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LegoExtraActor Class Reference

Represents a special actor in the world with additional animation state machines and complex interactions. More...

#include <legoextraactor.h>

Inheritance diagram for LegoExtraActor:
Collaboration diagram for LegoExtraActor:

Public Types

enum  Axis { e_posz , e_negz , e_posx , e_negx }
 Used to specify the axis for orientation or effect direction during animation or collision. More...
 
- Public Types inherited from LegoPathActor
enum  ActorState {
  c_initial = 0 , c_one = 1 , c_two = 2 , c_three = 3 ,
  c_disabled = 4 , c_maxState = 255 , c_noCollide = 0x100
}
 [AI] State and flags for a LegoPathActor during navigation along a path. [AI] More...
 
- Public Types inherited from LegoActor
enum  {
  c_none = 0 , c_pepper , c_mama , c_papa ,
  c_nick , c_laura , c_brickster
}
 [AI] Enumeration of actor IDs for known characters. More...
 
- Public Types inherited from LegoEntity
enum  Type {
  e_actor = 0 , e_unk1 , e_plant , e_building ,
  e_autoROI
}
 [AI] Types of LegoEntity (Actor, Plant, Building, Auto ROI, etc.) [AI] More...
 
enum  { c_bit1 = 0x01 , c_managerOwned = 0x02 }
 [AI] Bit flag constants for entity state management [AI] More...
 
enum  { c_altBit1 = 0x01 }
 [AI] Secondary bit flag constants [AI] More...
 

Public Member Functions

 LegoExtraActor ()
 Constructs a LegoExtraActor with default state and null animation references. More...
 
 ~LegoExtraActor () override
 Destructor, cleans up allocated animation structures. More...
 
const char * ClassName () const override
 Returns the class name as "LegoExtraActor". More...
 
MxBool IsA (const char *p_name) const override
 Checks if the provided type name matches this class or any parent class. More...
 
void SetWorldSpeed (MxFloat p_worldSpeed) override
 Sets the world speed for this actor, factoring in its current animation/interaction state. More...
 
MxS32 VTable0x68 (Vector3 &p_point1, Vector3 &p_point2, Vector3 &p_point3) override
 (Inherited implementation) Delegates edge update logic to LegoPathActor. More...
 
MxU32 VTable0x6c (LegoPathBoundary *p_boundary, Vector3 &p_v1, Vector3 &p_v2, float p_f1, float p_f2, Vector3 &p_v3) override
 Tests for and handles collision with other path actors during simulation. More...
 
void Animate (float p_time) override
 Performs animation updates for the actor, handling alternate animations and transitions after collisions or scripted triggers. More...
 
void VTable0x74 (Matrix4 &p_transform) override
 Updates object transformation if special animation is not active, otherwise delegates to parent class. More...
 
MxU32 VTable0x90 (float p_time, Matrix4 &p_matrix) override
 Core animation & state tick: handles scheduled events (e.g., switching state after timed delay post-collision) and applies transforms/animations. More...
 
MxResult HitActor (LegoPathActor *p_actor, MxBool p_bool) override
 Processes a collision ("hit") with another actor, updating internal animation state and triggering sound effects as needed. More...
 
MxResult VTable0x9c () override
 Called when crossing path boundaries, manages transitions to special in-between animation states and disables movement as needed. More...
 
void VTable0xa4 (MxBool &p_und1, MxS32 &p_und2) override
 Determines secondary state outputs for randomization or specific internal state flags, used for controlling sub-logic for the extra actor. More...
 
void VTable0xc4 () override
 Handles special cleanup or reset behavior for extra actors, often related to secondary animation state. More...
 
virtual MxResult FUN_1002aae0 ()
 Handles boundary edge changes and swapping the actor's edge, updating direction and orientation accordingly. More...
 
void Restart ()
 Checks whether this actor's previous boundary was "blocked" and re-enables movement if allowed; called after animation freeze at boundary. More...
 
void FUN_1002ad8a ()
 Loads or assigns the alternate ("assembly" and "disassembly") animations to this actor as needed. More...
 
void SetUnknown0x0c (undefined p_unk0x0c)
 Sets the internal unknown flag (possible randomization/collision state controller). More...
 
- Public Member Functions inherited from LegoAnimActor
 LegoAnimActor ()
 [AI] Initializes LegoAnimActor and sets the current animation index to -1. More...
 
