Mercurial > might-and-magic-trilogy
view stru10.cpp @ 127:9eac46182d8f
Слияние
author | Ritor1 |
---|---|
date | Sun, 04 Nov 2012 09:37:39 +0600 |
parents | 41cbaabde2cb |
children |
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#include "stru10.h" #include "Render.h" #include "Indoor.h" #include "Game.h" #include "Party.h" #include "mm7_data.h" //----- (0049CE9E) -------------------------------------------------------- void stru10::_49CE9E(BLVFace *pFace, RenderVertexSoft *a2, signed int a3, RenderVertexSoft *a4) { char *v5; // eax@1 signed int v6; // edx@1 unsigned int v7; // eax@3 signed int v8; // ecx@11 signed int v9; // esi@11 RenderVertexSoft *v10; // edx@12 double v11; // st6@14 RenderVertexSoft *v12; // edx@19 signed int v13; // ecx@19 signed int v14; // esi@19 RenderVertexSoft *v15; // edi@20 double v16; // st6@22 signed int v17; // ecx@27 signed int v18; // edi@27 char *v19; // esi@28 double v20; // st6@30 signed int v21; // ecx@35 signed int v22; // edi@35 char *v23; // esi@36 double v24; // st7@38 signed int v25; // ecx@45 signed int v26; // esi@45 RenderVertexSoft *v27; // edx@46 double v28; // st6@48 signed int v29; // ecx@53 signed int v30; // esi@53 RenderVertexSoft *v31; // edi@54 double v32; // st6@56 signed int v33; // ecx@61 signed int v34; // edi@61 char *v35; // esi@62 double v36; // st6@64 signed int v37; // edi@69 char *v38; // esi@70 double v39; // st7@72 RenderVertexSoft *v40; // esi@77 signed int v41; // ecx@79 signed int v42; // esi@79 char *v43; // edx@80 double v44; // st6@82 RenderVertexSoft *v45; // eax@87 signed int v46; // ecx@87 signed int v47; // edi@87 char *v48; // esi@88 double v49; // st6@90 signed int v50; // ecx@96 signed int v51; // edi@96 char *v52; // esi@97 double v53; // st6@99 signed int v54; // ecx@105 signed int v55; // edi@105 char *v56; // esi@106 double v57; // st7@108 RenderVertexSoft a2a[64]; // [sp+0h] [bp-C18h]@1 float v59; // [sp+C00h] [bp-18h]@4 float v60; // [sp+C04h] [bp-14h]@9 float v61; // [sp+C08h] [bp-10h]@4 float v62; // [sp+C0Ch] [bp-Ch]@9 float v63; // [sp+C10h] [bp-8h]@4 float v64; // [sp+C14h] [bp-4h]@4 float a1a; // [sp+C20h] [bp+8h]@11 float a1b; // [sp+C20h] [bp+8h]@19 float a1c; // [sp+C20h] [bp+8h]@27 float a1d; // [sp+C20h] [bp+8h]@35 float a1e; // [sp+C20h] [bp+8h]@45 float a1f; // [sp+C20h] [bp+8h]@53 float a1g; // [sp+C20h] [bp+8h]@61 float a1h; // [sp+C20h] [bp+8h]@69 float a1i; // [sp+C20h] [bp+8h]@79 float a1j; // [sp+C20h] [bp+8h]@87 float a1k; // [sp+C20h] [bp+8h]@96 float a1l; // [sp+C20h] [bp+8h]@105 v5 = (char *)&a2a[0].flt_2C; v6 = 64; do { *(float *)v5 = 0.0; v5 += 48; --v6; } while ( v6 ); stru10::CalcPolygonBoundingBox(pFace, a2a); v7 = pFace->uAttributes; if ( v7 & 0x100 ) { v63 = a2a[0].vWorldPosition.x; v59 = a2a[2].vWorldPosition.x; v61 = a2a[1].vWorldPosition.y; v64 = a2a[3].vWorldPosition.y; goto LABEL_10; } if ( v7 & 0x200 ) { v63 = a2a[0].vWorldPosition.x; v59 = a2a[2].vWorldPosition.x; } else { if ( !