Isle
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Represents a special actor in the world with additional animation state machines and complex interactions. More...
#include <legoextraactor.h>
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... | |
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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... | |
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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... | |
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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... | |
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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... | |
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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... | |
LegoPathBoundary * | GetBoundary () |
[AI] Retrieves the current path boundary associated with this actor. More... | |
MxU32 | GetActorState () |
[AI] Gets the current navigation/animation state of the actor. More... | |
LegoPathController * | GetController () |
[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... | |
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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... | |
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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... | |
LegoROI * | GetROI () |
[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... | |
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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... | |
MxAtomId & | GetAtomId () |
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... | |
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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 | |
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static const char * | GetActorName (MxU8 p_id) |
[AI] Gets the static display name of an actor by ID. More... | |
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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... | |
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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... | |
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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... | |
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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... | |
LegoPathBoundary * | m_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... | |
LegoUnknown100db7f4 * | m_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... | |
LegoPathEdgeContainer * | m_grec |
[AI] Edge/boundary helper for tracking transitions and stateful animation. [AI] More... | |
LegoPathController * | m_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... | |
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MxFloat | m_frequencyFactor |
[AI] The frequency/pitch scaling factor for the actor's sound (default 0 == normal). More... | |
LegoCacheSound * | m_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... | |
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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... | |
LegoROI * | m_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... | |
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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... | |
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.
enum LegoExtraActor::Axis |
Used to specify the axis for orientation or effect direction during animation or collision.
[AI]
Enumerator | |
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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.
LegoExtraActor::LegoExtraActor | ( | ) |
Constructs a LegoExtraActor with default state and null animation references.
[AI]
Definition at line 31 of file legoextraactor.cpp.
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override |
Destructor, cleans up allocated animation structures.
[AI]
Definition at line 44 of file legoextraactor.cpp.
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overridevirtual |
Performs animation updates for the actor, handling alternate animations and transitions after collisions or scripted triggers.
[AI]
p_time | Simulation time or animation tick. [AI] |
Reimplemented from LegoAnimActor.
Definition at line 325 of file legoextraactor.cpp.
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overridevirtual |
Returns the class name as "LegoExtraActor".
Used for runtime type checks and introspection. [AI]
Reimplemented from LegoAnimActor.
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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).
Definition at line 131 of file legoextraactor.cpp.
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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.
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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]
p_actor | The colliding actor. [AI] |
p_bool | TRUE for direct hit, FALSE for overlap. [AI] |
Reimplemented from LegoPathActor.
Definition at line 194 of file legoextraactor.cpp.
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overridevirtual |
Checks if the provided type name matches this class or any parent class.
[AI]
p_name | Type name string to check. [AI] |
Reimplemented from LegoAnimActor.
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.
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inline |
Sets the internal unknown flag (possible randomization/collision state controller).
[AI]
p_unk0x0c | Value to set. [AI] |
Definition at line 165 of file legoextraactor.h.
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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]
p_worldSpeed | Target world speed value. [AI] |
Reimplemented from LegoAnimActor.
Definition at line 390 of file legoextraactor.cpp.
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overridevirtual |
(Inherited implementation) Delegates edge update logic to LegoPathActor.
[AI]
p_point1 | Point parameter for edge. [AI] |
p_point2 | Point parameter for edge. [AI] |
p_point3 | Point parameter for edge. [AI] |
Reimplemented from LegoPathActor.
Definition at line 419 of file legoextraactor.cpp.
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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.
p_boundary | The path boundary to check against. [AI] |
p_v1 | Origin vector. [AI] |
p_v2 | Velocity vector. [AI] |
p_f1 | Animation/collision t-min. [AI] |
p_f2 | Animation/collision t-max. [AI] |
p_v3 | Out parameter for impact point. [AI] |
Reimplemented from LegoPathActor.
Definition at line 425 of file legoextraactor.cpp.
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overridevirtual |
Updates object transformation if special animation is not active, otherwise delegates to parent class.
Used for position/orientation updates. [AI]
p_transform | Output transform matrix. [AI] |
Reimplemented from LegoAnimActor.
Definition at line 382 of file legoextraactor.cpp.
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]
p_time | Current time. [AI] |
p_matrix | Transform matrix to apply. [AI] |
Reimplemented from LegoPathActor.
Definition at line 51 of file legoextraactor.cpp.
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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]
Reimplemented from LegoPathActor.
Definition at line 275 of file legoextraactor.cpp.
Determines secondary state outputs for randomization or specific internal state flags, used for controlling sub-logic for the extra actor.
p_und1 | Output: BOOL result for a given in-state. [AI] |
p_und2 | Output: Int branch or random result depending on state. [AI] |
Reimplemented from LegoPathActor.
Definition at line 112 of file legoextraactor.cpp.
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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.