Mercurial > mm7
annotate Vis.cpp @ 2380:56f87a5c402b
Merge
author | Grumpy7 |
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date | Sat, 21 Jun 2014 00:42:34 +0200 |
parents | e07e297f292d 48dbf99c0f7f |
children | 6997e2ad913b |
rev | line source |
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1 #define _CRT_SECURE_NO_WARNINGS |
0 | 2 #include "Vis.h" |
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3 #include "Sprites.h" |
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4 #include "Lod.h" |
0 | 5 #include "Outdoor.h" |
1262 | 6 #include "BSPModel.h" |
0 | 7 #include "Game.h" |
8 #include "Actor.h" | |
1637 | 9 #include "Outdoor_stuff.h" |
0 | 10 #include "Viewport.h" |
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11 #include "OurMath.h" |
227 | 12 #include "Log.h" |
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13 #include "ErrorHandling.h" |
0 | 14 |
15 #include "mm7_data.h" | |
2152 | 16 #include "mm7_unsorted_subs.h" |
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17 #include "MM7.h" |
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18 #include "Level/Decoration.h" |
0 | 19 |
20 | |
194 | 21 static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8; |
22 | |
23 Vis_SelectionFilter vis_sprite_filter_1 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E1C | |
24 Vis_SelectionFilter vis_sprite_filter_2 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E30 | |
25 Vis_SelectionFilter vis_face_filter = {VisObjectType_Face, OBJECT_Any, -1, 0, 0}; // 00F93E44 | |
26 Vis_SelectionFilter vis_door_filter = {VisObjectType_Face, OBJECT_BLVDoor, -1, 0x100000, 0}; // 00F93E58 | |
27 Vis_SelectionFilter vis_sprite_filter_3 = {VisObjectType_Sprite, OBJECT_Decoration, -1, 0, 4}; // 00F93E6C | |
28 Vis_SelectionFilter vis_sprite_filter_4 = {VisObjectType_Any, OBJECT_Item, -1, 0, 0}; // static to sub_44EEA7 | |
0 | 29 |
30 | |
31 | |
32 //----- (004C1026) -------------------------------------------------------- | |
1135 | 33 Vis_ObjectInfo *Vis::DetermineFacetIntersection(BLVFace *face, unsigned int pid, float pick_depth) |
0 | 34 { |
2334 | 35 // char *v4; // eax@4 |
36 // signed int v5; // ecx@4 | |
0 | 37 RenderVertexSoft pRay[2]; // [sp+20h] [bp-70h]@17 |
2334 | 38 // int v20; // [sp+84h] [bp-Ch]@10 |
0 | 39 |
1177 | 40 static Vis_SelectionList SelectedPointersList;//stru_F8FE00 |
41 SelectedPointersList.uNumPointers = 0; | |
0 | 42 |
43 static bool _init_flag = false; | |
916 | 44 static RenderVertexSoft static_DetermineFacetIntersection_array_F8F200[64]; |
0 | 45 if (!_init_flag) |
46 { | |
47 _init_flag = true; | |
48 for (uint i = 0; i < 64; ++i) | |
916 | 49 static_DetermineFacetIntersection_array_F8F200[i].flt_2C = 0.0f; |
0 | 50 } |
51 | |
196 | 52 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
0 | 53 { |
196 | 54 if ( (signed int)face->uNumVertices > 0 ) |
0 | 55 { |
742 | 56 for ( int i = 0; i < face->uNumVertices; i++) |
0 | 57 { |
916 | 58 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = (double)pIndoor->pVertices[face->pVertexIDs[i]].x; |
59 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = (double)pIndoor->pVertices[face->pVertexIDs[i]].y; | |
60 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = (double)pIndoor->pVertices[face->pVertexIDs[i]].z; | |
0 | 61 } |
196 | 62 } |
63 } | |
64 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) | |
65 { | |
1135 | 66 uint bmodel_id = pid >> 9; |
1980 | 67 Vec3_int_* v = (Vec3_int_ *)pOutdoor->pBModels[bmodel_id].pVertices.pVertices; |
196 | 68 for (uint i = 0; i < face->uNumVertices; ++i) |
69 { | |
916 | 70 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = v[face->pVertexIDs[i]].x; |
71 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = v[face->pVertexIDs[i]].y; | |
72 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = v[face->pVertexIDs[i]].z; | |
0 | 73 } |
74 } | |
196 | 75 else assert(false); |
76 | |
916 | 77 pGame->pIndoorCameraD3D->ViewTransform(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices); |
78 pGame->pIndoorCameraD3D->Project(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, 1); | |
196 | 79 |
916 | 80 SortVectors_x(static_DetermineFacetIntersection_array_F8F200, 0, face->uNumVertices - 1); |
81 if (static_DetermineFacetIntersection_array_F8F200[0].vWorldViewPosition.x > pick_depth) | |
196 | 82 return nullptr; |
83 | |
84 float screenspace_center_x, | |
85 screenspace_center_y; | |
916 | 86 GetPolygonScreenSpaceCenter(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, &screenspace_center_x, &screenspace_center_y); |
87 if (IsPolygonOccludedByBillboard(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, screenspace_center_x, screenspace_center_y)) | |
196 | 88 return nullptr; |
89 | |
90 CastPickRay(pRay, screenspace_center_x, screenspace_center_y, pick_depth); | |
91 | |
92 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) | |
1177 | 93 PickOutdoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter, true); |
196 | 94 else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
1177 | 95 PickIndoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter); |
196 | 96 else assert(false); |
97 | |
1177 | 98 SelectedPointersList.create_object_pointers(); |
99 sort_object_pointers(SelectedPointersList.object_pointers, 0, SelectedPointersList.uNumPointers - 1); | |
100 if (!SelectedPointersList.uNumPointers) | |
196 | 101 return nullptr; |
102 | |
1177 | 103 if (!SelectedPointersList.SelectionPointers(VisObjectType_Face, pid)) |
196 | 104 return nullptr; |
105 | |
1177 | 106 if (SelectedPointersList.uNumPointers) |
107 return SelectedPointersList.object_pointers[0]; | |
196 | 108 else return nullptr; |
0 | 109 } |
916 | 110 // F91E08: using guessed type char static_DetermineFacetIntersection_byte_F91E08__init_flags; |
0 | 111 |
112 //----- (004C12C3) -------------------------------------------------------- | |
196 | 113 bool Vis::IsPolygonOccludedByBillboard(RenderVertexSoft *vertices, int num_vertices, float x, float y) |
0 | 114 { |
196 | 115 //signed int v5; // esi@1 |
116 //RenderBillboardD3D *v6; // edi@2 | |
117 //double v7; // st7@9 | |
118 //int v8; // edx@9 | |
119 //RenderVertexSoft *v9; // ecx@10 | |
120 //char result; // al@24 | |
121 //Vis *thisa; // [sp+10h] [bp-8h]@1 | |
122 //float thisb; // [sp+10h] [bp-8h]@9 | |
123 //signed int v13; // [sp+14h] [bp-4h]@1 | |
124 //float a3a; // [sp+28h] [bp+10h]@9 | |
125 //float a4a; // [sp+2Ch] [bp+14h]@9 | |
0 | 126 |
196 | 127 int v13 = -1; |
128 //v5 = 0; | |
129 //thisa = this; | |
130 | |
131 //v6 = pRenderer->pBillboardRenderListD3D; | |
132 for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) | |
82 | 133 { |
1980 | 134 RenderBillboardD3D* billboard = &pRenderer->pBillboardRenderListD3D[i]; |
196 | 135 if (IsPointInsideD3DBillboard(billboard, x, y)) |
0 | 136 { |
196 | 137 if (v13 == -1) |
138 v13 = i; | |
2335 | 139 else if (pBillboardRenderList[billboard->sParentBillboardID].sZValue < |
2002 | 140 pBillboardRenderList[pRenderer->pBillboardRenderListD3D[v13].sParentBillboardID].sZValue) |
196 | 141 v13 = i; |
0 | 142 } |
143 } | |
196 | 144 |
145 if ( v13 == -1 ) | |
146 return false; | |
147 | |
148 //v8 = num_vertices; | |
149 //v7 = 3.4028235e38; | |
150 float min_x = FLT_MAX; | |
151 //a4a = 3.4028235e38; | |
152 float min_y = FLT_MAX; | |
153 //a3a = -3.4028235e38; | |
154 float max_x = -FLT_MAX; | |
155 //thisb = -3.4028235e38; | |
156 float max_y = -FLT_MAX; | |
2335 | 157 for (int i = 0; i < num_vertices; ++i) |
196 | 158 { |
159 //v9 = a1; | |
160 //do | |
161 //{ | |
1980 | 162 RenderVertexSoft* v = &vertices[i]; |
196 | 163 |
164 if (v->vWorldViewProjX < min_x) | |
165 min_x = v->vWorldViewProjX; | |
166 if (v->vWorldViewProjX > max_x) | |
167 max_x = v->vWorldViewProjX; | |
168 | |
169 if (v->vWorldViewProjY < min_y) | |
170 min_y = v->vWorldViewProjY; | |
171 if (v->vWorldViewProjY > max_y) | |
172 max_y = v->vWorldViewProjY; | |
173 //++v9; | |
174 //--v8; | |
175 //} | |
176 //while ( v8 ); | |
177 } | |
178 | |
1390 | 179 if (min_x < pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.x || pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.y > min_y || |
180 pRenderer->pBillboardRenderListD3D[v13].pQuads[3].pos.x < max_x || pRenderer->pBillboardRenderListD3D[v13].pQuads[1].pos.y < max_y) | |
196 | 181 return false; |
182 | |
183 return true; | |
0 | 184 } |
185 | |
186 //----- (004C1417) -------------------------------------------------------- | |
187 void Vis::GetPolygonCenter(RenderVertexD3D3 *pVertices, unsigned int uNumVertices, float *pCenterX, float *pCenterY) | |
188 { | |
189 static RenderVertexD3D3 unk_F8EA00[64]; | |
190 | |
191 memcpy(unk_F8EA00, pVertices, 32 * uNumVertices); | |
192 | |
193 SortVerticesByX(unk_F8EA00, 0, uNumVertices - 1); | |
194 *pCenterX = (unk_F8EA00[uNumVertices - 1].pos.x - unk_F8EA00[0].pos.x) * 0.5 + unk_F8EA00[0].pos.x; | |
195 | |
196 SortVerticesByY(unk_F8EA00, 0, uNumVertices - 1); | |