(v7 & 0x400) ) goto LABEL_10; v61 = a2a[0].vWorldPosition.y; v64 = a2a[2].vWorldPosition.y; } v62 = a2a[1].vWorldPosition.z; v60 = a2a[3].vWorldPosition.z; LABEL_10: if ( v7 & 0x100 ) { v8 = -1; a1a = 3.4028235e38; v9 = 0; if ( a3 > 0 ) { v10 = a2; do { if ( v10->vWorldPosition.x <= (double)v63 ) v11 = v63 - v10->vWorldPosition.x; else v11 = v10->vWorldPosition.x - v63; if ( v11 < a1a ) { a1a = v11; v8 = v9; } ++v9; ++v10; } while ( v9 < a3 ); } v12 = a4; a1b = 3.4028235e38; memcpy(a4, &a2[v8], 0x30u); v13 = -1; v14 = 0; if ( a3 > 0 ) { v15 = a2; do { if ( v15->vWorldPosition.x <= (double)v59 ) v16 = v59 - v15->vWorldPosition.x; else v16 = v15->vWorldPosition.x - v59; if ( v16 < a1b ) { a1b = v16; v13 = v14; } ++v14; ++v15; } while ( v14 < a3 ); } a1c = 3.4028235e38; memcpy(&a4[2], &a2[v13], sizeof(a4[2])); v17 = -1; v18 = 0; if ( a3 > 0 ) { v19 = (char *)&a2->vWorldPosition.y; do { if ( *(float *)v19 <= (double)v61 ) v20 = v61 - *(float *)v19; else v20 = *(float *)v19 - v61; if ( v20 < a1c ) { a1c = v20; v17 = v18; } ++v18; v19 += 48; } while ( v18 < a3 ); } a1d = 3.4028235e38; memcpy(&a4[1], &a2[v17], sizeof(a4[1])); v21 = -1; v22 = 0; if ( a3 > 0 ) { v23 = (char *)&a2->vWorldPosition.y; do { if ( *(float *)v23 <= (double)v64 ) v24 = v64 - *(float *)v23; else v24 = *(float *)v23 - v64; if ( v24 < a1d ) { a1d = v24; v21 = v22; } ++v22; v23 += 48; } while ( v22 < a3 ); } LABEL_77: v40 = &a2[v21]; goto LABEL_115; } if ( v7 & 0x200 ) { v25 = -1; a1e = 3.4028235e38; v26 = 0; if ( a3 > 0 ) { v27 = a2; do { if ( v27->vWorldPosition.x <= (double)v63 ) v28 = v63 - v27->vWorldPosition.x; else v28 = v27->vWorldPosition.x - v63; if ( v28 < a1e ) { a1e = v28; v25 = v26; } ++v26; ++v27; } while ( v26 < a3 ); } v12 = a4; a1f = 3.4028235e38; memcpy(a4, &a2[v25], 0x30u); v29 = -1; v30 = 0; if ( a3 > 0 ) { v31 = a2; do { if ( v31->vWorldPosition.x <= (double)v59 ) v32 = v59 - v31->vWorldPosition.x; else v32 = v31->vWorldPosition.x - v59; if ( v32 < a1f ) { a1f = v32; v29 = v30; } ++v30; ++v31; } while ( v30 < a3 ); } a1g = 3.4028235e38; memcpy(&a4[2], &a2[v29], sizeof(a4[2])); v33 = -1; v34 = 0; if ( a3 > 0 ) { v35 = (char *)&a2->vWorldPosition.z; do { if ( *(float *)v35 <= (double)v62 ) v36 = v62 - *(float *)v35; else v36 = *(float *)v35 - v62; if ( v36 < a1g ) { a1g = v36; v33 = v34; } ++v34; v35 += 48; } while ( v34 < a3 ); } a1h = 3.4028235e38; memcpy(&a4[1], &a2[v33], sizeof(a4[1])); v21 = -1; v37 = 0; if ( a3 > 0 ) { v38 = (char *)&a2->vWorldPosition.z; do { if ( *(float *)v38 <= (double)v60 ) v39 = v60 - *(float *)v38; else v39 = *(float *)v38 - v60; if ( v39 < a1h ) { a1h = v39; v21 = v37; } ++v37; v38 += 48; } while ( v37 < a3 ); } goto LABEL_77; } if ( !(v7 & 0x400) ) return; v41 = -1; a1i = 3.4028235e38; v42 = 0; if ( a3 > 0 ) { v43 = (char *)&a2->vWorldPosition.y; do { if ( *(float *)v43 <= (double)v61 ) v44 = v61 - *(float *)v43; else v44 = *(float *)v43 - v61; if ( v44 < a1i ) { a1i = v44; v41 = v42; } ++v42; v43 += 48; } while ( v42 < a3 ); } v45 = a2; v12 = a4; a1j = 3.4028235e38; memcpy(a4, &a2[v41], 0x30u); v46 = -1; v47 = 0; if ( a3 > 0 ) { v48 = (char *)&a2->vWorldPosition.y; do { if ( *(float *)v48 <= (double)v64 ) v49 = v64 - *(float *)v48; else v49 = *(float *)v48 - v64; if ( v49 < a1j ) { a1j = v49; v46 = v47; } ++v47; v48 += 48; } while ( v47 < a3 ); v45 = a2; } a1k = 3.4028235e38; memcpy(&a4[2], &v45[v46], sizeof(a4[2])); v50 = -1; v51 = 0; if ( a3 > 0 ) { v52 = (char *)&v45->vWorldPosition.z; do { if ( *(float *)v52 <= (double)v62 ) v53 = v62 - *(float *)v52; else v53 = *(float *)v52 - v62; if ( v53 < a1k ) { a1k = v53; v50 = v51; } ++v51; v52 += 48; } while ( v51 < a3 ); v45 = a2; } a1l = 3.4028235e38; memcpy(&a4[1], &v45[v50], sizeof(a4[1])); v54 = -1; v55 = 0; if ( a3 > 0 ) { v56 = (char *)&v45->vWorldPosition.z; do { if ( *(float *)v56 <= (double)v60 ) v57 = v60 - *(float *)v56; else v57 = *(float *)v56 - v60; if ( v57 < a1l ) { a1l = v57; v54 = v55; } ++v55; v56 += 48; } while ( v55 < a3 ); v45 = a2; } v40 = &v45[v54]; LABEL_115: memcpy(&v12[3], v40, sizeof(v12[3])); } //----- (0049D379) -------------------------------------------------------- void stru10::CalcPolygonBoundingBox(BLVFace *pFace, RenderVertexSoft *pOutVertices) { struct { float x; float y; int c; } v46[40]; //[sp+0C]; if (pFace->uAttributes & 0x0100) { for (uint i = 0; i < pFace->uNumVertices; ++i) { v46[i].x = pIndoor->pVertices[pFace->pVertexIDs[i]].x + pFace->pXInterceptDisplacements[i]; v46[i].y = pIndoor->pVertices[pFace->pVertexIDs[i]].y + pFace->pYInterceptDisplacements[i]; v46[i].c = i; } } if (pFace->uAttributes & 0x0200) { for (uint i = 0; i < pFace->uNumVertices; ++i) { v46[i].x = pIndoor->pVertices[pFace->pVertexIDs[i]].x + pFace->pXInterceptDisplacements[i]; v46[i].y = pIndoor->pVertices[pFace->pVertexIDs[i]].y + pFace->pZInterceptDisplacements[i]; v46[i].c = i; } } if (pFace->uAttributes & 0x0400) { for (uint i = 0; i < pFace->uNumVertices; ++i) { v46[i].x = pIndoor->pVertices[pFace->pVertexIDs[i]].x + pFace->pYInterceptDisplacements[i]; v46[i].y = pIndoor->pVertices[pFace->pVertexIDs[i]].y + pFace->pZInterceptDisplacements[i]; v46[i].c = i; } } float x_min = FLT_MAX; uint x_min_idx = 0; float x_max = FLT_MIN; uint x_max_idx = 0; float y_min = FLT_MAX; uint y_min_idx = 0; float y_max = FLT_MIN; uint y_max_idx = 0; for (uint i = 0; i < pFace->uNumVertices; ++i) { if (v46[i].x < x_min) { x_min = v46[i].x; x_min_idx = v46[i].c; } if (v46[i].x > x_max) { x_max = v46[i].x; x_max_idx = v46[i].c; } if (v46[i].y < y_min) { y_min = v46[i].y; y_min_idx = v46[i].c; } if (v46[i].y > y_max) { y_max = v46[i].y; y_max_idx = v46[i].c; } } auto p1 = &pIndoor->pVertices[pFace->pVertexIDs[x_min_idx]]; RenderVertexSoft v1; // [sp+30Ch] [bp-54h]@24 v1.vWorldPosition.x = (float)p1->x; v1.vWorldPosition.y = (float)p1->y; v1.vWorldPosition.z = (float)p1->z; memcpy(pOutVertices + 0, &v1, sizeof(RenderVertexSoft)); auto p2 = &pIndoor->pVertices[pFace->pVertexIDs[y_min_idx]]; RenderVertexSoft v2; // [sp+30Ch] [bp-54h]@24 v2.vWorldPosition.x = (float)p2->x; v2.vWorldPosition.y = (float)p2->y; v2.vWorldPosition.z = (float)p2->z; memcpy(pOutVertices + 1, &v2, sizeof(RenderVertexSoft)); auto p3 = &pIndoor->pVertices[pFace->pVertexIDs[x_max_idx]]; RenderVertexSoft v3; // [sp+30Ch] [bp-54h]@24 v3.vWorldPosition.x = (float)p3->x; v3.vWorldPosition.y = (float)p3->y; v3.vWorldPosition.z = (float)p3->z; memcpy(pOutVertices + 2, &v3, sizeof(RenderVertexSoft)); auto p4 = &pIndoor->pVertices[pFace->pVertexIDs[y_max_idx]]; RenderVertexSoft v4; // [sp+30Ch] [bp-54h]@24 v4.vWorldPosition.x = (double)p4->x; v4.vWorldPosition.y = (double)p4->y; v4.vWorldPosition.z = (double)p4->z; memcpy(pOutVertices + 3, &v4, sizeof(RenderVertexSoft)); } //----- (0049C9E3) -------------------------------------------------------- bool stru10::_49C9E3(BLVFace *pFace, RenderVertexSoft *pFaceBounding, unsigned int uNumVertices, RenderVertexSoft *arg0) { //IndoorCameraD3D *v6; // edi@1 //PolygonType v7; // al@1 //unsigned int v8; // edx@7 //char v10; // zf@10 //float v13; // ST14_4@20 //stru10 *v15; // ecx@21 //RenderVertexSoft *v16; // ST0C_4@21 //bool result; // eax@21 //float v18; // ST14_4@24 //stru10 *v19; // edi@29 //float v20; // ST14_4@30 //float v21; // ST14_4@30 //float v22; // ST14_4@30 //float v23; // ST14_4@30 //float v24; // ST14_4@31 //RenderVertexSoft v25; // [sp+10h] [bp-90h]@24 //RenderVertexSoft v26; // [sp+40h] [bp-60h]@20 //IndoorCameraD3D *thisa; // [sp+70h] [bp-30h]@1 //stru10 *v31; // [sp+84h] [bp-1Ch]@1 float v32; // [sp+88h] [bp-18h]@8 Vec3_float_ a1; // [sp+8Ch] [bp-14h]@1 float v35; // [sp+9Ch] [bp-4h]@8 //auto a3 = pFace; //auto arg4 = pFaceBounding; //_ESI = a3; //v31 = this; //v6 = pGame->pIndoorCameraD3D; //v7 = a3->uPolygonType; a1.x = 0.0f; a1.y = 0.0f; a1.z = 0.0f; float var_28; float var_24; if (pFace->uPolygonType == POLYGON_VerticalWall) { a1.x = -pFace->pFacePlane.vNormal.y; a1.y = pFace->pFacePlane.vNormal.x; a1.z = 0.0f; a1.Normalize(); var_28 = 0; var_24 = 1; } else if (pFace->uPolygonType == POLYGON_Floor || pFace->uPolygonType == POLYGON_Ceiling) { a1.x = 1; a1.y = 0; a1.z = 0.0f; var_28 = 1; var_24 = 0; } float arg_4; float var_18; float var_4; float a3; float var_8; //v8 = _ESI->uAttributes; //_ECX = pFaceBounding; //__asm { fld 0.5 } if (pFace->uAttributes & 0x0100) { arg_4 = (pFaceBounding[0].vWorldPosition.x + pFaceBounding[2].vWorldPosition.x) / 2; var_18 = (pFaceBounding[3].vWorldPosition.y + pFaceBounding[1].vWorldPosition.y) / 2; var_4 = (pFaceBounding[0].vWorldPosition.z + pFaceBounding[2].vWorldPosition.z) / 2; a3 = arg_4 - pFaceBounding[0].vWorldPosition.x; var_8 = var_18 - pFaceBounding[1].vWorldPosition.y; } if (pFace->uAttributes & 0x0200) { arg_4 = (pFaceBounding[0].vWorldPosition.x + pFaceBounding[2].vWorldPosition.x) / 2; var_18 = (pFaceBounding[0].vWorldPosition.y + pFaceBounding[2].vWorldPosition.y) / 2; var_4 = (pFaceBounding[1].vWorldPosition.z + pFaceBounding[3].vWorldPosition.z) / 2; a3 = arg_4 - pFaceBounding[0].vWorldPosition.x; var_8 = var_4 - pFaceBounding[1].vWorldPosition.z; if (pFace->uPolygonType == POLYGON_VerticalWall) a3 /= a1.x; } if (pFace->uAttributes & 0x0400) { arg_4 = (pFaceBounding[0].vWorldPosition.x + pFaceBounding[2].vWorldPosition.x) / 2; var_18 = (pFaceBounding[0].vWorldPosition.y + pFaceBounding[2].vWorldPosition.y) / 2; var_4 = (pFaceBounding[1].vWorldPosition.z + pFaceBounding[3].vWorldPosition.z) / 2; a3 = var_18 - pFaceBounding[0].vWorldPosition.y; var_8 = var_4 - pFaceBounding[1].vWorldPosition.z; // [0.5] if (pFace->uPolygonType == POLYGON_VerticalWall) { if (a1.x != 1.0f) a3 /= a1.y; } } if ( byte_4D864C && pGame->uFlags & 8 ) { RenderVertexSoft v26; // [sp+40h] [bp-60h]@20 v26.vWorldPosition.x = arg_4; v26.vWorldPosition.y = v32; v26.vWorldPosition.z = v35; pGame->pIndoorCameraD3D->do_draw_debug_line_sw(pFaceBounding, 0xFF00u, &v26, 0xFF0000u, 0, 0); } //_EBX = arg0; //v15 = v31; //v16 = arg0; float var_20 = var_8 * var_24; var_8 = a3 * a1.z; float arg_0 = var_8 + var_4; arg0[0].vWorldPosition.x = arg_4 - a3 * a1.x + var_8 * flt_4D84E8; arg0[0].vWorldPosition.y = var_18 - a3 * a1.y + var_8 * var_28; arg0[0].vWorldPosition.z = var_4 - var_8 + var_8 * var_24; arg0[1].vWorldPosition.x = arg_4 - a3 * a1.x - var_8 * flt_4D84E8; arg0[1].vWorldPosition.y = var_18 - a3 * a1.y - var_8 * var_28; arg0[1].vWorldPosition.z = (var_4 - var_8) - var_8 * var_24; arg0[2].vWorldPosition.x = a3 * a1.x + arg_4 - var_8 * flt_4D84E8; arg0[2].vWorldPosition.y = a3 * a1.y + var_18 - var_8 * var_28; arg0[2].vWorldPosition.z = var_8 + var_4 - var_20; arg0[3].vWorldPosition.x = (a3 * a1.x + arg_4) + var_8 * flt_4D84E8; arg0[3].vWorldPosition.y = a3 * a1.y + var_18 + var_8 * var_28; arg0[3].vWorldPosition.z = arg_0 + var_20; a3 = (var_4 - var_8); a3 = (a3 * a1.x + arg_4); a1.x = 0.0f; a1.y = 0.0f; a1.z = 0.0f; if (!_49C8DC(arg0, &a1, &a3)) return false; if ( byte_4D864C ) { if ( pGame->uFlags & 8 ) { RenderVertexSoft v25; // [sp+10h] [bp-90h]@20 RenderVertexSoft v26; // [sp+40h] [bp-60h]@20 v25.vWorldPosition.x = arg_4; v25.vWorldPosition.y = v32; v25.vWorldPosition.z = v35; v26.vWorldPosition.x = a1.x * 30.0f; v26.vWorldPosition.y = a1.y * 30.0f; v26.vWorldPosition.z = a1.z * 30.0f; pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v25, 0xFFFFFFFFu, &v26, 0xFFFF00u, 0, 0); } } RenderVertexSoft v25; // [sp+10h] [bp-90h]@20 memcpy(&v25, arg0, sizeof(RenderVertexSoft)); float _dp = (v25.vWorldPosition.x - pBLVRenderParams->vPartyPos.x) * a1.x + (v25.vWorldPosition.y - pBLVRenderParams->vPartyPos.y) * a1.y + (v25.vWorldPosition.z - pBLVRenderParams->vPartyPos.z) * a1.z; if (fabs(_dp) < 1e-6f) { memcpy(&v25, arg0 + 1, sizeof(RenderVertexSoft)); memcpy(arg0 + 1, arg0 + 3, sizeof(RenderVertexSoft)); memcpy(arg0 + 3, &v25, sizeof(RenderVertexSoft)); } if ( byte_4D864C && pGame->uFlags & 8 ) { RenderVertexSoft v26; // [sp+40h] [bp-60h]@20 if ( !LOBYTE(field_4) ) { v26.vWorldPosition.x = pParty->vPosition.x; v26.vWorldPosition.y = pParty->vPosition.y; v26.vWorldPosition.z = pParty->vPosition.z + pParty->sEyelevel; pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFF0000u, arg0, 0xFF0000u, 0, 0); pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFF00u, arg0 + 1, 0xFF00u, 0, 0); pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFFu, arg0 + 2, 0xFFu, 0, 0); pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFFFFFFu, arg0 + 3, 0xFFFFFFu, 0, 0); LOBYTE(field_4) = 1; } pGame->pIndoorCameraD3D->debug_outline_sw(arg0, uNumVertices, 0x1EFF1Eu, 0.00019999999); } return true; } //----- (0049C5B0) -------------------------------------------------------- stru10::stru10() { LOBYTE(this->field_4) = 