable+0x7c
virtual void VTable0x80(); // vtable+0x80
virtual MxResult VTable0x80(
Mx3DPointFloat& p_point1,
Mx3DPointFloat& p_point2,
Mx3DPointFloat& p_point3,
Mx3DPointFloat& p_point4
); // vtable+0x80
virtual void VTable0x84(); // vtable+0x84
virtual void VTable0x88(); // vtable+0x88
virtual void VTable0x8c(); // vtable+0x8c

View File

@ -1,5 +1,7 @@
#include "legopathactor.h"
#include "vec.h"
DECOMP_SIZE_ASSERT(LegoPathActor, 0x154)
// FUNCTION: LEGO1 0x1002d700
@ -29,10 +31,30 @@ LegoPathActor::~LegoPathActor()
}
}
// STUB: LEGO1 0x1002d8d0
void LegoPathActor::VTable0x80()
// FUNCTION: LEGO1 0x1002d8d0
MxResult LegoPathActor::VTable0x80(
Mx3DPointFloat& p_point1,
Mx3DPointFloat& p_point2,
Mx3DPointFloat& p_point3,
Mx3DPointFloat& p_point4
)
{
// TODO
Mx3DPointFloat p1, p2, p3;
p3 = p_point3;
((Mx3DPointFloat&) p3).Sub(&p_point1);
m_BADuration = NORMSQRD3(p3.GetData());
if (m_BADuration > 0.0f) {
m_BADuration = sqrtf(m_BADuration);
p1 = p_point2;
p2 = p_point4;
m_unk0x8c.FUN_1009a140(p_point1, p1, p_point3, p2);
m_BADuration *= 1000.0;
return SUCCESS;
}
else {
return FAILURE;
}
}
// STUB: LEGO1 0x1002d9c0
@ -120,3 +142,20 @@ LegoActorStruct::LegoActorStruct()
LegoActorStruct::~LegoActorStruct()
{
}
// FUNCTION: LEGO1 0x1009a140
void LegoActorStruct::FUN_1009a140(
Mx3DPointFloat& p_point1,
Mx3DPointFloat& p_point2,
Mx3DPointFloat& p_point3,
Mx3DPointFloat& p_point4
)
{
m_unk0x00[0] = p_point1;
m_unk0x00[1] = p_point2;
for (MxU32 i = 0; i < 3; i++) {
m_unk0x00[2][i] = (p_point3[i] - p_point1[i]) * 3.0f - p_point2[i] * 2.0f - p_point4[i];
m_unk0x00[3][i] = (p_point1[i] - p_point3[i]) * 2.0f + p_point4[i] + p_point2[i];
}
}