197 *pCenterY = (unk_F8EA00[uNumVertices - 1].pos.y - unk_F8EA00[0].pos.y) * 0.5 + unk_F8EA00[0].pos.y; | |
198 } | |
199 | |
200 //----- (004C1495) -------------------------------------------------------- | |
196 | 201 void Vis::GetPolygonScreenSpaceCenter(RenderVertexSoft *vertices, int num_vertices, float *out_center_x, float *out_center_y) |
0 | 202 { |
2334 | 203 // char *v5; // eax@2 |
204 // signed int v6; // ecx@2 | |
205 // float *result; // eax@5 | |
0 | 206 |
207 static RenderVertexSoft static_sub_4C1495_array_F8DDF8[64]; | |
208 | |
196 | 209 memcpy(static_sub_4C1495_array_F8DDF8, vertices, 48 * num_vertices); |
0 | 210 |
196 | 211 SortByScreenSpaceX(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1); |
212 *out_center_x = (static_sub_4C1495_array_F8DDF8[num_vertices - 1].vWorldViewProjX - static_sub_4C1495_array_F8DDF8[0].vWorldViewProjX) * 0.5 + static_sub_4C1495_array_F8DDF8[0].vWorldViewProjX; | |
213 | |
214 SortByScreenSpaceY(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1); | |
215 *out_center_y = (static_sub_4C1495_array_F8DDF8[num_vertices - 1].vWorldViewProjY - static_sub_4C1495_array_F8DDF8[0].vWorldViewProjY) * 0.5 + static_sub_4C1495_array_F8DDF8[0].vWorldViewProjY; | |
0 | 216 } |
217 | |
218 //----- (004C1542) -------------------------------------------------------- | |
194 | 219 void Vis::PickBillboards_Mouse(float fPickDepth, float fX, float fY, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 220 { |
194 | 221 for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) |
0 | 222 { |
1980 | 223 RenderBillboardD3D* d3d_billboard = &pRenderer->pBillboardRenderListD3D[i]; |
194 | 224 if (is_part_of_selection((void *)i, filter) && IsPointInsideD3DBillboard(d3d_billboard, fX, fY)) |
0 | 225 { |
194 | 226 if (DoesRayIntersectBillboard(fPickDepth, i)) |
0 | 227 { |
2002 | 228 RenderBillboard* billboard = &pBillboardRenderList[d3d_billboard->sParentBillboardID]; |
194 | 229 |
2002 | 230 list->AddObject((void *)d3d_billboard->sParentBillboardID, VisObjectType_Sprite, billboard->sZValue); |
0 | 231 } |
232 } | |
233 } | |
234 } | |
235 | |
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236 |
0 | 237 //----- (004C1607) -------------------------------------------------------- |
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238 bool Vis::IsPointInsideD3DBillboard(RenderBillboardD3D *a1, float x, float y) |
0 | 239 { |
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240 /*Not the original implementation. |
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241 This function is redone to use Grayface's mouse pick implementation to take only the visible |
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242 parts of billboards into account - I don't really have too much of an idea how it actually works*/ |
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243 float drX; // st7@2 |
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244 float drY; // ecx@2 |
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245 float drH; // [sp+4h] [bp-8h]@2 |
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246 float drW; // [sp+14h] [bp+8h]@2 |
0 | 247 |
2002 | 248 if ( a1->sParentBillboardID == -1 ) |
194 | 249 return false; |
250 | |
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251 drX = a1->pQuads[0].pos.x; |
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252 drW = a1->pQuads[3].pos.x - drX; |
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253 drY = a1->pQuads[0].pos.y; |
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254 drH = a1->pQuads[1].pos.y - drY; |
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255 |
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256 Sprite* ownerSprite = nullptr; |
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257 for (int i = 0; i < pSprites_LOD->uNumLoadedSprites; ++i) |
0 | 258 { |
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259 if (pSprites_LOD->pHardwareSprites[i].pTexture == a1->pTexture) |
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260 { |
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261 ownerSprite = &pSprites_LOD->pHardwareSprites[i]; |
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262 break; |
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263 } |
0 | 264 } |
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265 |
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266 int i = ownerSprite->uAreaX + int(ownerSprite->uAreaWidth * (x - drX) / drW); |
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267 int j = ownerSprite->uAreaY + int(ownerSprite->uAreaHeight * (y - drY) / drH); |
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268 |
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269 |
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270 LODSprite* spriteHeader = nullptr; |
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271 |
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272 for (int i = 0; i < MAX_LOD_SPRITES; ++i) |
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273 { |
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274 if (strcmp(pSprites_LOD->pSpriteHeaders[i].pName, ownerSprite->pName) == 0) |
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275 { |
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276 spriteHeader = &pSprites_LOD->pSpriteHeaders[i]; |
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277 break; |
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278 } |
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279 } |
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280 |
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281 if (j < 0 || j >= spriteHeader->uHeight) |
194 | 282 return false; |
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283 |
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284 if (spriteHeader->pSpriteLines[j].a1 < 0 || i > spriteHeader->pSpriteLines[j].a2 || i < spriteHeader->pSpriteLines[j].a1) |
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285 { |
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286 return false; |
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287 } |
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288 return *(spriteHeader->pSpriteLines[j].pos + i - spriteHeader->pSpriteLines[j].a1) != 0; |
0 | 289 } |
290 | |
291 //----- (004C16B4) -------------------------------------------------------- | |
196 | 292 void Vis::PickIndoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 293 { |
294 int v5; // eax@1 | |
742 | 295 signed int pFaceID; // edi@2 |
2334 | 296 // int v8; // ecx@7 |
0 | 297 int v9; // eax@7 |
298 unsigned int *pNumPointers; // eax@7 | |
2334 | 299 // unsigned int v11; // ecx@7 |
194 | 300 Vis_ObjectInfo *v12; // edi@7 |
0 | 301 RenderVertexSoft a1; // [sp+Ch] [bp-44h]@1 |
742 | 302 BLVFace *pFace; // [sp+3Ch] [bp-14h]@7 |
0 | 303 void *v15; // [sp+40h] [bp-10h]@7 |
304 int v17; // [sp+48h] [bp-8h]@1 | |
196 | 305 |
0 | 306 v5 = 0; |
307 v17 = 0; | |
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308 for ( a1.flt_2C = 0.0; v17 < (signed int)pBspRenderer->num_faces; ++v17 ) |
0 | 309 { |
742 | 310 pFaceID = pBspRenderer->faces[v5].uFaceID; |
311 if ( pFaceID >= 0 ) | |
0 | 312 { |
742 | 313 if ( pFaceID < (signed int)pIndoor->uNumFaces ) |
0 | 314 { |
1980 | 315 BLVFace* face = &pIndoor->pFaces[pFaceID]; |
1053 | 316 if ( is_part_of_selection(face, filter) ) |
0 | 317 { |
1053 | 318 if ( !pGame->pIndoorCameraD3D->IsCulled(face) ) |
0 | 319 { |
1053 | 320 if ( Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &a1, face, 0xFFFFFFFFu) ) |
0 | 321 { |
742 | 322 pGame->pIndoorCameraD3D->ViewTransform(&a1, 1); |
1029 | 323 v9 = fixpoint_from_float(/*v8, */a1.vWorldViewPosition.x); |
0 | 324 LOWORD(v9) = 0; |
862 | 325 v15 = (void *)((PID(OBJECT_BModel,pFaceID)) + v9); |
194 | 326 pNumPointers = &list->uNumPointers; |
742 | 327 //v16 = 2; |
328 //v11 = list->uNumPointers; | |
329 pFace = &pIndoor->pFaces[pFaceID]; | |
330 v12 = &list->object_pool[list->uNumPointers]; | |
331 v12->object = &pIndoor->pFaces[pFaceID]; | |
194 | 332 v12 = (Vis_ObjectInfo *)((char *)v12 + 4); |
333 v12->object = v15; | |
742 | 334 v12->sZValue = 2; |
0 | 335 ++*pNumPointers; |
336 } | |
337 } | |
338 } | |
1053 | 339 |
340 if (face->uAttributes & FACE_PICKED) | |
341 face->uAttributes |= FACE_OUTLINED; | |
342 else | |
343 face->uAttributes &= ~FACE_OUTLINED; | |
344 face->uAttributes &= ~FACE_PICKED; | |
0 | 345 } |
346 } | |
347 v5 = v17 + 1; | |
348 } | |
349 } | |
350 | |
351 //----- (004C17CF) -------------------------------------------------------- | |
323 | 352 void Vis::PickOutdoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter, bool only_reachable) |
196 | 353 { |
0 | 354 if (!pOutdoor) |
355 return; | |
196 | 356 |
2335 | 357 for (int i = 0; i < pOutdoor->uNumBModels; ++i) |
0 | 358 { |
323 | 359 int reachable; |
360 if (!IsBModelVisible(i, &reachable)) | |
196 | 361 continue; |