 ~LegoAnimActor () override
 [AI] Destructor cleans up all animation map structures. More...
 
void ParseAction (char *p_extra) override
 [AI] Handles extra action strings, looks for animation assignments and delegates to presenters (overrides parent). More...
 
void SetWorldSpeed (MxFloat p_worldSpeed) override
 [AI] Sets the current world speed and chooses which animation (from the animation map list) should be used; see source for selection logic. More...
 
void Animate (float p_time) override
 [AI] Performs per-frame update; applies the appropriate animation to mesh ROIs based on speed and state. More...
 
void VTable0x74 (Matrix4 &p_transform) override
 [AI] Applies the current animation's transforms to the provided matrix, propagates to mesh hierarchies. More...
 
virtual MxResult FUN_1001c1f0 (float &p_und)
 [AI] Computes the animation phase offset within the current animation, adjusts for looping. More...
 
virtual MxResult FUN_1001c360 (float p_und, Matrix4 &p_transform)
 [AI] Applies the animation transform for the current animation at the given phase, writes to matrix. More...
 
virtual MxResult FUN_1001c450 (LegoAnim *p_AnimTreePtr, float p_unk0x00, LegoROI **p_roiMap, MxU32 p_numROIs)
 [AI] Adds a new animation mapping (LegoAnimActorStruct) with a tree, threshold, and mesh mapping. More...
 
virtual void ClearMaps ()
 [AI] Deallocates all animation map structures and selects no animation; resets current animation index. More...
 
const char * ClassName () const override
 [AI] Returns the class name string for RTTI and type checking. More...
 
MxBool IsA (const char *p_name) const override
 [AI] Checks for runtime type equality ("IsA" support); matches for this class or parent. More...
 
- Public Member Functions inherited from LegoPathActor
 LegoPathActor ()
 [AI] Initializes the path actor, setting up default state and references. [AI] More...
 
 ~LegoPathActor () override
 [AI] Destructor, cleans up allocated containers. [AI] More...
 
void ParseAction (char *p_extra) override
 [AI] Parses a set of key-value action commands and configures path navigation and collision for this actor. More...
 
virtual MxS32 VTable0x68 (Vector3 &p_v1, Vector3 &p_v2, Vector3 &p_v3)
 [AI] Checks for collision/intersection with boundaries, geometry, and other actors along a traced segment; assists in advanced pathfinding by propagation. More...
 
virtual MxU32 VTable0x6c (LegoPathBoundary *p_boundary, Vector3 &p_v1, Vector3 &p_v2, float p_f1, float p_f2, Vector3 &p_v3)
 [AI] Trace movement or collision through presenters (edge test), then through other actors. More...
 
virtual void Animate (float p_time)
 [AI] Per-frame animation update. More...
 
virtual void VTable0x74 (Matrix4 &p_transform)
 [AI] Updates the ROI's transformation (typically matrix) with new values, applies world position/orientation changes. More...
 
virtual void SetUserNavFlag (MxBool p_userNavFlag)
 [AI] Sets whether the actor is controlled by user navigation. More...
 
virtual MxBool GetUserNavFlag ()
 [AI] Returns user navigation state (whether actor follows player input). More...
 
virtual MxResult VTable0x80 (const Vector3 &p_point1, Vector3 &p_point2, Vector3 &p_point3, Vector3 &p_point4)
 [AI] Calculates path interpolation for a set of points, updates state for path animation, and computes Bezier arc duration. More...
 
virtual MxResult VTable0x84 (LegoPathBoundary *p_boundary, float p_time, Vector3 &p_p1, Vector3 &p_p4, LegoUnknown100db7f4 &p_destEdge, float p_destScale)
 [AI] Moves actor to a destination edge. More...
 
virtual MxResult VTable0x88 (LegoPathBoundary *p_boundary, float p_time, LegoEdge &p_srcEdge, float p_srcScale, LegoUnknown100db7f4 &p_destEdge, float p_destScale)
 [AI] Moves the actor between two edges across a boundary, recalculates placement and orientation. More...
 
virtual MxS32 VTable0x8c (float p_time, Matrix4 &p_transform)
 [AI] Advance actor's position/state along the path for a given timeslice. More...
 
virtual MxU32 VTable0x90 (float, Matrix4 &)
 [AI] Placeholder for custom logic during per-timestep simulation for non-user-controlled animation. More...
 
virtual MxResult HitActor (LegoPathActor *, MxBool)
 [AI] Handles logic when this actor hits (collides with) another path actor; can be overridden for custom interaction. More...
 
