comparison IndoorCamera.cpp @ 0:8b8875f5b359

Initial commit
author Nomad
date Fri, 05 Oct 2012 16:07:14 +0200
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children 5159d2e6f559
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-1:000000000000 0:8b8875f5b359
1 #include "IndoorCamera.h"
2 #include "Render.h"
3 #include "Game.h"
4 #include "Indoor.h"
5 #include "Math.h"
6
7 #include "mm7_data.h"
8
9
10
11
12
13 IndoorCamera *pIndoorCamera; // idb
14
15
16
17
18
19 //----- (00481CCE) --------------------------------------------------------
20 float IndoorCamera::ViewTransform(RenderVertexSoft *a1)
21 {
22 float result; // eax@1
23 double vCamToVertexZ; // st7@1
24 double v3; // st6@1
25 double v4; // st5@1
26 double v5; // st4@1
27 float v6; // ST04_4@3
28 float v7; // [sp+0h] [bp-14h]@1
29 float v8; // [sp+8h] [bp-Ch]@1
30 float vCamToVertexX; // [sp+Ch] [bp-8h]@1
31 float vCamToVertexY; // [sp+10h] [bp-4h]@1
32
33 v8 = fRotationXCosine;
34 result = fRotationXSine;
35 v7 = fRotationXSine;
36 vCamToVertexX = a1->vWorldPosition.x - (double)pos.x;
37 vCamToVertexY = a1->vWorldPosition.y - (double)pos.y;
38 vCamToVertexZ = a1->vWorldPosition.z - (double)pos.z;
39 v3 = fRotationYCosine;
40 v4 = fRotationYSine;
41 v5 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX;
42 if ( sRotationX )
43 {
44 v6 = v5;
45 a1->vWorldViewPosition.x = v5 * fRotationXCosine + fRotationXSine * vCamToVertexZ;
46 a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX;
47 a1->vWorldViewPosition.z = v8 * vCamToVertexZ - v6 * v7;
48 }
49 else
50 {
51 a1->vWorldViewPosition.x = v5;
52 a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX;
53 a1->vWorldViewPosition.z = vCamToVertexZ;
54 }
55 return result;
56 }
57
58
59
60 //----- (0042394D) --------------------------------------------------------
61 void IndoorCamera::Initialize(int degFov, unsigned int uViewportWidth, unsigned int uViewportHeight)
62 {
63 IndoorCamera *v4; // esi@1
64 double v5; // st7@1
65
66 v4 = this;
67 v5 = (double)(signed int)(signed __int64)((double)(signed int)uViewportWidth
68 * 0.5
69 / tan((double)(degFov >> 1) * 0.01745329)
70 + 0.5);
71 v4->flt_1C_fov = v5;
72 v4->flt_20_inv_1C = 65536.0 / v5;
73 }
74
75 //----- (004239A7) --------------------------------------------------------
76 void IndoorCamera::Initialize2()
77 {
78 IndoorCamera *v1; // esi@1
79 double v2; // st7@4
80 double v3; // st7@6
81 int v4; // eax@6
82 int v5; // eax@6
83 int v6; // ST04_4@6
84 int v7; // eax@6
85 int v8; // ST04_4@6
86
87 v1 = this;
88 this->fRotationYSine = sin((3.141592653589793 + 3.141592653589793) * (double)this->sRotationY * 0.00048828125);
89 v1->fRotationYCosine = cos((3.141592653589793 + 3.141592653589793) * (double)v1->sRotationY * 0.00048828125);
90 if ( byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor)
91 {
92 v1->fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)-v1->sRotationX * 0.00048828125);
93 v2 = (3.141592653589793 + 3.141592653589793) * (double)-v1->sRotationX;
94 }
95 else
96 {
97 v1->fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)v1->sRotationX * 0.00048828125);
98 v2 = (3.141592653589793 + 3.141592653589793) * (double)v1->sRotationX;
99 }
100 v3 = cos(v2 * 0.00048828125);
101 v4 = v1->sRotationY;
102 v1->fRotationXCosine = v3;
103 v5 = stru_5C6E00->SinCos(v4 - stru_5C6E00->uIntegerHalfPi);
104 v6 = v1->sRotationY;
105 v1->_int_sine = v5;
106 v1->_int_cosine = stru_5C6E00->SinCos(v6);
107 v7 = stru_5C6E00->SinCos(v1->sRotationX - stru_5C6E00->uIntegerHalfPi);
108 v8 = v1->sRotationX;
109 v1->_int_sine_2 = v7;
110 v1->_int_cosine_2 = stru_5C6E00->SinCos(v8);
111 }
112 // 4D864C: using guessed type char byte_4D864C;