323 | 362 if (!reachable && only_reachable) |
196 | 363 continue; |
364 | |
1980 | 365 BSPModel* bmodel = &pOutdoor->pBModels[i]; |
2335 | 366 for (int j = 0; j < bmodel->uNumFaces; ++j) |
0 | 367 { |
1980 | 368 ODMFace* face = &bmodel->pFaces[j]; |
196 | 369 if (is_part_of_selection(face, filter)) |
0 | 370 { |
196 | 371 BLVFace blv_face; |
372 blv_face.FromODM(face); | |
373 | |
374 RenderVertexSoft intersection; | |
375 if (Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &intersection, &blv_face, i)) | |
0 | 376 { |
916 | 377 pGame->pIndoorCameraD3D->ViewTransform(&intersection, 1); |
1029 | 378 int v13 = fixpoint_from_float(/*v12, */intersection.vWorldViewPosition.x); |
379 v13 &= 0xFFFF0000; | |
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380 v13 += PID(OBJECT_BModel, j | (i << 6)); |
196 | 381 |
382 list->AddObject(face, VisObjectType_Face, v13); | |
0 | 383 } |
323 | 384 |
1053 | 385 if (blv_face.uAttributes & FACE_PICKED) |
323 | 386 face->uAttributes |= FACE_OUTLINED; |
387 else | |
388 face->uAttributes &= ~FACE_OUTLINED; | |
1053 | 389 blv_face.uAttributes &= ~FACE_PICKED; |
0 | 390 } |
391 } | |
392 } | |
393 } | |
394 | |
395 //----- (004C1930) -------------------------------------------------------- | |
396 //bool Vis::j_DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx) | |
397 //{return DoesRayIntersectBillboard(fDepth, uD3DBillboardIdx);} | |
398 | |
399 //----- (004C1944) -------------------------------------------------------- | |
295 | 400 int Vis::PickClosestActor(int object_id, unsigned int pick_depth, int a4, int a5, int a6) |
0 | 401 { |
194 | 402 Vis_SelectionFilter v8; // [sp+18h] [bp-20h]@3 |
0 | 403 |
194 | 404 static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8; |
295 | 405 |
406 v8.object_type = VisObjectType_Sprite; | |
194 | 407 v8.object_id = object_id; |
1322 | 408 v8.at_ai_state = a6; |
409 v8.no_at_ai_state = a5; | |
410 v8.select_flags = a4; | |
0 | 411 Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers = 0; |
295 | 412 PickBillboards_Keyboard(pick_depth, &Vis_static_sub_4C1944_stru_F8BDE8, &v8); |
194 | 413 Vis_static_sub_4C1944_stru_F8BDE8.create_object_pointers(Vis_SelectionList::Unique); |
2378 | 414 sort_object_pointers(Vis_static_sub_4C1944_stru_F8BDE8.object_pointers, 0, Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers - 1); |
295 | 415 |
416 if (!Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers) | |
417 return -1; | |
418 return Vis_static_sub_4C1944_stru_F8BDE8.object_pointers[0]->sZValue; | |
0 | 419 } |
420 | |
421 //----- (004C1A02) -------------------------------------------------------- | |
422 void Vis::_4C1A02() | |
423 { | |
424 RenderVertexSoft v1; // [sp+8h] [bp-C0h]@1 | |
425 RenderVertexSoft v2; // [sp+38h] [bp-90h]@1 | |
426 RenderVertexSoft v3; // [sp+68h] [bp-60h]@1 | |
427 RenderVertexSoft v4; // [sp+98h] [bp-30h]@1 | |
428 | |
429 v4.flt_2C = 0.0; | |
430 v4.vWorldPosition.x = 0.0; | |
431 v4.vWorldPosition.y = 65536.0; | |
432 v4.vWorldPosition.z = 0.0; | |
433 v3.flt_2C = 0.0; | |
434 v3.vWorldPosition.x = 65536.0; | |
435 v3.vWorldPosition.y = 0.0; | |
436 v3.vWorldPosition.z = 0.0; | |
437 memcpy(&v1, &v3, sizeof(v1)); | |
438 v3.flt_2C = 0.0; | |
439 v3.vWorldPosition.x = 0.0; | |
440 v3.vWorldPosition.y = 65536.0; | |
441 v3.vWorldPosition.z = 0.0; | |
442 memcpy(&v2, &v4, sizeof(v2)); | |
443 v4.flt_2C = 0.0; | |
444 v4.vWorldPosition.x = 65536.0; | |
445 v4.vWorldPosition.y = 0.0; | |
446 v4.vWorldPosition.z = 0.0; | |
447 memcpy(&this->stru_200C, &v1, 0x60u); | |
448 memcpy(&v1, &v4, sizeof(v1)); | |
449 memcpy(&v2, &v3, sizeof(v2)); | |
450 memcpy(&this->stru_206C, &v1, 0x60u); | |
451 } | |
452 | |
453 //----- (004C1ABA) -------------------------------------------------------- | |
2150 | 454 void Vis::SortVectors_x(RenderVertexSoft *pArray, int start, int end) |
0 | 455 { |
2150 | 456 int left_sort_index; // ebx@2 |
457 int right_sort_index; // ecx@2 | |
458 RenderVertexSoft temp_array; // [sp+4h] [bp-6Ch]@8 | |
459 RenderVertexSoft max_array; // [sp+34h] [bp-3Ch]@2 | |
0 | 460 |
2150 | 461 if ( end > start ) |
0 | 462 { |
2150 | 463 left_sort_index = start - 1; |
464 right_sort_index = end; | |
465 memcpy(&max_array, &pArray[end], sizeof(max_array)); | |
466 while ( 1 ) | |
0 | 467 { |
468 do | |
469 { | |
2150 | 470 ++left_sort_index; |
0 | 471 } |
2150 | 472 while ( pArray[left_sort_index].vWorldViewPosition.x < (double)max_array.vWorldViewPosition.x ); |
0 | 473 do |
474 { | |
2150 | 475 --right_sort_index; |
0 | 476 } |
2150 | 477 while ( pArray[right_sort_index].vWorldViewPosition.x > (double)max_array.vWorldViewPosition.x ); |
478 if ( left_sort_index >= right_sort_index ) | |
0 | 479 break; |
2150 | 480 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); |
481 memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); | |
482 memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); | |
0 | 483 } |
2150 | 484 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); |
485 memcpy(&pArray[left_sort_index], &pArray[end], sizeof(pArray[left_sort_index])); | |
486 memcpy(&pArray[end], &temp_array, sizeof(pArray[end])); | |
487 SortVectors_x(pArray, start, left_sort_index - 1); | |
488 SortVectors_x(pArray, left_sort_index + 1, end); | |
0 | 489 } |
490 } | |
491 | |
492 //----- (004C1BAA) -------------------------------------------------------- | |
194 | 493 int Vis::get_object_zbuf_val(Vis_ObjectInfo *info) |
0 | 494 { |
194 | 495 switch (info->object_type) |
496 { | |
497 case VisObjectType_Sprite: | |
498 case VisObjectType_Face: | |
499 return info->sZValue; | |
0 | 500 |
194 | 501 default: |
502 MessageBoxW(nullptr, L"Undefined type requested for: CVis::get_object_zbuf_val()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1037", 0); | |
503 return -1; | |
0 | 504 } |
505 } | |
506 | |
507 //----- (004C1BF1) -------------------------------------------------------- | |
508 int Vis::get_picked_object_zbuf_val() | |
509 { | |
194 | 510 if (!default_list.uNumPointers) |
511 return -1; | |
0 | 512 |
998 | 513 return get_object_zbuf_val(default_list.object_pointers[0]); |
0 | 514 } |
515 | |
516 //----- (004C1C0C) -------------------------------------------------------- | |
2006 | 517 bool Vis::Intersect_Ray_Face(RenderVertexSoft *pRayStart, RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *Intersection, BLVFace *pFace, signed int pBModelID) |
0 | 518 { |
1049 | 519 float c1; // st5@6 |
520 float c2; // st7@11 | |
521 Vec3_short_ IntersectPoint; // ST04_6@11 | |
522 | |
323 | 523 |
1025 | 524 if (pFace->Portal() || pFace->Invisible()) |
323 | 525 return false; |
526 | |
1049 | 527 int ray_dir_x = pRayEnd->vWorldPosition.x - pRayStart->vWorldPosition.x,//calculate the direction vector of the line(âû÷èñëèì âåêòîð íàïðàâëåíèÿ ëèíèé) |
528 ray_dir_y = pRayEnd->vWorldPosition.y - pRayStart->vWorldPosition.y, | |
323 | 529 ray_dir_z = pRayEnd->vWorldPosition.z - pRayStart->vWorldPosition.z; |
530 | |
1025 | 531 //c1 = -d-(n*p0) |
532 c1 = -pFace->pFacePlane.dist -(pFace->pFacePlane.vNormal.x * pRayStart->vWorldPosition.x | |
533 + pFace->pFacePlane.vNormal.y * pRayStart->vWorldPosition.y | |
534 + pFace->pFacePlane.vNormal.z * pRayStart->vWorldPosition.z); | |
1049 | 535 if (c1 > 0) |
536 return false; | |
537 #define EPSILON 1e-6 | |
1025 | 538 //c2 = n*u |
1049 | 539 c2 = pFace->pFacePlane.vNormal.x * ray_dir_y// get length of the line(Ýòî äàåò íàì äëèíó ëèíèè) |
1025 | 540 + pFace->pFacePlane.vNormal.y * ray_dir_x |
541 + pFace->pFacePlane.vNormal.z * ray_dir_z; | |
542 if (c2 > -EPSILON && c2 < EPSILON) // ray faces face's normal ( > 0) or parallel ( == 0) | |
323 | 543 return false; |
544 | |
1025 | 545 //t = -d-(n*p0)/n*u |
1049 | 546 float t = c1 / c2;//How far is crossing the line in percent for 0 to 1(Êàê äàëåêî ïåðåñå÷åíèå ëèíèè â ïðîöåíòàõ îò 0 äî 1 ) |
323 | 547 |
1049 | 548 if (t < 0 || t > 1) |
323 | 549 return false; |
550 | |
1049 | 551 // p(t) = p0 + tu; |
552 Intersection->vWorldPosition.x = pRayStart->vWorldPosition.x + t * ray_dir_y;// add the interest to the start line(ïðèáàâëÿåì ïðîöåíò ëèíèè ê ëèíèè ñòàðòà) | |
553 Intersection->vWorldPosition.y = pRayStart->vWorldPosition.y + t * ray_dir_x; | |
554 Intersection->vWorldPosition.z = pRayStart->vWorldPosition.z + t * ray_dir_z; | |
555 | |
1545 | 556 IntersectPoint.x = Intersection->vWorldPosition.x; |
557 IntersectPoint.y = Intersection->vWorldPosition.y; | |
558 IntersectPoint.z = Intersection->vWorldPosition.z; | |
1049 | 559 |
1050 | 560 if ( !CheckIntersectBModel(pFace, IntersectPoint, pBModelID) ) |
1049 | 561 return false; |
562 | |
563 *pDepth = t;//Record the distance from the origin of the ray (Çàïèñûâàåì äèñòàíöèþ îò íà÷àëà ëó÷à) | |
323 | 564 return true; |
0 | 565 } |
566 | |
567 //----- (004C1D2B) -------------------------------------------------------- | |
2006 | 568 bool Vis::CheckIntersectBModel(BLVFace *pFace, Vec3_short_ IntersectPoint, signed int sModelID) |
0 | 569 { |
570 int v5; // esi@10 | |