virtual void SwitchBoundary (LegoPathBoundary *&p_boundary, LegoUnknown100db7f4 *&p_edge, float &p_unk0xe4)
 [AI] Switches current path boundary and destination edge, typically called on transitions or respawns. More...
 
virtual MxResult VTable0x9c ()
 [AI] Handles exit transition and next-edge search logic; also used for collision reaction and fallback. More...
 
virtual MxS32 VTable0xa0 ()
 [AI] Placeholder for custom extension. More...
 
virtual void VTable0xa4 (MxBool &p_und1, MxS32 &p_und2)
 [AI] Returns information depending on actor type. More...
 
virtual void VTable0xa8 ()
 [AI] Re-applies transform to ROI, updates camera if needed, and processes per-actor tick actions. More...
 
virtual void SetMaxLinearVel (MxFloat p_maxLinearVel)
 [AI] Sets the maximum linear velocity for actor navigation. More...
 
virtual MxFloat GetMaxLinearVel ()
 [AI] Gets the maximum allowed navigation speed for this actor. More...
 
virtual MxFloat VTable0xb4 ()
 [AI] Returns an internal value used in fallback collision/velocity calculation (proportional fudge factor). More...
 
virtual MxFloat VTable0xb8 ()
 [AI] Returns a damping/multiplier factor used for velocity reduction after collisions. More...
 
virtual void VTable0xbc (MxFloat p_unk0x140)
 [AI] Sets the fudge parameter for fallback collision push-back. More...
 
virtual void VTable0xc0 (MxFloat p_unk0x144)
 [AI] Sets the velocity damping factor after bump. More...
 
virtual void VTable0xc4 ()
 [AI] Empty handler for optional custom per-tick transition logic. More...
 
virtual void VTable0xc8 (MxU8 p_unk0x148)
 [AI] Sets the rolling state (animation index, mainly for camera turning/curves). More...
 
const char * ClassName () const override
 [AI] Returns the class name string for RTTI-style checks. More...
 
MxBool IsA (const char *p_name) const override
 [AI] RTTI-like check, matches against own or base class name for IsA hierarchy checks. More...
 
LegoPathBoundaryGetBoundary ()
 [AI] Retrieves the current path boundary associated with this actor. More...
 
MxU32 GetActorState ()
 [AI] Gets the current navigation/animation state of the actor. More...
 
LegoPathControllerGetController ()
 [AI] Retrieves pointer to the path controller which governs this actor's movement. More...
 
MxBool GetCollideBox ()
 [AI] Gets the actor's collision box flag (if TRUE, actor uses a precise collision shape). More...
 
MxFloat GetLastTime ()
 [AI] Gets the previous animation time value from last simulation tick. More...
 
MxFloat GetActorTime ()
 [AI] Returns the current animation time of the actor. More...
 
void SetBoundary (LegoPathBoundary *p_boundary)
 [AI] Assigns a new boundary for the actor (for path switching). More...
 
void SetActorState (MxU32 p_actorState)
 [AI] Sets the navigation/path state of the actor. More...
 
void SetController (LegoPathController *p_pathController)
 [AI] Assigns a new path controller (used for actor transitions between paths). More...
 
void SetLastTime (MxFloat p_lastTime)
 [AI] Sets the time value for the last performed simulation tick. More...
 
void SetActorTime (MxFloat p_actorTime)
 [AI] Sets the global actor animation time value, adjusting how far along the animation is. More...
 
void UpdatePlane (LegoNamedPlane &p_namedPlane)
 [AI] Updates a named plane to match this actor's world position, direction, and up vector. More...
 
void PlaceActor (LegoNamedPlane &p_namedPlane)
 [AI] Places this actor into the world at the given plane's name, location, and orientation. More...
 
- Public Member Functions inherited from LegoActor
 LegoActor ()
 [AI] Constructs new LegoActor, initializes members. More...
 
 ~LegoActor () override
 [AI] Cleans up LegoActor; stops sound if active. More...
 
const char * ClassName () const override
 [AI] Gets the class name of this object. More...
 
