Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_spline_path.h
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1#ifndef D_D_SPLINE_PATH_H
2#define D_D_SPLINE_PATH_H
3
5
6struct dPath;
7
8struct dPathCurve {
9 void Init(dPath*);
11
12 /* 0x00 */ int field_0x00;
13 /* 0x00 */ int field_0x04;
14 /* 0x08 */ dPath* mpPath;
15};
16
18public:
19 /* 0x00 */ s32 field_0x00;
20 /* 0x04 */ s32 field_0x04;
21 /* 0x08 */ s32 field_0x08;
22 /* 0x0C */ s32 field_0x0c;
23 /* 0x10 */ f32 field_0x10;
24 /* 0x14 */ f32 mCurveWeight[3];
25 /* 0x20 */ int mCurveKey[3];
26 /* 0x2C */ int field_0x2c;
27
28 d2DBSplinePath() { Init(0, 0); }
29 void Init(s32, s32);
30 bool Step();
31 f32 Calc(f32*);
32 cXyz Calc(cXyz*);
33 f32 Spot(f32*, f32);
34 virtual ~d2DBSplinePath() {}
35
36 bool Last() { return field_0x08 == 3; }
37};
38
39#endif /* D_D_SPLINE_PATH_H */
Definition d_spline_path.h:17
f32 mCurveWeight[3]
Definition d_spline_path.h:24
f32 Calc(f32 *)
Definition d_spline_path.cpp:67
int mCurveKey[3]
Definition d_spline_path.h:25
void Init(s32, s32)
Definition d_spline_path.cpp:12
int field_0x2c
Definition d_spline_path.h:26
s32 field_0x0c
Definition d_spline_path.h:22
bool Step()
Definition d_spline_path.cpp:28
s32 field_0x08
Definition d_spline_path.h:21
f32 Spot(f32 *, f32)
Definition d_spline_path.cpp:73
s32 field_0x04
Definition d_spline_path.h:20
f32 field_0x10
Definition d_spline_path.h:23
virtual ~d2DBSplinePath()
Definition d_spline_path.h:34
s32 field_0x00
Definition d_spline_path.h:19
bool Last()
Definition d_spline_path.h:36
d2DBSplinePath()
Definition d_spline_path.h:28
float f32
Definition types.h:25
signed long s32
Definition types.h:11
Definition c_xyz.h:7
Definition d_spline_path.h:8
cXyz bSpline2(f32)
Definition d_spline_path.cpp:98
void Init(dPath *)
Definition d_spline_path.cpp:92
int field_0x04
Definition d_spline_path.h:13
int field_0x00
Definition d_spline_path.h:12
dPath * mpPath
Definition d_spline_path.h:14
Definition d_path.h:18