571 bool v6; // edi@10 | |
572 signed int v10; // ebx@14 | |
2334 | 573 // int v15; // [sp+10h] [bp-Ch]@10 |
1051 | 574 signed int v16; // [sp+18h] [bp-4h]@10 |
575 | |
576 int a = 0, b = 0; | |
577 | |
578 if (IntersectPoint.x < pFace->pBounding.x1 || IntersectPoint.x > pFace->pBounding.x2 || | |
579 IntersectPoint.y < pFace->pBounding.y1 || IntersectPoint.y > pFace->pBounding.y2 || | |
580 IntersectPoint.z < pFace->pBounding.z1 || IntersectPoint.z > pFace->pBounding.z2 ) | |
581 return false; | |
582 | |
2006 | 583 if (sModelID != -1) |
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584 ODM_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a.data(), intersect_face_vertex_coords_list_b.data(), |
2006 | 585 &IntersectPoint, pFace, sModelID); |
1051 | 586 else |
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587 BLV_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a.data(), intersect_face_vertex_coords_list_b.data(), |
1051 | 588 &IntersectPoint, pFace); |
589 v5 = 2 * pFace->uNumVertices; | |
590 v16 = 0; | |
591 intersect_face_vertex_coords_list_a[v5] = intersect_face_vertex_coords_list_a[0]; | |
592 intersect_face_vertex_coords_list_b[v5] = intersect_face_vertex_coords_list_b[0]; | |
593 v6 = intersect_face_vertex_coords_list_b[0] >= b; | |
594 if (v5 <= 0) | |
595 return false; | |
2335 | 596 for ( int i = 0; i < v5; ++i ) |
1051 | 597 { |
598 if ( v16 >= 2 ) | |
599 break; | |
1110 | 600 if ( v6 ^ (intersect_face_vertex_coords_list_b[i + 1] >= b) ) |
1051 | 601 { |
602 if ( intersect_face_vertex_coords_list_a[i + 1] >= a ) | |
603 v10 = 0; | |
604 else | |
605 v10 = 2; | |
606 v10 |= intersect_face_vertex_coords_list_a[i] < a ? 1 : 0; | |
607 if ( v10 != 3 ) | |
608 { | |
609 if ( !v10) | |
610 ++v16; | |
611 else | |
612 { | |
613 int _v1 = fixpoint_div(intersect_face_vertex_coords_list_a[i + 1] - intersect_face_vertex_coords_list_a[i], | |
614 intersect_face_vertex_coords_list_b[i + 1] - intersect_face_vertex_coords_list_b[i]); | |
615 int _v2 = fixpoint_mul(b - intersect_face_vertex_coords_list_b[i], _v1) + 32768; | |
616 | |
617 if (intersect_face_vertex_coords_list_a[i] + (_v2 >> 16) >= a) | |
618 ++v16; | |
619 } | |
620 } | |
621 } | |
622 v6 = intersect_face_vertex_coords_list_b[i + 1] >= b; | |
623 } | |
624 | |
625 if ( v16 != 1 ) | |
626 return false; | |
1053 | 627 |
1507 | 628 if ( show_picked_face ) |
629 pFace->uAttributes |= FACE_PICKED; | |
1051 | 630 return true; |
631 /* | |
632 int v5; // esi@10 | |
633 bool v6; // edi@10 | |
634 signed int v10; // ebx@14 | |
0 | 635 int v11; // edi@16 |
636 signed int v12; // ST28_4@18 | |
637 signed __int64 v13; // qtt@18 | |
638 signed int result; // eax@21 | |
639 int v15; // [sp+10h] [bp-Ch]@10 | |
640 signed int v16; // [sp+18h] [bp-4h]@10 | |
641 | |
1050 | 642 int a = 0, b = 0; |
1049 | 643 |
644 if (IntersectPoint.x < pFace->pBounding.x1 || IntersectPoint.x > pFace->pBounding.x2 || | |
645 IntersectPoint.y < pFace->pBounding.y1 || IntersectPoint.y > pFace->pBounding.y2 || | |
646 IntersectPoint.z < pFace->pBounding.z1 || IntersectPoint.z > pFace->pBounding.z2 ) | |
323 | 647 return false; |
648 | |
1025 | 649 pFace->uAttributes |= 0x80000000; |
1049 | 650 |
323 | 651 if (uModelID != -1) |
1050 | 652 ODM_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a, intersect_face_vertex_coords_list_b, |
1049 | 653 &IntersectPoint, pFace, uModelID); |
323 | 654 else |
1050 | 655 BLV_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a, intersect_face_vertex_coords_list_b, |
1049 | 656 &IntersectPoint, pFace); |
1025 | 657 v5 = 2 * pFace->uNumVertices; |
323 | 658 v16 = 0; |
1050 | 659 intersect_face_vertex_coords_list_a[v5] = intersect_face_vertex_coords_list_a[0]; |
660 intersect_face_vertex_coords_list_b[v5] = intersect_face_vertex_coords_list_b[0]; | |
661 v6 = intersect_face_vertex_coords_list_b[0] >= b; | |
323 | 662 if (v5 <= 0) |
663 return false; | |
1049 | 664 for ( uint i = 0; i < v5; ++i ) |
0 | 665 { |
666 if ( v16 >= 2 ) | |
667 break; | |
1050 | 668 if ( v6 ^ intersect_face_vertex_coords_list_b[i + 1] >= b ) |
0 | 669 { |
1050 | 670 if ( intersect_face_vertex_coords_list_a[i + 1] >= a ) |
0 | 671 v10 = 0; |
672 else | |
673 v10 = 2; | |
1050 | 674 v11 = v10 | intersect_face_vertex_coords_list_a[i] < a; |
0 | 675 if ( v11 != 3 ) |
676 { | |
677 if ( !v11 | |
1050 | 678 || (v12 = intersect_face_vertex_coords_list_a[i + 1] - intersect_face_vertex_coords_list_a[i], |
0 | 679 LODWORD(v13) = v12 << 16, |
680 HIDWORD(v13) = v12 >> 16, | |
1050 | 681 intersect_face_vertex_coords_list_a[i] |
682 + ((signed int)(((unsigned __int64)(v13 / (intersect_face_vertex_coords_list_b[i + 1] - intersect_face_vertex_coords_list_b[i]) | |
683 * (signed int)((b - intersect_face_vertex_coords_list_b[i]) << 16)) >> 16) + 32768) >> 16) >= a) ) | |
0 | 684 ++v16; |
685 } | |
686 } | |
1050 | 687 v6 = intersect_face_vertex_coords_list_b[i + 1] >= b; |
0 | 688 } |
1050 | 689 result = true; |
0 | 690 if ( v16 != 1 ) |
1050 | 691 result = false; |
0 | 692 return result; |
1051 | 693 }*/ |
0 | 694 } |
695 | |
696 //----- (004C1EE5) -------------------------------------------------------- | |
1322 | 697 void Vis::BLV_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, |
698 __int16 *intersect_face_vertex_coords_list_b, | |
699 Vec3_short_ *IntersectPoint, BLVFace *pFace) | |
0 | 700 { |
1035 | 701 if (pFace->uAttributes & FACE_XY_PLANE) |
702 { | |
1050 | 703 *a = IntersectPoint->x; |
704 *b = IntersectPoint->y; | |
1035 | 705 |
706 for (uint i = 0; i < pFace->uNumVertices; ++i) | |
707 { | |
1050 | 708 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].x; |
709 intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pXInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].x; | |
1035 | 710 |
1050 | 711 intersect_face_vertex_coords_list_b[2 * i] = pFace->pYInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].y; |
712 intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pYInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].y; | |
1035 | 713 } |
714 } | |
715 else if (pFace->uAttributes & FACE_XZ_PLANE) | |
716 { | |
1050 | 717 *a = IntersectPoint->x; |
718 *b = IntersectPoint->z; | |
0 | 719 |
1035 | 720 for (uint i = 0; i < pFace->uNumVertices; ++i) |
0 | 721 { |
1050 | 722 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].x; |
723 intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pXInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].x; | |
1035 | 724 |
1050 | 725 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].z; |
726 intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pZInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].z; | |
1035 | 727 } |
728 } | |
729 else if (pFace->uAttributes & FACE_YZ_PLANE) | |
730 { | |
1050 | 731 *a = IntersectPoint->y; |
732 *b = IntersectPoint->z; | |
1035 | 733 |
734 for (uint i = 0; i < pFace->uNumVertices; ++i) | |
735 { | |
1050 | 736 intersect_face_vertex_coords_list_a[2 * i] = pFace->pYInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].y; |
737 intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pYInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].y; | |
1035 | 738 |
1050 | 739 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].z; |
740 intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pZInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].z; | |
0 | 741 } |
742 } | |
1050 | 743 else assert(false); |
0 | 744 } |
745 | |
746 //----- (004C2186) -------------------------------------------------------- | |
1322 | 747 void Vis::ODM_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, |
748 __int16 *intersect_face_vertex_coords_list_b, | |
749 Vec3_short_ *IntersectPoint, BLVFace *pFace, unsigned int uModelID) | |
0 | 750 { |
1038 | 751 if (pFace->uAttributes & FACE_XY_PLANE) |
0 | 752 { |
1050 | 753 *a = IntersectPoint->x; |
754 *b = IntersectPoint->y; | |
1038 | 755 |
756 for (int i = 0; i < pFace->uNumVertices; ++i) | |
757 { | |
1050 | 758 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x; |
759 intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pXInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x; | |
1038 | 760 |
1050 | 761 intersect_face_vertex_coords_list_b[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y; |
762 intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pYInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y; | |
1038 | 763 } |
764 } | |
765 else if (pFace->uAttributes & FACE_XZ_PLANE) | |
766 { | |
1050 | 767 *a = IntersectPoint->x; |
768 *b = IntersectPoint->z; | |
1038 | 769 |
770 for (int i = 0; i < pFace->uNumVertices; ++i) | |
0 | 771 { |
1050 | 772 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x; |
773 intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pXInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x; | |
1038 | 774 |
1050 | 775 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].z; |
776 intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z; | |