MxBool IsA (const char *p_name) const override
 [AI] Determines if the class is or derives from the given name. More...
 
void ParseAction (char *p_extra) override
 [AI] Parses an action string and applies parsed behaviors to the actor. More...
 
void SetROI (LegoROI *p_roi, MxBool p_bool1, MxBool p_bool2) override
 [AI] Sets the Region of Interest (ROI, i.e. More...
 
virtual MxFloat GetSoundFrequencyFactor ()
 [AI] Returns the current frequency factor for the actor's sound. More...
 
virtual void SetSoundFrequencyFactor (MxFloat p_frequencyFactor)
 [AI] Sets the frequency factor for the actor's sound playback (e.g., to alter pitch). More...
 
virtual void VTable0x58 (MxFloat p_unk0x70)
 [AI] Sets a floating point property, unknown usage (possibly animation or audio parameter). More...
 
virtual MxFloat VTable0x5c ()
 [AI] Gets the unknown floating point property set by VTable0x58. [AI] [AI_SUGGESTED_NAME: GetVoicePitchModifier] More...
 
virtual MxU8 GetActorId ()
 [AI] Gets this actor's numeric ID, corresponding to a known enumeration/actor. More...
 
virtual void SetActorId (MxU8 p_actorId)
 [AI] Sets the actor's numeric ID. More...
 
void Mute (MxBool p_muted)
 [AI] Mutes or unmutes the actor's current sound. More...
 
- Public Member Functions inherited from LegoEntity
 LegoEntity ()
 [AI] Default constructor. Initializes the LegoEntity with default values. [AI] More...
 
 ~LegoEntity () override
 [AI] Destructor. Cleans up resources and ensures ROI and script state are released. [AI] More...
 
MxLong Notify (MxParam &p_param) override
 [AI] Handles event notification for the entity, most notably user clicks, using polymorphic dispatch. More...
 
const char * ClassName () const override
 [AI] Returns the class name string. Used in entity runtime type identification. [AI] More...
 
MxBool IsA (const char *p_name) const override
 [AI] Polymorphic type check for this entity given a string. More...
 
virtual MxResult Create (MxDSAction &p_dsAction)
 [AI] Initializes the entity from a DSAction object, typically from a script or file load. More...
 
virtual void Destroy (MxBool p_fromDestructor)
 [AI] Cleans up the entity, detaching ROI and releasing references. More...
 
virtual void ParseAction (char *p_extra)
 [AI] Parses an action description string (usually from script "extra" data) and sets up this entity's action state. More...
 
virtual void SetROI (LegoROI *p_roi, MxBool p_bool1, MxBool p_bool2)
 [AI] Assigns a 3D ROI (3D object instance) to this entity, controlling how it appears/acts in the world. More...
 
virtual void SetWorldTransform (const Vector3 &p_location, const Vector3 &p_direction, const Vector3 &p_up)
 [AI] Explicitly sets the world transformation (location, direction, up vector) for this entity. More...
 
virtual void ResetWorldTransform (MxBool p_cameraFlag)
 [AI] Resets the transformation for this entity (e.g., used with camera transitions). More...
 
virtual void SetWorldSpeed (MxFloat p_worldSpeed)
 [AI] Sets the current world speed value for this entity (used to control motion/animation rate). More...
 
virtual void ClickSound (MxBool p_und)
 [AI] Plays a click sound, typically in response to user/AI actions, according to entity type. More...
 
virtual void ClickAnimation ()
 [AI] Plays a context-sensitive click animation, driven by current entity type and state. [AI] More...
 
virtual void SwitchVariant ()
 [AI] Switches variants for this entity (e.g., different animation, mesh, or texture variant), based on type. [AI] More...
 
virtual void SwitchSound ()
 [AI] Triggers a context-dependent audio/sound variant switch for this entity. [AI] More...
 
virtual void SwitchMove ()
 [AI] Switches movement/animation variant for this entity, if applicable (e.g., walking/running state). [AI] More...
 
virtual void SwitchColor (LegoROI *p_roi)
 [AI] Switches the color or texture variant for this entity (or target ROI). More...
 
virtual void SwitchMood ()
 [AI] Triggers a mood/state switch for this entity (if supported), often for characters. [AI] More...
 
void FUN_10010c30 ()
 [AI] Updates the camera transformation when this entity is the camera target. Used after movement or position updates. [AI] More...
 
void SetType (MxU8 p_type)
 [AI] Sets the entity's type (actor/plant/building/etc.) [AI] More...
 
void SetLocation (const Vector3 &p_location, const Vector3 &p_direction, const Vector3 &p_up, MxBool p_und)
 [AI] Sets the world-space location, direction, and up, applying normalization and transformation. More...
 
Mx3DPointFloat GetWorldDirection ()
 [AI] Gets the normalized world-space direction vector, optionally updating from ROI. [AI] More...
 
