Mercurial > might-and-magic-trilogy
view IndoorCamera.cpp @ 110:430786d916d6
6.11.12 SaveLoad
author | Ritor1 |
---|---|
date | Tue, 06 Nov 2012 17:30:24 +0600 |
parents | 5159d2e6f559 |
children |
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#include "IndoorCamera.h" #include "Render.h" #include "Game.h" #include "Indoor.h" #include "Math.h" #include "mm7_data.h" IndoorCamera *pIndoorCamera; // idb //----- (00481CCE) -------------------------------------------------------- float IndoorCamera::ViewTransform(RenderVertexSoft *a1) { float result; // eax@1 double vCamToVertexZ; // st7@1 double v3; // st6@1 double v4; // st5@1 double v5; // st4@1 float v6; // ST04_4@3 float v7; // [sp+0h] [bp-14h]@1 float v8; // [sp+8h] [bp-Ch]@1 float vCamToVertexX; // [sp+Ch] [bp-8h]@1 float vCamToVertexY; // [sp+10h] [bp-4h]@1 v8 = fRotationXCosine; result = fRotationXSine; v7 = fRotationXSine; vCamToVertexX = a1->vWorldPosition.x - (double)pos.x; vCamToVertexY = a1->vWorldPosition.y - (double)pos.y; vCamToVertexZ = a1->vWorldPosition.z - (double)pos.z; v3 = fRotationYCosine; v4 = fRotationYSine; v5 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; if ( sRotationX ) { v6 = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; a1->vWorldViewPosition.x = v5 * fRotationXCosine + fRotationXSine * vCamToVertexZ; a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; a1->vWorldViewPosition.z = v8 * vCamToVertexZ - v6 * v7; } else { a1->vWorldViewPosition.x = vCamToVertexY * fRotationYSine + fRotationYCosine * vCamToVertexX; a1->vWorldViewPosition.y = v3 * vCamToVertexY - v4 * vCamToVertexX; a1->vWorldViewPosition.z = vCamToVertexZ; } return result; } //----- (0042394D) -------------------------------------------------------- void IndoorCamera::Initialize(int degFov, unsigned int uViewportWidth, unsigned int uViewportHeight) { IndoorCamera *v4; // esi@1 double v5; // st7@1 v4 = this; v5 = (double)(signed int)(signed __int64)((double)(signed int)uViewportWidth * 0.5 / tan((double)(degFov >> 1) * 0.01745329) + 0.5); v4->flt_1C_fov = v5; v4->flt_20_inv_1C = 65536.0 / v5; } //----- (004239A7) -------------------------------------------------------- void IndoorCamera::Initialize2() { //IndoorCamera *v1; // esi@1 double v2; // st7@4 //double v3; // st7@6 //int v4; // eax@6 //int v5; // eax@6 //int v6; // ST04_4@6 //int v7; // eax@6 //int v8; // ST04_4@6 //v1 = this; fRotationYSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationY * 0.00048828125); fRotationYCosine = cos((3.141592653589793 + 3.141592653589793) * (double)sRotationY * 0.00048828125); if ( byte_4D864C && pGame->uFlags & 0x80 || uCurrentlyLoadedLevelType == LEVEL_Indoor) { fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)-sRotationX * 0.00048828125); v2 = (3.141592653589793 + 3.141592653589793) * (double)-sRotationX; } else { fRotationXSine = sin((3.141592653589793 + 3.141592653589793) * (double)sRotationX * 0.00048828125); v2 = (3.141592653589793 + 3.141592653589793) * (double)sRotationX; } //v3 = cos(v2 * 0.00048828125); //v4 = sRotationY; fRotationXCosine = cos(v2 * 0.00048828125); //v5 = stru_5C6E00->SinCos(sRotationY - stru_5C6E00->uIntegerHalfPi); //v6 = sRotationY; _int_sine = stru_5C6E00->SinCos(sRotationY - stru_5C6E00->uIntegerHalfPi); _int_cosine = stru_5C6E00->SinCos(sRotationY); //v7 = stru_5C6E00->SinCos(sRotationX - stru_5C6E00->uIntegerHalfPi); //v8 = sRotationX; _int_sine_2 = stru_5C6E00->SinCos(sRotationX - stru_5C6E00->uIntegerHalfPi); _int_cosine_2 = stru_5C6E00->SinCos(sRotationX); } // 4D864C: using guessed type char byte_4D864C;