1038 | 777 } |
778 } | |
779 else if (pFace->uAttributes & FACE_YZ_PLANE) | |
780 { | |
1050 | 781 *a = IntersectPoint->y; |
782 *b = IntersectPoint->z; | |
1038 | 783 |
784 for (int i = 0; i < pFace->uNumVertices; ++i) | |
785 { | |
1050 | 786 intersect_face_vertex_coords_list_a[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y; |
787 intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pYInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y; | |
1038 | 788 |
1050 | 789 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].z; |
790 intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z; | |
0 | 791 } |
792 } | |
1038 | 793 else assert(false); |
794 } | |
795 | |
796 //----- (0046A0A1) -------------------------------------------------------- | |
797 int UnprojectX(int x) | |
798 { | |
799 int v3; // [sp-4h] [bp-8h]@5 | |
800 | |
801 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) | |
802 { | |
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803 //if ( pRenderer->pRenderD3D ) |
1038 | 804 v3 = pGame->pIndoorCameraD3D->fov; |
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805 //else |
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806 // v3 = pIndoorCamera->fov_rad; |
1038 | 807 } |
0 | 808 else |
809 { | |
1637 | 810 v3 = pODMRenderParams->int_fov_rad; |
1038 | 811 } |
812 return stru_5C6E00->Atan2(x - pViewport->uScreenCenterX, v3) - stru_5C6E00->uIntegerHalfPi; | |
813 } | |
814 | |
815 //----- (0046A0F6) -------------------------------------------------------- | |
816 int UnprojectY(int y) | |
817 { | |
818 int v3; // [sp-4h] [bp-8h]@5 | |
819 | |
820 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) | |
821 { | |
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822 //if ( pRenderer->pRenderD3D ) |
1038 | 823 v3 = pGame->pIndoorCameraD3D->fov; |
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824 //else |
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825 // v3 = pIndoorCamera->fov_rad; |
0 | 826 } |
1038 | 827 else |
828 { | |
1637 | 829 v3 = pODMRenderParams->int_fov_rad; |
1038 | 830 } |
831 return stru_5C6E00->Atan2(y - pViewport->uScreenCenterY, v3) - stru_5C6E00->uIntegerHalfPi; | |
0 | 832 } |
833 | |
834 //----- (004C248E) -------------------------------------------------------- | |
835 void Vis::CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth) | |
836 { | |
1025 | 837 int pRotY; // esi@1 |
838 Vec3_int_ pStartR; // ST08_12@1 | |
839 int pRotX; // ST04_4@1 | |
840 int pDepth; // eax@1 | |
0 | 841 RenderVertexSoft v11[2]; // [sp+2Ch] [bp-74h]@1 |
1025 | 842 int outx; |
0 | 843 int outz; // [sp+94h] [bp-Ch]@1 |
844 int outy; // [sp+98h] [bp-8h]@1 | |
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845 |
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846 pRotY = pGame->pIndoorCameraD3D->sRotationY + UnprojectX(fMouseX); |
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847 pRotX = pGame->pIndoorCameraD3D->sRotationX + UnprojectY(fMouseY); |
0 | 848 |
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849 pStartR.z = pGame->pIndoorCameraD3D->vPartyPos.z; |
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850 pStartR.x = pGame->pIndoorCameraD3D->vPartyPos.x; |
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851 pStartR.y = pGame->pIndoorCameraD3D->vPartyPos.y; |
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852 |
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853 v11[1].vWorldPosition.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x; |
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854 v11[1].vWorldPosition.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y; |
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855 v11[1].vWorldPosition.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z; |
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856 |
1029 | 857 pDepth = fixpoint_from_float(fPickDepth); |
1025 | 858 Vec3_int_::Rotate(pDepth, pRotY, pRotX, pStartR, &outx, &outy, &outz); |
859 | |
860 v11[0].vWorldPosition.x = (double)outx; | |
0 | 861 v11[0].vWorldPosition.y = (double)outy; |
862 v11[0].vWorldPosition.z = (double)outz; | |
1025 | 863 |
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864 memcpy(pRay + 0, &v11[1], sizeof(RenderVertexSoft)); |
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865 memcpy(pRay + 1, &v11[0], sizeof(RenderVertexSoft)); |
0 | 866 } |
867 | |
868 //----- (004C2551) -------------------------------------------------------- | |
1177 | 869 Vis_ObjectInfo *Vis_SelectionList::SelectionPointers(int pVisObjectType, int pid) |
0 | 870 { |
1171 | 871 //unsigned int v3; // esi@1 |
1173 | 872 //signed int v4; // edx@1 |
873 //char *v5; // eax@2 | |
874 //Vis_ObjectInfo *result; // eax@6 | |
0 | 875 |
1171 | 876 //v3 = this->uNumPointers; |
1137 | 877 if ( this->uNumPointers > 0 ) |
0 | 878 { |
1137 | 879 for ( uint i = 0; i < this->uNumPointers; ++i ) |
0 | 880 { |
1137 | 881 if ( this->object_pool[i].object_type == pVisObjectType && (this->object_pool[i].sZValue & 0xFFFF) == pid ) |
882 return &this->object_pool[i]; | |
0 | 883 } |
884 } | |
1322 | 885 return nullptr; |
1173 | 886 /*v4 = 0; |
1171 | 887 if ( this->uNumPointers <= 0 ) |
888 return false; | |
0 | 889 else |
890 { | |
1173 | 891 //v5 = (char *)&this->object_pool[0].sZValue; |
892 while ( this->object_pool[v4].object_type != a2 || (this->object_pool[v4].sZValue & 0xFFFF) != a3 ) | |
0 | 893 { |
894 ++v4; | |
1173 | 895 //v5 += 12; |
1171 | 896 if ( v4 >= this->uNumPointers ) |
897 return false; | |
0 | 898 } |
194 | 899 result = &this->object_pool[v4]; |
0 | 900 } |
1173 | 901 return result;*/ |
0 | 902 } |
903 | |
904 //----- (004C2591) -------------------------------------------------------- | |
194 | 905 void Vis_SelectionList::create_object_pointers(PointerCreationType type) |
0 | 906 { |
194 | 907 switch (type) |
908 { | |
909 case All: | |
910 { | |
911 for (uint i = 0; i < uNumPointers; ++i) | |
912 object_pointers[i] = &object_pool[i]; | |
913 } | |
914 break; | |
0 | 915 |
194 | 916 case Unique: // seems quite retarted; the inner if condition will never trigger, since we compare pointers, not values. pointers will always be unique |
917 { // but it may be decompilation error thou | |
918 bool create = true; | |
919 | |
920 for (uint i = 0; i < uNumPointers; ++i) | |
0 | 921 { |
194 | 922 for (uint j = 0; j < i; ++j) |
0 | 923 { |
194 | 924 if (object_pointers[j] == &object_pool[i]) |
0 | 925 { |
194 | 926 create = false; |
927 break; | |
0 | 928 } |
929 } | |
194 | 930 |
931 if (create) | |
932 object_pointers[i] = &object_pool[i]; | |
0 | 933 } |
934 } | |
196 | 935 break; |
194 | 936 |
937 default: | |
0 | 938 MessageBoxW(nullptr, L"Unknown pointer creation flag passed to ::create_object_pointers()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1358", 0); |
939 } | |
940 } | |
941 | |
942 //----- (004C264A) -------------------------------------------------------- | |
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943 void Vis::sort_object_pointers( Vis_ObjectInfo **pPointers, int start, int end )//ñîðòèðîâêà |
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944 { |
1322 | 945 int sort_start; // edx@1 |
946 int forward_sort_index; // esi@2 | |
947 signed int backward_sort_index; // ecx@2 | |
948 unsigned int last_z_val; // eax@3 | |
949 unsigned int more_lz_val; // ebx@4 | |
950 unsigned int less_lz_val; // ebx@6 | |
951 Vis_ObjectInfo *temp_pointer; // eax@7 | |
2334 | 952 // Vis_ObjectInfo *a3a; // [sp+14h] [bp+Ch]@2 |
0 | 953 |
1322 | 954 sort_start = start; |
955 | |
956 if ( end > start ) | |
0 | 957 { |
1177 | 958 do |
0 | 959 { |
1322 | 960 forward_sort_index = sort_start - 1; |
961 backward_sort_index = end; | |
962 do | |
0 | 963 { |
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964 last_z_val = pPointers[end]->sZValue & 0xFFFF0000; |
1177 | 965 do |
0 | 966 { |
1322 | 967 ++forward_sort_index; |
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968 more_lz_val = pPointers[forward_sort_index]->sZValue & 0xFFFF0000; |
0 | 969 } |
1322 | 970 while ( more_lz_val < last_z_val ); |
971 | |
0 | 972 do |
973 { | |
1322 | 974 if ( backward_sort_index < 1 ) |
0 | 975 break; |
1322 | 976 --backward_sort_index; |
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977 less_lz_val = pPointers[backward_sort_index]->sZValue & 0xFFFF0000; |
0 | 978 } |
1322 | 979 while ( less_lz_val > last_z_val ); |
980 | |
981 temp_pointer = pPointers[forward_sort_index]; | |
982 if ( forward_sort_index >= backward_sort_index ) | |
983 { | |
984 pPointers[forward_sort_index] = pPointers[end]; | |
985 pPointers[end] = temp_pointer; | |
986 } | |
987 else | |
988 { | |
989 pPointers[forward_sort_index] = pPointers[backward_sort_index]; | |
990 pPointers[backward_sort_index] = temp_pointer; | |
991 } | |
992 | |
993 } while ( forward_sort_index < backward_sort_index ); | |
994 | |
995 sort_object_pointers(pPointers, sort_start, forward_sort_index - 1); | |