Mx3DPointFloat GetWorldUp ()
 [AI] Gets the normalized world-space up vector, optionally updating from ROI. [AI] More...
 
Mx3DPointFloat GetWorldPosition ()
 [AI] Gets the world-space position vector, optionally updating from ROI. [AI] More...
 
MxBool GetUnknown0x10IsSet (MxU8 p_flag)
 [AI] Checks if a bit flag in m_unk0x10 is set (purpose: state/animation suppression lock). More...
 
MxBool GetFlagsIsSet (MxU8 p_flag)
 [AI] Checks if a flag is set in the primary flags byte (m_flags). More...
 
MxU8 GetFlags ()
 [AI] Returns the value of the flag byte. [AI] More...
 
MxFloat GetWorldSpeed ()
 [AI] Gets the entity's current world speed state. [AI] More...
 
LegoROIGetROI ()
 [AI] Gets the ROI (Realtime Object Instance) associated with this entity. [AI] More...
 
MxU8 GetType ()
 [AI] Gets the type of this entity (one of the enum Type values). [AI] More...
 
MxBool GetCameraFlag ()
 [AI] Returns whether this entity is flagged as camera (affects world/camera synchronization). [AI] More...
 
void SetFlags (MxU8 p_flags)
 [AI] Sets all entity flags at once (replaces previous). More...
 
void SetFlag (MxU8 p_flag)
 [AI] Sets the given flag in the flags byte. More...
 
void ClearFlag (MxU8 p_flag)
 [AI] Clears the given flag in the flags byte. More...
 
void SetUnknown0x10Flag (MxU8 p_flag)
 [AI] Sets the given bit in the unknown (usually internal action suppression) flag byte. More...
 
void ClearUnknown0x10Flag (MxU8 p_flag)
 [AI] Clears the given bit in the unknown flag byte. More...
 
- Public Member Functions inherited from MxEntity
 MxEntity ()
 Default constructor. More...
 
 ~MxEntity () override
 Virtual destructor for MxEntity. More...
 
const char * ClassName () const override
 Returns the class name for type introspection. More...
 
MxBool IsA (const char *p_name) const override
 Checks if the object is of the given class name or a parent type. More...
 
virtual MxResult Create (MxS32 p_entityId, const MxAtomId &p_atomId)
 Initializes the entity from a given entity ID and AtomId. More...
 
MxResult Create (MxDSAction &p_dsAction)
 Initializes the entity from a MxDSAction object. More...
 
MxS32 GetEntityId ()
 Returns the current entity ID. More...
 
MxAtomIdGetAtomId ()
 Returns a reference to the entity AtomId. More...
 
void SetEntityId (MxS32 p_entityId)
 Sets the entity ID to the given value. More...
 
void SetAtomId (const MxAtomId &p_atomId)
 Sets the AtomId to the given value. More...
 
- Public Member Functions inherited from MxCore
 MxCore ()
 [AI] Constructs a new MxCore object and assigns it a unique id. More...
 
virtual ~MxCore ()
 [AI] Virtual destructor. Required for correct polymorphic cleanup in derived classes. More...
 
virtual MxLong Notify (MxParam &p_param)
 [AI] Virtual callback notification mechanism. More...
 
virtual MxResult Tickle ()
 [AI] Called by tickle managers to allow the object to update itself. More...
 
virtual const char * ClassName () const
 [AI] Returns the runtime class name of this object. More...
 
virtual MxBool IsA (const char *p_name) const
 [AI] Checks whether this object's class type or parents match the given name. More...
 
MxU32 GetId ()
 [AI] Gets the unique (per-process) id assigned to this object instance. More...
 

Additional Inherited Members

- Static Public Member Functions inherited from LegoActor
static const char * GetActorName (MxU8 p_id)
 [AI] Gets the static display name of an actor by ID. More...
 
- Protected Member Functions inherited from LegoPathActor
MxU32 FUN_1002edd0 (list< LegoPathBoundary * > &p_boundaries, LegoPathBoundary *p_boundary, Vector3 &p_v1, Vector3 &p_v2, float p_f1, float p_f2, Vector3 &p_v3, MxS32 p_und)
 [AI] Recursively checks boundaries for collisions or collision path propagation up to a certain recursion depth. More...
 
- Protected Member Functions inherited from LegoEntity
void Init ()
 [AI] Initializes the entity's members to default/neutral values (utility for constructors and resets). [AI] More...
 
void SetWorld ()
 [AI] Registers/attaches this entity to the current world if not already; called on create or location change. [AI] More...
 
