Files
st/include/Render/ModelRender.hpp
T
Alessevan 66eb66f081 Decompiling actor for boomerang (#93)
* feat: begin decompiling ActorItemBoomerang

* feat: decompile functions

* refactor: rename function and use ActorState

* feat: match vfunc

* feat: magic stuff on addresses to match .data

* feat: more black magic

* feat: improvements

* feat: match .data

* feat: unmatch .data 😭

* feat: match stuff

* refactor: move shotarrows' class used in boomerang

* feat: fix mangled names

* feat: weird magic

* fix: build issues

* fix: build issue for jp version

* fix: back to +0.2% :yeah:

* feat: improvements before changing laptop

* feat: continue decompiling

* fix: build issues

* feat: improvements

* feat: solve build on eur

* fix: build issue

* fix: better match

* fix: match back ActorShotArrow data

* feat: increase .text matching

* fix: propagate changes to ActorShotArrow

* feat: matching func_ov031_020e5034

* fix: logical errors

* fix: replace whiles with fors

* style: use uppercased hex value

Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com>

* style: do not use fx32 for global timer

Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com>

* style: add parameters name in prototypes

Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com>

* style: use bool instead of unk32 for external function

Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com>

* style: use DEG2ANG

* refactor: use ActorRef instead of u16

* style: use boring array access instead of chad pointer manipulation

* fix: use bool as return type for ActorItemBoomerang::vfunc_2C

* feat: remove old non-matching comments

* style: explicit null check

* revert: change vfunc_2C back to void signature and change 01fff5d0 function's signature to bool

---------

Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com>
2026-07-02 20:51:46 +02:00

168 lines
4.6 KiB
C++

#pragma once
#include "global.h"
#include "types.h"
#include <nns/g3d/g3d.h>
typedef void (*UnkSystem4_UnkCallback)(void);
class UnkSystem4_vfunc_1C_B4 {
public:
/* 00 */ unk32 mUnk_00;
/* 00 */ STRUCT_PAD(0x04, 0x4C);
/* 4C */ unk32 mUnk_4C;
/* 50 */ unk32 mUnk_50;
/* 54 */ unk32 mUnk_54;
};
class UnkSystem4_vfunc_1C {
public:
/* 00 */ u8 *mUnk_00;
/* 04 */ unk32 *mUnk_04;
/* 08 */ STRUCT_PAD(0x08, 0xB4);
/* B4 */ UnkSystem4_vfunc_1C_B4 *mUnk_B4;
/* 00 */ unk32 *mUnk_B8;
};
class ModelRenderBase {
public:
/* 00 (vtable) */
/* 04 */ G3d_Model *mpModel;
/* 08 */
ModelRenderBase(G3d_Model *pModel) :
mpModel(pModel) {}
// data_ov000_020b1a98
/* 00 */ virtual ~ModelRenderBase();
/* 08 */ virtual void vfunc_08(G3d_Model *pModel);
/* 0C */ virtual void vfunc_0C() = 0;
/* 10 */ virtual void vfunc_10(VecFx32 *param1, Mat3p *param2, VecFx32 *param3) = 0;
/* 14 */ virtual void vfunc_14(Mat3p *param1, VecFx32 *param2) = 0;
/* 18 */ virtual void vfunc_18() = 0;
/* 1C */
};
class ModelRender : public ModelRenderBase {
public:
/* 00 (base) */
/* 08 */ G3d_RenderObject mRenderObj;
/* 5C */ unk32 mUnk_5C; // G3d_BoneMtxStruct?
/* 60 */
ModelRender(G3d_Model *pModel);
// data_ov000_020b1a6c
/* 00 */ virtual ~ModelRender();
/* 08 */ virtual void vfunc_08(G3d_Model *pModel) override;
/* 0C */ virtual void vfunc_0C() override;
/* 10 */ virtual void vfunc_10(VecFx32 *param1, Mat3p *param2, VecFx32 *param3) override; // SetTransform?
/* 14 */ virtual void vfunc_14(Mat3p *param1, VecFx32 *param2) override; // SetRotationTranslation?
/* 18 */ virtual void vfunc_18() override;
/* 1C */ virtual void vfunc_1C(UnkSystem4_vfunc_1C *param1);
/* 20 */ virtual void vfunc_20();
void func_ov000_02057c38(unk32 param1, unk32 param2);
void func_ov000_0209a7b8(void *param1, UnkSystem4_UnkCallback param2);
};
class UnkSystem6_Derived1 : public ModelRenderBase {
public:
/* 00 (base) */
/* 08 */
UnkSystem6_Derived1(G3d_Model *pModel) :
ModelRenderBase(pModel) {}
// data_ov000_020b1a48
/* 00 */ virtual ~UnkSystem6_Derived1() override {}
/* 10 */ virtual void vfunc_10(VecFx32 *param1, Mat3p *param2, VecFx32 *param3) override;
/* 14 */ virtual void vfunc_14(Mat3p *param1, VecFx32 *param2) override;
/* 18 */ virtual void vfunc_18() override;
};
class UnkSystem6_Derived2 : public UnkSystem6_Derived1 {
public:
/* 00 (base) */
/* 08 */
UnkSystem6_Derived2() :
UnkSystem6_Derived1(NULL) {}
UnkSystem6_Derived2(G3d_Model *pModel) :
UnkSystem6_Derived1(pModel) {}
// data_ov000_020b1968
/* 00 */ virtual ~UnkSystem6_Derived2() {}
/* 0C */ virtual void vfunc_0C() override;
void func_01ffc6d4(u16 angle, VecFx32 *pos);
};
class UnkSystem5 {
public:
/* 00 */ G3d_Model *mpModel;
/* 04 */ unk32 mUnk_04;
/* 08 */ unk32 mUnk_08;
/* 0C */ unk32 mUnk_0C;
/* 10 */ unk32 mUnk_10;
/* 14 */ unk32 mUnk_14;
/* 18 */ unk32 mUnk_18;
/* 1C */ unk32 mUnk_1C;
/* 20 */
UnkSystem5(void *param1, G3d_Model *pModel);
void func_01ffc3b4();
void func_ov000_020577a4(unk32 param1, unk32 param2, unk32 param3);
void func_ov000_020577f8(unk32 param1);
};
class UnkSystem5_Derived1 : public UnkSystem5 {
public:
UnkSystem5_Derived1(void *param1, G3d_Model *param2, unk32 param3) :
UnkSystem5(param1, param2) {
unk32 value = 0;
//! TODO: struct
if (!(*((u32 *) param3 + 2) & 2)) {
value = 1;
}
this->func_ov000_020577a4(param3, 0, value);
}
};
class ModelRender_Derived1 : public ModelRender {
public:
/* 00 (base) */
/* 60 */ unk32 mUnk_60;
/* 64 */ unk32 mUnk_64;
/* 68 */ unk32 mUnk_68;
/* 6C */
ModelRender_Derived1(G3d_Model *pModel, unk32 param2, void *param3);
// data_ov000_020b1be4
/* 00 */ virtual ~ModelRender_Derived1() override {}
/* 08 */ virtual void vfunc_08(G3d_Model *pModel) override;
/* 1C */ virtual void vfunc_1C(UnkSystem4_vfunc_1C *param1) override;
unk32 func_ov000_0205a778(const char *param1);
void *func_ov000_0205a7a8(unk32 param1);
};
class ModelRender_Derived2 : public ModelRender_Derived1 {
public:
/* 00 (base) */
/* 6C */
ModelRender_Derived2(G3d_Model *pModel, unk32 param2, void *param3) :
ModelRender_Derived1(pModel, param2, param3) {}
// data_ov024_020d84bc
/* 00 */ virtual ~ModelRender_Derived2() override {}
};