996 sort_start = forward_sort_index + 1; | |
0 | 997 } |
1322 | 998 while ( end > forward_sort_index + 1 ); |
0 | 999 } |
1000 } | |
1001 | |
1002 //----- (004C26D0) -------------------------------------------------------- | |
2150 | 1003 void Vis::SortVerticesByX(RenderVertexD3D3 *pArray, unsigned int uStart, unsigned int uEnd) |
0 | 1004 { |
2150 | 1005 unsigned int left_sort_index; // ebx@2 |
1006 RenderVertexD3D3 temp_array; // [sp+4h] [bp-4Ch]@8 | |
1007 RenderVertexD3D3 max_array; // [sp+24h] [bp-2Ch]@2 | |
1008 unsigned int right_sort_index; // [sp+4Ch] [bp-4h]@2 | |
0 | 1009 |
1010 if ( (signed int)uEnd > (signed int)uStart ) | |
1011 { | |
2150 | 1012 left_sort_index = uStart - 1; |
1013 right_sort_index = uEnd; | |
0 | 1014 while ( 1 ) |
1015 { | |
2150 | 1016 memcpy(&max_array, &pArray[uEnd], sizeof(max_array)); |
0 | 1017 do |
1018 { | |
2150 | 1019 ++left_sort_index; |
0 | 1020 } |
2150 | 1021 while ( pArray[left_sort_index].pos.x < (double)max_array.pos.x ); |
0 | 1022 do |
1023 { | |
2150 | 1024 --right_sort_index; |
0 | 1025 } |
2150 | 1026 while ( pArray[right_sort_index].pos.x > (double)max_array.pos.x ); |
1027 if ( (signed int)left_sort_index >= (signed int)right_sort_index ) | |
0 | 1028 break; |
2150 | 1029 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); |
1030 memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); | |
1031 memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); | |
0 | 1032 } |
2150 | 1033 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); |
1034 memcpy(&pArray[left_sort_index], &pArray[uEnd], sizeof(pArray[left_sort_index])); | |
1035 memcpy(&pArray[uEnd], &temp_array, sizeof(pArray[uEnd])); | |
1036 SortVerticesByX(pArray, uStart, left_sort_index - 1); | |
1037 SortVerticesByX(pArray, left_sort_index + 1, uEnd); | |
0 | 1038 } |
1039 } | |
1040 | |
1041 //----- (004C27AD) -------------------------------------------------------- | |
2150 | 1042 void Vis::SortVerticesByY(RenderVertexD3D3 *pArray, unsigned int uStart, unsigned int uEnd) |
0 | 1043 { |
2150 | 1044 unsigned int left_sort_index; // ebx@2 |
1045 RenderVertexD3D3 temp_array; // [sp+4h] [bp-4Ch]@8 | |
1046 RenderVertexD3D3 max_array; // [sp+24h] [bp-2Ch]@2 | |
1047 unsigned int right_sort_index; // [sp+4Ch] [bp-4h]@2 | |
0 | 1048 |
1049 if ( (signed int)uEnd > (signed int)uStart ) | |
1050 { | |
2150 | 1051 left_sort_index = uStart - 1; |
1052 right_sort_index = uEnd; | |
0 | 1053 while ( 1 ) |
1054 { | |
2150 | 1055 memcpy(&max_array, &pArray[uEnd], sizeof(max_array)); |
0 | 1056 do |
1057 { | |
2150 | 1058 ++left_sort_index; |
0 | 1059 } |
2150 | 1060 while ( pArray[left_sort_index].pos.y < (double)max_array.pos.y ); |
0 | 1061 do |
1062 { | |
2150 | 1063 --right_sort_index; |
0 | 1064 } |
2150 | 1065 while ( pArray[right_sort_index].pos.y > (double)max_array.pos.y ); |
1066 if ( (signed int)left_sort_index >= (signed int)right_sort_index ) | |
0 | 1067 break; |
2150 | 1068 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); |
1069 memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); | |
1070 memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); | |
0 | 1071 } |
2150 | 1072 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); |
1073 memcpy(&pArray[left_sort_index], &pArray[uEnd], sizeof(pArray[left_sort_index])); | |
1074 memcpy(&pArray[uEnd], &temp_array, sizeof(pArray[uEnd])); | |
1075 SortVerticesByY(pArray, uStart, left_sort_index - 1); | |
1076 SortVerticesByY(pArray, left_sort_index + 1, uEnd); | |
0 | 1077 } |
1078 } | |
1079 | |
1080 //----- (004C288E) -------------------------------------------------------- | |
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1081 void Vis::SortByScreenSpaceX(RenderVertexSoft *pArray, int start, int end)//ñîðòèðîâêà ïî âîçðàñòàíèþ ýêðàííûõ êîîðäèíàò õ |
0 | 1082 { |
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1083 int left_sort_index; // ebx@2 |
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1084 int right_sort_index; // ecx@2 |
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1085 RenderVertexSoft temp_array; // [sp+4h] [bp-6Ch]@8 |
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1086 RenderVertexSoft max_array; // [sp+34h] [bp-3Ch]@2 |
0 | 1087 |
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1088 if ( end > start ) |
0 | 1089 { |
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1090 left_sort_index = start - 1; |
2150 | 1091 right_sort_index = end; |
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1092 memcpy(&max_array, &pArray[end], sizeof(max_array)); |
2150 | 1093 while ( 1 ) |
0 | 1094 { |
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1095 do |
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1096 { |
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1097 ++left_sort_index; |
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1098 } |
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1099 while ( pArray[left_sort_index].vWorldViewProjX < (double)max_array.vWorldViewProjX ); |
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1100 do |
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1101 { |
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1102 --right_sort_index; |
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1103 } |
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1104 while ( pArray[right_sort_index].vWorldViewProjX > (double)max_array.vWorldViewProjX ); |
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1105 if ( left_sort_index >= right_sort_index ) |
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1106 break; |
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1107 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); |
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1108 memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); |
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1109 memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); |
0 | 1110 } |
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1111 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); |
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1112 memcpy(&pArray[left_sort_index], &pArray[end], sizeof(pArray[left_sort_index])); |
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1113 memcpy(&pArray[end], &temp_array, sizeof(pArray[end])); |
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1114 Vis::SortByScreenSpaceX(pArray, start, left_sort_index - 1); |
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1115 Vis::SortByScreenSpaceX(pArray, left_sort_index + 1, end); |
0 | 1116 } |
1117 } | |
1118 | |
1119 //----- (004C297E) -------------------------------------------------------- | |
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1120 void Vis::SortByScreenSpaceY(RenderVertexSoft *pArray, int start, int end) |
0 | 1121 { |
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1122 int left_sort_index; // ebx@2 |
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1123 int right_sort_index; // ecx@2 |
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1124 RenderVertexSoft temp_array; // [sp+4h] [bp-6Ch]@8 |
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1125 RenderVertexSoft max_array; // [sp+34h] [bp-3Ch]@2 |
0 | 1126 |
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1127 if ( end > start ) |
0 | 1128 { |
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1129 left_sort_index = start - 1; |
2150 | 1130 right_sort_index = end; |
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1131 memcpy(&max_array, &pArray[end], sizeof(max_array)); |
2150 | 1132 while ( 1 ) |
159 | 1133 { |
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1134 do |
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1135 { |
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1136 ++left_sort_index; |
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1137 } |
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1138 while ( pArray[left_sort_index].vWorldViewProjY < (double)max_array.vWorldViewProjY ); |
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1139 do |
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1140 { |
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1141 --right_sort_index; |
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1142 } |
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1143 while ( pArray[right_sort_index].vWorldViewProjY > (double)max_array.vWorldViewProjY ); |
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1144 if ( left_sort_index >= right_sort_index ) |
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1145 break; |
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1146 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); |
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1147 memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); |
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1148 memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); |