- Protected Attributes inherited from LegoAnimActor
vector< LegoAnimActorStruct * > m_animMaps
 [AI] List of animation structures, each representing a valid animation for different speed/phase ranges. [AI] More...
 
MxS16 m_curAnim
 [AI] Index of currently selected animation map (-1 if none active). [AI] More...
 
- Protected Attributes inherited from LegoPathActor
MxFloat m_BADuration
 [AI] Duration of current Bezier arc (distance along path/current edge). [AI] More...
 
MxFloat m_unk0x7c
 [AI] Interpolator/progress state along curve segment. [AI] More...
 
MxFloat m_actorTime
 [AI] Animation time for current path segment. [AI] More...
 
MxFloat m_lastTime
 [AI] Time of last update (used for delta calculations). [AI] More...
 
LegoPathBoundarym_boundary
 [AI] Current boundary the actor is navigating on. [AI] More...
 
LegoUnknown m_unk0x8c
 [AI] Helper object for path curve interpolation and evaluation. [AI] More...
 
MxU32 m_actorState
 [AI] State and flags bitfield for path following logic. [AI] More...
 
LegoUnknown100db7f4m_destEdge
 [AI] Current or target edge for path traversal. [AI] More...
 
MxFloat m_unk0xe4
 [AI] Position scalar on destination edge (0-1 across the edge). [AI] More...
 
MxBool m_collideBox
 [AI] Use bounding-box for more accurate collision. [AI] More...
 
MxBool m_unk0xe9
 [AI] Stores latest intersection/collision status/type. [AI] More...
 
MxBool m_userNavFlag
 [AI] TRUE if this actor is currently user/player controlled. [AI] More...
 
MxMatrix m_unk0xec
 [AI] World-to-local transformation matrix for this actor/ROI. [AI] More...
 
LegoPathEdgeContainerm_grec
 [AI] Edge/boundary helper for tracking transitions and stateful animation. [AI] More...
 
LegoPathControllerm_pathController
 [AI] Path controller/manages permitted boundaries for transitions. [AI] More...
 
MxFloat m_maxLinearVel
 [AI] Maximum speed of actor while moving along path. [AI] More...
 
MxFloat m_unk0x140
 [AI] Scaling factor for fallback/collision response logic. [AI] More...
 
MxFloat m_unk0x144
 [AI] Damping factor for velocity after collision ("bounce" friction). [AI] More...
 
MxU8 m_unk0x148
 [AI] Angle/animation mode for rolling/camera tilting. [AI] More...
 
MxS32 m_unk0x14c
 [AI] Rolling angle delta (variant for camera logic). [AI] More...
 
MxFloat m_unk0x150
 [AI] Scalar factor for camera turn velocity logic. [AI] More...
 
- Protected Attributes inherited from LegoActor
MxFloat m_frequencyFactor
 [AI] The frequency/pitch scaling factor for the actor's sound (default 0 == normal). More...
 
LegoCacheSoundm_sound
 [AI] Pointer to a currently active sound instance played by the actor, if any. More...
 
MxFloat m_unk0x70
 [AI] Unknown float property, likely used for advanced audio/animation control. [AI_SUGGESTED_NAME: m_voicePitchModifier] More...
 
MxU8 m_actorId
 [AI] Unique identifier for this actor, corresponding to enum above. More...
 
- Protected Attributes inherited from LegoEntity
MxU8 m_unk0x10
 [AI] Unknown state/flag, used mainly to guard against repeated actions or manage animation/sound state. [AI] More...
 
MxU8 m_flags
 [AI] Primary entity flags (bitfield); tracks per-entity management status, internal update locks, etc. [AI] More...
 
Mx3DPointFloat m_worldLocation
 [AI] Entity location in world coordinates. [AI] More...
 
Mx3DPointFloat m_worldDirection
 [AI] Entity direction vector in world space (normalized). [AI] More...
 
Mx3DPointFloat m_worldUp
 [AI] Entity up vector in world space (normalized). [AI] More...
 
MxFloat m_worldSpeed
 [AI] World-relative speed (can affect animation/movement logic). [AI] More...
 
LegoROIm_roi
 [AI] Pointer to this entity's currently assigned ROI (3D instance in the world). [AI] More...
 
MxBool m_cameraFlag
 [AI] Set to TRUE if this entity is currently the camera target. [AI] More...
 