0; } //----- (0049C5BD) -------------------------------------------------------- stru10::~stru10() { } //----- (0049C5DA) -------------------------------------------------------- char stru10::_49C5DA(BLVFace *a2, RenderVertexSoft *a3, int *a4, IndoorCameraD3D_Vec4 *a5, RenderVertexSoft *a6) { stru10 *v6; // edi@1 char *v7; // eax@1 signed int v8; // ecx@1 IndoorCameraD3D *v9; // esi@3 char result; // al@6 RenderVertexSoft a4a[4]; // [sp+Ch] [bp-C0h]@1 v6 = this; v7 = (char *)&a4a[0].flt_2C; v8 = 4; do { *(float *)v7 = 0.0; v7 += 48; --v8; } while ( v8 ); v9 = pGame->pIndoorCameraD3D; _49CE9E(a2, a3, *a4, a4a); if ( byte_4D864C && pGame->uFlags & 8 ) pGame->pIndoorCameraD3D->debug_outline_sw(a4a, 4u, 0xFF1E1Eu, 0.000099999997); result = _49C9E3(a2, a4a, 4u, a6); if ( result ) result = _49C720(a6, a5); return result; } // 4D864C: using guessed type char byte_4D864C; //----- (0049C681) -------------------------------------------------------- char stru10::_49C681_DrawDebugStuff(BLVFace *pFace, IndoorCameraD3D_Vec4 *a3, RenderVertexSoft *pArrayOf4) { RenderVertexSoft pBounding[4]; // [sp+Ch] [bp-C0h]@1 CalcPolygonBoundingBox(pFace, pBounding); if ( byte_4D864C && pGame->uFlags & 8 ) pGame->pIndoorCameraD3D->debug_outline_sw(pBounding, 4, 0xFF1E1E, 0.000099999997); if (_49C9E3(pFace, pBounding, 4, pArrayOf4)) return _49C720(pArrayOf4, a3); return false; } // 4D864C: using guessed type char byte_4D864C; //----- (0049C720) -------------------------------------------------------- char stru10::_49C720(RenderVertexSoft *a2, IndoorCameraD3D_Vec4 *a4) { char result; // al@2 Vec3_float_ a3; // [sp+4h] [bp-34h]@1 float v5; // [sp+30h] [bp-8h]@1 stru10 *thisa; // [sp+34h] [bp-4h]@1 v5 = 0.0; a3.x = (double)pBLVRenderParams->vPartyPos.x; a3.y = (double)pBLVRenderParams->vPartyPos.y; thisa = this; a3.z = (double)pBLVRenderParams->vPartyPos.z; if ( _49C7C5(a2, a2 + 1, &a3, a4) && _49C7C5(a2 + 1, a2 + 2, &a3, a4 + 1) && _49C7C5(a2 + 2, a2 + 3, &a3, a4 + 2) ) result = _49C7C5(a2 + 3, a2, &a3, a4 + 3) != 0; else result = 0; return result; } //----- (0049C7C5) -------------------------------------------------------- bool stru10::_49C7C5(RenderVertexSoft *a1, RenderVertexSoft *a2, Vec3_float_ *a3, IndoorCameraD3D_Vec4 *a4) { double v5; // st7@1 double v6; // st6@1 double v7; // st5@1 Vec3_float_ *result; // eax@1 __int16 v9; // fps@3 char v10; // c0@3 char v11; // c2@3 char v12; // c3@3 float v13; // ecx@5 double v14; // st7@5 double v15; // st6@5 Vec3_float_ v1; // [sp+4h] [bp-48h]@1 Vec3_float_ v2; // [sp+10h] [bp-3Ch]@1 float v18; // [sp+20h] [bp-2Ch]@1 float v19; // [sp+24h] [bp-28h]@1 Vec3_float_ v20; // [sp+28h] [bp-24h]@1 Vec3_float_ v21; // [sp+34h] [bp-18h]@1 Vec3_float_ a1a; // [sp+40h] [bp-Ch]@1 a1a.x = 0.0; a1a.y = 0.0; a1a.z = 0.0; v21.x = a3->x; v21.y = a3->y; v21.z = a3->z; v5 = a1->vWorldPosition.x; v6 = a1->vWorldPosition.y; v2.z = a1->vWorldPosition.z; v7 = a2->vWorldPosition.x; v18 = a2->vWorldPosition.y; v19 = a2->vWorldPosition.z; v20.x = v5 - v21.x; v20.y = v6 - v21.y; v20.z = v2.z - v21.z; LODWORD(v1.x) = (int)v20.x; v1.y = v20.y; v1.z = v20.z; v20.x = v7 - v5; v20.y = v18 - v6; v20.z = v19 - v2.z; result = Vec3_float_::Cross(&v1, &v2, v20.x, v20.y, v20.z); a1a.x = result->x; a1a.y = result->y; a1a.z = result->z; if ( a1a.x != 0.0 || a1a.y != 0.0 || (/*UNDEF(v9),*/ v10 = a1a.z < 0.0, v11 = 0, v12 = a1a.z == 0.0, BYTE1(result) = HIBYTE(v9), a1a.z != 0.0) ) { a1a.Normalize(); result = (Vec3_float_ *)a4; v13 = a1a.y; a4->x = a1a.x; v14 = v21.z * a1a.z; v15 = v21.y * a1a.y; a4->y = v13; a4->z = a1a.z; a4->dot = v14 + v15 + v21.x * a1a.x; LOBYTE(result) = 1; } else { LOBYTE(result) = 0; } return (bool)result; } //----- (0049C8DC) -------------------------------------------------------- bool stru10::_49C8DC(RenderVertexSoft *arg0, Vec3_float_ *a2, float *a3) { double v4; // st7@1 double v5; // st6@1 double v6; // st5@1 Vec3_float_ *result; // eax@1 __int16 v8; // fps@3 char v9; // c0@3 char v10; // c2@3 char v11; // c3@3 float v12; // ecx@5 double v13; // st7@5 double v14; // st6@5 Vec3_float_ v1; // [sp+8h] [bp-3Ch]@1 Vec3_float_ v2; // [sp+14h] [bp-30h]@1 float v17; // [sp+24h] [bp-20h]@1 float v18; // [sp+28h] [bp-1Ch]@1 float v19; // [sp+2Ch] [bp-18h]@1 float v20; // [sp+30h] [bp-14h]@1 float v21; // [sp+34h] [bp-10h]@1 Vec3_float_ a1; // [sp+38h] [bp-Ch]@1 v19 = arg0->vWorldPosition.x; v20 = arg0->vWorldPosition.y; v21 = arg0->vWorldPosition.z; v4 = arg0[1].vWorldPosition.x; v5 = arg0[1].vWorldPosition.y; v2.z = arg0[1].vWorldPosition.z; v6 = arg0[2].vWorldPosition.x; v17 = arg0[2].vWorldPosition.y; v18 = arg0[2].vWorldPosition.z; a1.x = v4 - v19; a1.y = v5 - v20; a1.z = v2.z - v21; LODWORD(v1.x) = (int)a1.x; v1.y = a1.y; v1.z = a1.z; a1.x = v6 - v4; a1.y = v17 - v5; a1.z = v18 - v2.z; result = Vec3_float_::Cross(&v1, &v2, a1.x, a1.y, a1.z); a1.x = result->x; a1.y = result->y; a1.z = result->z; if ( a1.x != 0.0 || a1.y != 0.0 || (/*UNDEF(v8),*/ v9 = a1.z < 0.0, v10 = 0, v11 = a1.z == 0.0, /*BYTE1(result) = HIBYTE(v8),*/ a1.z != 0.0) ) { a1.Normalize(); v12 = a1.y; a2->x = a1.x; v13 = v21 * a1.z; v14 = v20 * a1.y; a2->y = v12; a2->z = a1.z; result = (Vec3_float_ *)a3; *a3 = -(v13 + v14 + v19 * a1.x); return true; } return false; }