0 | 1149 } |
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1150 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); |
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1151 memcpy(&pArray[left_sort_index], &pArray[end], sizeof(pArray[left_sort_index])); |
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1152 memcpy(&pArray[end], &temp_array, sizeof(pArray[end])); |
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1153 Vis::SortByScreenSpaceY(pArray, start, left_sort_index - 1); |
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1154 Vis::SortByScreenSpaceY(pArray, left_sort_index + 1, end); |
0 | 1155 } |
1156 } | |
1157 | |
1158 //----- (004C04AF) -------------------------------------------------------- | |
1159 Vis::Vis() | |
1160 { | |
1161 RenderVertexSoft v3; // [sp+Ch] [bp-60h]@1 | |
1162 RenderVertexSoft v4; // [sp+3Ch] [bp-30h]@1 | |
1163 | |
1164 v3.flt_2C = 0.0; | |
1165 v3.vWorldPosition.x = 0.0; | |
1166 v3.vWorldPosition.y = 65536.0; | |
1167 v3.vWorldPosition.z = 0.0; | |
1168 v4.flt_2C = 0.0; | |
1169 v4.vWorldPosition.x = 65536.0; | |
1170 v4.vWorldPosition.y = 0.0; | |
1171 v4.vWorldPosition.z = 0.0; | |
196 | 1172 memcpy(&stru_200C, &v4, sizeof(stru_200C)); |
1173 | |
0 | 1174 v4.flt_2C = 0.0; |
1175 v4.vWorldPosition.x = 0.0; | |
1176 v4.vWorldPosition.y = 65536.0; | |
1177 v4.vWorldPosition.z = 0.0; | |
196 | 1178 memcpy(&stru_203C, &v3, sizeof(stru_203C)); |
1179 | |
0 | 1180 v3.flt_2C = 0.0; |
1181 v3.vWorldPosition.x = 65536.0; | |
1182 v3.vWorldPosition.y = 0.0; | |
1183 v3.vWorldPosition.z = 0.0; | |
196 | 1184 memcpy(&stru_206C, &v3, sizeof(stru_206C)); |
1185 memcpy(&stru_209C, &v4, sizeof(stru_209C)); | |
1186 | |
1187 keyboard_pick_depth = 512; | |
0 | 1188 } |
1189 | |
1190 //----- (004C055C) -------------------------------------------------------- | |
194 | 1191 Vis_SelectionList::Vis_SelectionList() |
0 | 1192 { |
1193 for (uint i = 0; i < 512; ++i) | |
1194 { | |
194 | 1195 object_pool[i].object = nullptr; |
1196 object_pool[i].sZValue = -1; | |
1197 object_pool[i].object_type = VisObjectType_Any; | |
0 | 1198 } |
1199 uNumPointers = 0; | |
1200 } | |
1201 | |
1202 //----- (004C05CC) -------------------------------------------------------- | |
194 | 1203 bool Vis::PickKeyboard(Vis_SelectionList *list, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) |
0 | 1204 { |
194 | 1205 if (!list) |
1206 list = &default_list; | |
1207 list->uNumPointers = 0; | |
0 | 1208 |
196 | 1209 PickBillboards_Keyboard(keyboard_pick_depth, list, sprite_filter); |
194 | 1210 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
196 | 1211 PickIndoorFaces_Keyboard(keyboard_pick_depth, list, face_filter); |
194 | 1212 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) |
196 | 1213 PickOutdoorFaces_Keyboard(keyboard_pick_depth, list, face_filter); |
0 | 1214 else |
194 | 1215 assert(false); |
1216 | |
1217 list->create_object_pointers(Vis_SelectionList::Unique); | |
1218 sort_object_pointers(list->object_pointers, 0, list->uNumPointers - 1); | |
1219 | |
0 | 1220 return true; |
1221 } | |
1222 | |
1223 //----- (004C0646) -------------------------------------------------------- | |
194 | 1224 bool Vis::PickMouse(float fDepth, float fMouseX, float fMouseY, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) |
0 | 1225 { |
1226 RenderVertexSoft pMouseRay[2]; // [sp+1Ch] [bp-60h]@1 | |
1227 | |
194 | 1228 default_list.uNumPointers = 0; |
0 | 1229 CastPickRay(pMouseRay, fMouseX, fMouseY, fDepth); |
194 | 1230 PickBillboards_Mouse(fDepth, fMouseX, fMouseY, &default_list, sprite_filter); |
0 | 1231 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
196 | 1232 PickIndoorFaces_Mouse(fDepth, pMouseRay, &default_list, face_filter); |
227 | 1233 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) |
1234 PickOutdoorFaces_Mouse(fDepth, pMouseRay, &default_list, face_filter, false); | |
0 | 1235 else |
227 | 1236 { |
323 | 1237 Log::Warning(L"Picking mouse in undefined level"); // picking in main menu is default (buggy) game behaviour. should've returned false in Game::PickMouse |
227 | 1238 return false; |
1239 } | |
194 | 1240 default_list.create_object_pointers(Vis_SelectionList::All); |
1241 sort_object_pointers(default_list.object_pointers, 0, default_list.uNumPointers - 1); | |
1242 | |
0 | 1243 return true; |
1244 } | |
1245 | |
1246 //----- (004C06F8) -------------------------------------------------------- | |
196 | 1247 void Vis::PickBillboards_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 1248 { |
2335 | 1249 for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) |
194 | 1250 { |
1980 | 1251 RenderBillboardD3D* d3d_billboard = &pRenderer->pBillboardRenderListD3D[i]; |
0 | 1252 |
194 | 1253 if (is_part_of_selection((void *)i, filter)) |
0 | 1254 { |
194 | 1255 if (DoesRayIntersectBillboard(pick_depth, i)) |
0 | 1256 { |
2002 | 1257 RenderBillboard* billboard = &pBillboardRenderList[d3d_billboard->sParentBillboardID]; |
194 | 1258 |
2002 | 1259 list->AddObject((void *)d3d_billboard->sParentBillboardID, VisObjectType_Sprite, billboard->sZValue); |
0 | 1260 } |
1261 } | |
1262 } | |
1263 } | |
1264 | |
194 | 1265 |
1266 // tests the object against selection filter to determine whether it can be picked or not | |
0 | 1267 //----- (004C0791) -------------------------------------------------------- |
194 | 1268 bool Vis::is_part_of_selection(void *uD3DBillboardIdx_or_pBLVFace_or_pODMFace, Vis_SelectionFilter *filter) |
0 | 1269 { |
194 | 1270 //stru157 *v3; // esi@1 |
1271 //int result; // eax@1 | |
2378 | 1272 //int v5; // edx@2 |
194 | 1273 //int v6; // ecx@2 |
1274 //char v7; // zf@3 | |
2378 | 1275 //int v8; // esi@5 |
2334 | 1276 // std::string *v9; // ecx@7 |
2378 | 1277 //Actor *v10; // edi@18 |
194 | 1278 //const char *v12; // [sp-20h] [bp-2Ch]@7 |
2334 | 1279 // int v13; // [sp-1Ch] [bp-28h]@7 |
194 | 1280 //std::string v14; // [sp-18h] [bp-24h]@7 |
1281 //const char *v15; // [sp-8h] [bp-14h]@7 | |
2334 | 1282 // int v16; // [sp-4h] [bp-10h]@7 |
0 | 1283 |
194 | 1284 switch (filter->object_type) |
0 | 1285 { |
194 | 1286 case VisObjectType_Any: |
1287 return true; | |
1288 | |
1289 case VisObjectType_Sprite: | |
0 | 1290 { |
2378 | 1291 //v5 = filter->select_flags; |
2002 | 1292 int object_idx = PID_ID(pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].sParentBillboardID].object_pid); |
1293 int object_type = PID_TYPE(pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].sParentBillboardID].object_pid); | |
2378 | 1294 if ( filter->select_flags & 2 ) |
194 | 1295 { |
1296 if (object_type == filter->object_id) | |
1297 return false; | |
1298 return true; | |
1299 } | |
2378 | 1300 if ( filter->select_flags & 4 ) |
194 | 1301 { |
2378 | 1302 //v8 = filter->object_id; |
194 | 1303 if ( object_type != filter->object_id) |
1304 return true; | |
2378 | 1305 if (filter->object_id != OBJECT_Decoration) |
194 | 1306 { |
1307 MessageBoxA(nullptr, "Unsupported \"exclusion if no event\" type in CVis::is_part_of_selection", "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:207", 0); | |
1308 return true; | |
1309 } | |
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1310 if (pLevelDecorations[object_idx].uCog || pLevelDecorations[object_idx].uEventID) |
194 | 1311 return true; |
1312 return pLevelDecorations[object_idx].IsInteractive(); | |
1313 } | |
1314 if (object_type == filter->object_id) | |
1315 { | |
1316 if (object_type != OBJECT_Actor) | |
1317 { | |
1318 MessageBoxA(nullptr, "Default case reached in VIS", "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:245", 0); | |
1319 return true; | |
1320 } | |
1321 | |
2378 | 1322 //v10 = &pActors[object_idx]; |
1323 int result = 1 << LOBYTE(pActors[object_idx].uAIState); | |
1322 | 1324 if ( result & filter->no_at_ai_state |
1325 || !(result & filter->at_ai_state) | |
2378 | 1326 || filter->select_flags & 8 && (result = MonsterStats::BelongsToSupertype(pActors[object_idx].pMonsterInfo.uID, MONSTER_SUPERTYPE_UNDEAD)) == 0 ) |
194 | 1327 return false; |
1322 | 1328 if ( !(filter->select_flags & 1) ) |
194 | 1329 return true; |
1330 | |
2378 | 1331 result = pActors[object_idx].GetActorsRelation(nullptr); |
194 | 1332 if (result == 0) |
1333 return false; | |
1334 return true; | |
1335 } | |
1336 return false; | |
0 | 1337 } |
194 | 1338 |
1339 case VisObjectType_Face: | |
0 | 1340 { |
194 | 1341 uint face_attrib = 0; |
1342 bool no_event = true; | |
1343 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) | |
1344 { | |
1980 | 1345 ODMFace* face = (ODMFace *)uD3DBillboardIdx_or_pBLVFace_or_pODMFace; |
194 | 1346 no_event = face->sCogTriggeredID == 0; |
1347 face_attrib = face->uAttributes; | |
1348 } | |
1349 else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) | |
1350 { | |
1980 | 1351 BLVFace* face = (BLVFace *)uD3DBillboardIdx_or_pBLVFace_or_pODMFace; |
194 | 1352 no_event = pIndoor->pFaceExtras[face->uFaceExtraID].uEventID == 0; |
1353 face_attrib = face->uAttributes; | |
1354 } | |
1355 else | |
1356 assert(false); | |
1357 | |
1358 if (filter->object_id != OBJECT_BLVDoor) | |
1359 return true; | |
2143 | 1360 if (no_event || face_attrib & filter->no_at_ai_state)//face_attrib = 0x2009408 incorrect |
194 | 1361 return false; |
1322 | 1362 return (face_attrib & filter->at_ai_state) != 0; |
0 | 1363 } |
194 | 1364 |
1365 default: | |
1366 assert(false); | |
0 | 1367 } |
1368 } | |
1369 | |
1370 //----- (004C091D) -------------------------------------------------------- | |
1371 bool Vis::DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx) | |
1372 { | |
159 | 1373 int v3; // eax@3 |
1374 //signed int v5; // ecx@4 | |
1375 //float v6; // ST04_4@6 | |
1376 //float v7; // ST00_4@7 | |
194 | 1377 //int v8; // eax@10 |
1378 //unsigned int v9; // eax@12 | |
2334 | 1379 // int v10; // eax@17 |
1380 // double v11; // st6@18 | |
1381 // double v12; // st7@18 | |
1382 // double v13; // st4@18 | |
1383 // float v14; // ST0C_4@22 | |
1384 // float v15; // ST08_4@22 | |
159 | 1385 //float v16; // ST04_4@23 |
1386 //float v17; // ST00_4@24 | |
194 | 1387 //signed int v18; // eax@27 |
1388 //unsigned int v19; // eax@29 | |
2334 | 1389 // double v20; // st6@32 |
1390 // double v21; // st7@32 | |
1391 // int v22; // eax@32 | |
1392 // double v23; // st7@36 | |
159 | 1393 //void *v24; // esi@40 |
2334 | 1394 // float v25; // ST08_4@40 |
159 | 1395 //float v26; // ST04_4@41 |
1396 //float v27; // ST00_4@42 | |
2334 | 1397 // int v28; // eax@45 |
1398 // unsigned int v29; // eax@47 | |
1399 // char result; // al@48 | |
159 | 1400 struct RenderVertexSoft pPickingRay[2]; |
1401 //int v31; // [sp+20h] [bp-DCh]@5 | |
1402 struct RenderVertexSoft local_80[2]; | |
1322 | 1403 |
1404 float test_x; | |
1405 float test_y; | |
1406 | |
1407 float t1_x; | |
1408 float t1_y; | |
1409 float t2_x; | |
1410 float t2_y; | |
1411 float swap_temp; | |
2334 | 1412 // int v37; // [sp+F0h] [bp-Ch]@5 |
1322 | 1413 |
159 | 1414 signed int v40; // [sp+108h] [bp+Ch]@17 |
1322 | 1415 |
0 | 1416 |
194 | 1417 static Vis_SelectionList Vis_static_stru_F91E10; |
0 | 1418 Vis_static_stru_F91E10.uNumPointers = 0; |
2002 | 1419 v3 = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].sParentBillboardID; |
159 | 1420 if (v3 == -1) |
1421 return false; | |
1322 | 1422 |
159 | 1423 if (pBillboardRenderList[v3].GetFloatZ() > fDepth) |
1424 return false; | |
1322 | 1425 |
194 | 1426 |
1390 | 1427 GetPolygonCenter(pRenderer->pBillboardRenderListD3D[v3].pQuads, 4, &test_x, &test_y); |
1322 | 1428 CastPickRay(pPickingRay, test_x, test_y, fDepth); |
194 | 1429 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
196 | 1430 PickIndoorFaces_Mouse(fDepth, pPickingRay, &Vis_static_stru_F91E10, &vis_face_filter); |
0 | 1431 else |
196 | 1432 PickOutdoorFaces_Mouse(fDepth, pPickingRay, &Vis_static_stru_F91E10, &vis_face_filter, false); |
194 | 1433 Vis_static_stru_F91E10.create_object_pointers(); |
1434 sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); | |
159 | 1435 if (Vis_static_stru_F91E10.uNumPointers) |
0 | 1436 { |
194 | 1437 if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) |
1322 | 1438 return true; |
159 | 1439 } |
1322 | 1440 else if ((double)(pViewport->uScreen_TL_X) <= test_x && |
1441 (double)pViewport->uScreen_BR_X >= test_x && | |
1442 (double)pViewport->uScreen_TL_Y <= test_y && | |
1443 (double)pViewport->uScreen_BR_Y >= test_y) | |
1444 return true; | |
1445 | |
1446 for (v40 = 0; v40 < 4; ++v40) | |
0 | 1447 { |
1390 | 1448 test_x=pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[v40].pos.x; |
1449 test_y= pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[v40].pos.y; | |
1322 | 1450 if ((double)(pViewport->uScreen_TL_X) <= test_x && |
1451 (double)pViewport->uScreen_BR_X >= test_x && | |
1452 (double)pViewport->uScreen_TL_Y <= test_y && | |
1453 (double)pViewport->uScreen_BR_Y >= test_y) | |
159 | 1454 { |
1322 | 1455 CastPickRay(local_80, test_x, test_y, fDepth); |
1456 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) | |
1457 PickIndoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter); | |
1458 else | |
1459 PickOutdoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter, false); | |
1460 Vis_static_stru_F91E10.create_object_pointers(); | |
1461 sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); | |
1462 if ( !Vis_static_stru_F91E10.uNumPointers ) | |
1463 return true; | |
1464 if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) | |
1465 return true; | |
159 | 1466 } |
1322 | 1467 |
0 | 1468 } |
1322 | 1469 |
159 | 1470 if ( v40 >= 4 ) |
0 | 1471 { |
1322 | 1472 if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor ) |
159 | 1473 return false; |
1390 | 1474 t1_x = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[0].pos.x; |
1475 t2_x = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[3].pos.x; | |
1322 | 1476 |
1390 | 1477 t1_y = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[0].pos.y; |
1478 t2_y = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[1].pos.y; | |
1322 | 1479 if ( t1_x > t2_x ) |
0 | 1480 { |
1322 | 1481 swap_temp = t1_x; |
1482 t1_x = t2_x; | |
1483 t2_x = swap_temp; | |
0 | 1484 } |
1322 | 1485 if ( t1_y > t2_y ) |
1486 test_y = t1_y; | |
1487 else | |
1488 test_y = t2_y; | |
1489 | |
159 | 1490 Vis_static_stru_F91E10.uNumPointers = 0; |
1322 | 1491 |
1492 test_x = (t2_x - t1_x) * 0.5; | |
1493 if ((double)(pViewport->uScreen_TL_X) <= test_x && | |
1494 (double)pViewport->uScreen_BR_X >= test_x && | |
1495 (double)pViewport->uScreen_TL_Y <= test_y && | |
1496 (double)pViewport->uScreen_BR_Y >= test_y) | |
1497 { | |
1498 CastPickRay(local_80, test_x, test_y, fDepth); | |
1499 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) | |
1500 PickIndoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter); | |
1501 else | |
1502 PickOutdoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter, false); | |
1503 Vis_static_stru_F91E10.create_object_pointers(); | |
1504 sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); | |
1505 if ( !Vis_static_stru_F91E10.uNumPointers ) | |
1506 return true; | |
1507 if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) | |
1508 return true; | |
1509 | |
1510 } | |
1511 | |
0 | 1512 } |
1322 | 1513 return false; |
0 | 1514 } |
1515 // F93E18: using guessed type char static_byte_F93E18_init; | |
1516 | |
1517 //----- (004C0D32) -------------------------------------------------------- | |
196 | 1518 void Vis::PickIndoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 1519 { |
1520 int result; // eax@1 | |
742 | 1521 signed int pFaceID; // esi@2 |
1522 BLVFace *pFace; // edi@4 | |
828
0f56abdcce94
Massive refactors of spells + PID (packed id) macros introduced.
Nomad
parents:
742
diff
changeset
|
1523 //unsigned int v7; // eax@6 |
194 | 1524 Vis_ObjectInfo *v8; // eax@6 |
0 | 1525 signed int i; // [sp+18h] [bp-8h]@1 |
1526 | |
1527 result = 0; | |
676
ecfb1b3c9a39
BLV: when standing right on the portal (orange wall) everything looks fine
Nomad
parents:
618
diff
changeset
|
1528 for ( i = 0; i < (signed int)pBspRenderer->num_faces; ++i ) |
0 | 1529 { |
742 | 1530 pFaceID = pBspRenderer->faces[result].uFaceID; |
1531 if ( pFaceID >= 0 ) | |
0 | 1532 { |
742 | 1533 if ( pFaceID < (signed int)pIndoor->uNumFaces ) |
0 | 1534 { |
742 | 1535 pFace = &pIndoor->pFaces[pFaceID]; |
1536 if ( !pGame->pIndoorCameraD3D->IsCulled(&pIndoor->pFaces[pFaceID]) ) | |
0 | 1537 { |
742 | 1538 if ( is_part_of_selection(pFace, filter) ) |
0 | 1539 { |
916 | 1540 v8 = DetermineFacetIntersection(pFace, PID(OBJECT_BModel, pFaceID), pick_depth); |
0 | 1541 if ( v8 ) |
194 | 1542 list->AddObject(v8->object, v8->object_type, v8->sZValue); |
0 | 1543 } |
1544 } | |
1545 } | |
1546 } | |
1547 result = i + 1; | |
1548 } | |
1549 } | |
1550 | |
1551 //----- (004C0DEA) -------------------------------------------------------- | |
196 | 1552 void Vis::PickOutdoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 1553 { |
2335 | 1554 for (int i = 0; i < pOutdoor->uNumBModels; ++i) |
196 | 1555 { |
1556 int v17; | |
1557 if (!IsBModelVisible(i, &v17)) | |
1558 continue; | |
1559 if (!v17) | |
1560 continue; | |
0 | 1561 |
1980 | 1562 BSPModel* bmodel = &pOutdoor->pBModels[i]; |
2335 | 1563 for (int j = 0; j < bmodel->uNumFaces; ++j) |
0 | 1564 { |
2143 | 1565 //ODMFace* face = &bmodel->pFaces[j]; |
196 | 1566 |
2143 | 1567 if (is_part_of_selection(&bmodel->pFaces[j], filter) ) |
0 | 1568 { |
196 | 1569 BLVFace blv_face; |
2143 | 1570 blv_face.FromODM(&bmodel->pFaces[j]); |
196 | 1571 |
828
0f56abdcce94
Massive refactors of spells + PID (packed id) macros introduced.
Nomad
parents:
742
diff
changeset
|
1572 int pid = PID(OBJECT_BModel, j | (i << 6)); |
1980 | 1573 if (Vis_ObjectInfo* object_info = DetermineFacetIntersection(&blv_face, pid, pick_depth)) |
196 | 1574 list->AddObject(object_info->object, object_info->object_type, object_info->sZValue); |
0 | 1575 } |
1576 } | |
1577 } | |
1578 } |