MxU8 m_type
 [AI] The entity type (Type enum value). [AI] More...
 
Extra::ActionType m_actionType
 [AI] Action type, parsed from script/extra string (e.g., openram/run/exit); guides Notify() and click logic. [AI] More...
 
char * m_siFile
 [AI] When parsing ACTION command, this is the SI script/filename to execute (owned, heap-allocated). [AI] More...
 
MxS32 m_targetEntityId
 [AI] When parsing ACTION command, this is the target entity ID for the action (or -1 for none). [AI] More...
 
- Protected Attributes inherited from MxEntity
MxS32 m_entityId
 The unique entity ID, typically used for lookup and reference. More...
 
MxAtomId m_atomId
 The AtomId associated with this entity, used for resource and script identification. More...
 

Detailed Description

Represents a special actor in the world with additional animation state machines and complex interactions.

[AI]

This class extends LegoAnimActor and adds extra animation states and transitions triggered by collisions or scripted events, supporting alternate animation tracks such as "disassembly" and "assembly". Used for breakable or multi-state objects/characters in the world. [AI]

Definition at line 23 of file legoextraactor.h.

Member Enumeration Documentation

◆ Axis

Used to specify the axis for orientation or effect direction during animation or collision.

[AI]

Enumerator
e_posz 

+Z axis [AI]

e_negz 

-Z axis [AI]

e_posx 

+X axis [AI]

e_negx 

-X axis [AI]

Definition at line 28 of file legoextraactor.h.

Constructor & Destructor Documentation

◆ LegoExtraActor()

LegoExtraActor::LegoExtraActor ( )

Constructs a LegoExtraActor with default state and null animation references.

[AI]

Definition at line 31 of file legoextraactor.cpp.

◆ ~LegoExtraActor()

LegoExtraActor::~LegoExtraActor ( )
override

Destructor, cleans up allocated animation structures.

[AI]

Definition at line 44 of file legoextraactor.cpp.

Member Function Documentation

◆ Animate()

void LegoExtraActor::Animate ( float  p_time)
overridevirtual

Performs animation updates for the actor, handling alternate animations and transitions after collisions or scripted triggers.

[AI]

Parameters
p_timeSimulation time or animation tick. [AI]

Reimplemented from LegoAnimActor.

Definition at line 325 of file legoextraactor.cpp.

◆ ClassName()

const char * LegoExtraActor::ClassName ( ) const
overridevirtual

Returns the class name as "LegoExtraActor".

Used for runtime type checks and introspection. [AI]

Returns
Name string of this class. [AI]

Reimplemented from LegoAnimActor.

◆ FUN_1002aae0()

MxResult LegoExtraActor::FUN_1002aae0 ( )
virtual

Handles boundary edge changes and swapping the actor's edge, updating direction and orientation accordingly.

Used when actor needs to switch to another path edge (i.e., after collision or path completion).

Returns
Always SUCCESS. [AI]

Definition at line 131 of file legoextraactor.cpp.

◆ FUN_1002ad8a()

void LegoExtraActor::FUN_1002ad8a ( )
inline

Loads or assigns the alternate ("assembly" and "disassembly") animations to this actor as needed.

Called on-demand when state changes require new animations. [AI]

Definition at line 157 of file legoextraactor.cpp.

◆ HitActor()

MxResult LegoExtraActor::HitActor ( LegoPathActor p_actor,
MxBool  p_bool 
)
overridevirtual

Processes a collision ("hit") with another actor, updating internal animation state and triggering sound effects as needed.

Handles special collision/animation scheduling for breaking/assembling objects. [AI]

Parameters
p_actorThe colliding actor. [AI]
p_boolTRUE for direct hit, FALSE for overlap. [AI]
Returns
SUCCESS or FAILURE, depending on whether further collision/animation is allowed. [AI]

Reimplemented from LegoPathActor.

Definition at line 194 of file legoextraactor.cpp.

◆ IsA()

MxBool LegoExtraActor::IsA ( const char *  p_name) const
overridevirtual

Checks if the provided type name matches this class or any parent class.

[AI]

Parameters
p_nameType name string to check. [AI]

Reimplemented from LegoAnimActor.

◆ Restart()

void LegoExtraActor::Restart ( )

Checks whether this actor's previous boundary was "blocked" and re-enables movement if allowed; called after animation freeze at boundary.

[AI]

Definition at line 303 of file legoextraactor.cpp.

◆ SetUnknown0x0c()

void LegoExtraActor::SetUnknown0x0c ( undefined  p_unk0x0c)
inline

Sets the internal unknown flag (possible randomization/collision state controller).

[AI]

Parameters
p_unk0x0cValue to set. [AI]

Definition at line 165 of file legoextraactor.h.

◆ SetWorldSpeed()

void LegoExtraActor::SetWorldSpeed ( MxFloat  p_worldSpeed)
overridevirtual

Sets the world speed for this actor, factoring in its current animation/interaction state.

If the current animation is at rest and speed is set positive, transitions to an active state. [AI]

Parameters
p_worldSpeedTarget world speed value. [AI]

Reimplemented from LegoAnimActor.

Definition at line 390 of file legoextraactor.cpp.

◆ VTable0x68()

MxS32 LegoExtraActor::VTable0x68 ( Vector3 p_point1,
Vector3 p_point2,
Vector3 p_point3 
)
overridevirtual

(Inherited implementation) Delegates edge update logic to LegoPathActor.

[AI]

Parameters
p_point1Point parameter for edge. [AI]
p_point2Point parameter for edge. [AI]
p_point3Point parameter for edge. [AI]
Returns
S32 result on edge-tick operation. [AI]

Reimplemented from LegoPathActor.

Definition at line 419 of file legoextraactor.cpp.

◆ VTable0x6c()

MxU32 LegoExtraActor::VTable0x6c ( LegoPathBoundary p_boundary,
Vector3 p_v1,
Vector3 p_v2,
float  p_f1,
float  p_f2,
Vector3 p_v3 
)
inlineoverridevirtual

Tests for and handles collision with other path actors during simulation.

Checks both animated presenters and actor boundaries for potential collisions, triggers HitActor and animation state transitions where appropriate.

Parameters
p_boundaryThe path boundary to check against. [AI]
p_v1Origin vector. [AI]
p_v2Velocity vector. [AI]
p_f1Animation/collision t-min. [AI]
p_f2Animation/collision t-max. [AI]
p_v3Out parameter for impact point. [AI]
Returns
0: No collision, 1: presenter collision, 2: actor collision (with state changes) [AI]

Reimplemented from LegoPathActor.

Definition at line 425 of file legoextraactor.cpp.

◆ VTable0x74()

void LegoExtraActor::VTable0x74 ( Matrix4 p_transform)
overridevirtual

Updates object transformation if special animation is not active, otherwise delegates to parent class.

Used for position/orientation updates. [AI]

Parameters
p_transformOutput transform matrix. [AI]

Reimplemented from LegoAnimActor.

Definition at line 382 of file legoextraactor.cpp.

◆ VTable0x90()

MxU32 LegoExtraActor::VTable0x90 ( float  p_time,
Matrix4 p_matrix 
)
overridevirtual

Core animation & state tick: handles scheduled events (e.g., switching state after timed delay post-collision) and applies transforms/animations.

Triggers rotation and deactivation/reactivation. [AI]

Parameters
p_timeCurrent time. [AI]
p_matrixTransform matrix to apply. [AI]
Returns
1 if state transition occurs, 0 otherwise. [AI]

Reimplemented from LegoPathActor.

Definition at line 51 of file legoextraactor.cpp.

◆ VTable0x9c()

MxResult LegoExtraActor::VTable0x9c ( )
overridevirtual

Called when crossing path boundaries, manages transitions to special in-between animation states and disables movement as needed.

If interaction is ongoing (e.g., post-collision), animates "frozen" state until boundary-relation changes. [AI]

Returns
Result of the base class boundary-crossing logic. [AI]

Reimplemented from LegoPathActor.

Definition at line 275 of file legoextraactor.cpp.

◆ VTable0xa4()

void LegoExtraActor::VTable0xa4 ( MxBool p_und1,
MxS32 p_und2 
)
overridevirtual

Determines secondary state outputs for randomization or specific internal state flags, used for controlling sub-logic for the extra actor.

Parameters
p_und1Output: BOOL result for a given in-state. [AI]
p_und2Output: Int branch or random result depending on state. [AI]

Reimplemented from LegoPathActor.

Definition at line 112 of file legoextraactor.cpp.

◆ VTable0xc4()

void LegoExtraActor::VTable0xc4 ( )
overridevirtual

Handles special cleanup or reset behavior for extra actors, often related to secondary animation state.

[AI]

Reimplemented from LegoPathActor.

Definition at line 400 of file legoextraactor.cpp.


The documentation for this class was generated from the following files: