Mercurial > mm7
annotate Vis.cpp @ 1910:8d3723ca71e6
Actor::GetDirectionInfo changed the signature to a less confusing one
author | Grumpy7 |
---|---|
date | Tue, 22 Oct 2013 00:39:04 -0700 |
parents | 35c1e4ff6ba7 |
children | c1c74df0a33e |
rev | line source |
---|---|
0 | 1 #include "Vis.h" |
2 #include "Outdoor.h" | |
1262 | 3 #include "BSPModel.h" |
0 | 4 #include "Game.h" |
5 #include "Actor.h" | |
1637 | 6 #include "Outdoor_stuff.h" |
0 | 7 #include "Viewport.h" |
1038 | 8 #include "Math.h" |
227 | 9 #include "Log.h" |
1638
ccde94f02b75
class IndoorCamera split into BLVRenderParams and ODMRenderParams
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10 #include "ErrorHandling.h" |
0 | 11 |
12 #include "mm7_data.h" | |
828
0f56abdcce94
Massive refactors of spells + PID (packed id) macros introduced.
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13 #include "MM7.h" |
1828
35c1e4ff6ba7
party_finds_gold to Party::PartyFindsGold, cleaned up, moved Level/Decoration.h reference out of Indoor.h
Grumpy7
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diff
changeset
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14 #include "Level/Decoration.h" |
0 | 15 |
16 | |
194 | 17 static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8; |
18 | |
19 Vis_SelectionFilter vis_sprite_filter_1 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E1C | |
20 Vis_SelectionFilter vis_sprite_filter_2 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E30 | |
21 Vis_SelectionFilter vis_face_filter = {VisObjectType_Face, OBJECT_Any, -1, 0, 0}; // 00F93E44 | |
22 Vis_SelectionFilter vis_door_filter = {VisObjectType_Face, OBJECT_BLVDoor, -1, 0x100000, 0}; // 00F93E58 | |
23 Vis_SelectionFilter vis_sprite_filter_3 = {VisObjectType_Sprite, OBJECT_Decoration, -1, 0, 4}; // 00F93E6C | |
24 Vis_SelectionFilter vis_sprite_filter_4 = {VisObjectType_Any, OBJECT_Item, -1, 0, 0}; // static to sub_44EEA7 | |
0 | 25 |
26 | |
27 | |
28 //----- (004C1026) -------------------------------------------------------- | |
1135 | 29 Vis_ObjectInfo *Vis::DetermineFacetIntersection(BLVFace *face, unsigned int pid, float pick_depth) |
0 | 30 { |
31 char *v4; // eax@4 | |
32 signed int v5; // ecx@4 | |
33 RenderVertexSoft pRay[2]; // [sp+20h] [bp-70h]@17 | |
34 int v20; // [sp+84h] [bp-Ch]@10 | |
35 | |
1177 | 36 static Vis_SelectionList SelectedPointersList;//stru_F8FE00 |
37 SelectedPointersList.uNumPointers = 0; | |
0 | 38 |
39 static bool _init_flag = false; | |
916 | 40 static RenderVertexSoft static_DetermineFacetIntersection_array_F8F200[64]; |
0 | 41 if (!_init_flag) |
42 { | |
43 _init_flag = true; | |
44 for (uint i = 0; i < 64; ++i) | |
916 | 45 static_DetermineFacetIntersection_array_F8F200[i].flt_2C = 0.0f; |
0 | 46 } |
47 | |
196 | 48 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
0 | 49 { |
196 | 50 if ( (signed int)face->uNumVertices > 0 ) |
0 | 51 { |
742 | 52 for ( int i = 0; i < face->uNumVertices; i++) |
0 | 53 { |
916 | 54 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = (double)pIndoor->pVertices[face->pVertexIDs[i]].x; |
55 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = (double)pIndoor->pVertices[face->pVertexIDs[i]].y; | |
56 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = (double)pIndoor->pVertices[face->pVertexIDs[i]].z; | |
0 | 57 } |
196 | 58 } |
59 } | |
60 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) | |
61 { | |
1135 | 62 uint bmodel_id = pid >> 9; |
196 | 63 auto v = (Vec3_int_ *)pOutdoor->pBModels[bmodel_id].pVertices.pVertices; |
64 for (uint i = 0; i < face->uNumVertices; ++i) | |
65 { | |
916 | 66 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = v[face->pVertexIDs[i]].x; |
67 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = v[face->pVertexIDs[i]].y; | |
68 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = v[face->pVertexIDs[i]].z; | |
0 | 69 } |
70 } | |
196 | 71 else assert(false); |
72 | |
916 | 73 pGame->pIndoorCameraD3D->ViewTransform(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices); |
74 pGame->pIndoorCameraD3D->Project(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, 1); | |
196 | 75 |
916 | 76 SortVectors_x(static_DetermineFacetIntersection_array_F8F200, 0, face->uNumVertices - 1); |
77 if (static_DetermineFacetIntersection_array_F8F200[0].vWorldViewPosition.x > pick_depth) | |
196 | 78 return nullptr; |
79 | |
80 float screenspace_center_x, | |
81 screenspace_center_y; | |
916 | 82 GetPolygonScreenSpaceCenter(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, &screenspace_center_x, &screenspace_center_y); |
83 if (IsPolygonOccludedByBillboard(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, screenspace_center_x, screenspace_center_y)) | |
196 | 84 return nullptr; |
85 | |
86 CastPickRay(pRay, screenspace_center_x, screenspace_center_y, pick_depth); | |
87 | |
88 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) | |
1177 | 89 PickOutdoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter, true); |
196 | 90 else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
1177 | 91 PickIndoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter); |
196 | 92 else assert(false); |
93 | |
1177 | 94 SelectedPointersList.create_object_pointers(); |
95 sort_object_pointers(SelectedPointersList.object_pointers, 0, SelectedPointersList.uNumPointers - 1); | |
96 if (!SelectedPointersList.uNumPointers) | |
196 | 97 return nullptr; |
98 | |
1177 | 99 if (!SelectedPointersList.SelectionPointers(VisObjectType_Face, pid)) |
196 | 100 return nullptr; |
101 | |
1177 | 102 if (SelectedPointersList.uNumPointers) |
103 return SelectedPointersList.object_pointers[0]; | |
196 | 104 else return nullptr; |
0 | 105 } |
916 | 106 // F91E08: using guessed type char static_DetermineFacetIntersection_byte_F91E08__init_flags; |
0 | 107 |
108 //----- (004C12C3) -------------------------------------------------------- | |
196 | 109 bool Vis::IsPolygonOccludedByBillboard(RenderVertexSoft *vertices, int num_vertices, float x, float y) |
0 | 110 { |
196 | 111 //signed int v5; // esi@1 |
112 //RenderBillboardD3D *v6; // edi@2 | |
113 //double v7; // st7@9 | |
114 //int v8; // edx@9 | |
115 //RenderVertexSoft *v9; // ecx@10 | |
116 //char result; // al@24 | |
117 //Vis *thisa; // [sp+10h] [bp-8h]@1 | |
118 //float thisb; // [sp+10h] [bp-8h]@9 | |
119 //signed int v13; // [sp+14h] [bp-4h]@1 | |
120 //float a3a; // [sp+28h] [bp+10h]@9 | |
121 //float a4a; // [sp+2Ch] [bp+14h]@9 | |
0 | 122 |
196 | 123 int v13 = -1; |
124 //v5 = 0; | |
125 //thisa = this; | |
126 | |
127 //v6 = pRenderer->pBillboardRenderListD3D; | |
128 for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) | |
82 | 129 { |
196 | 130 auto billboard = pRenderer->pBillboardRenderListD3D + i; |
131 if (IsPointInsideD3DBillboard(billboard, x, y)) | |
0 | 132 { |
196 | 133 if (v13 == -1) |
134 v13 = i; | |
1322 | 135 else if ((unsigned int)pBillboardRenderList[billboard->uParentBillboardID].sZValue < |
136 pBillboardRenderList[pRenderer->pBillboardRenderListD3D[v13].uParentBillboardID].sZValue) | |
196 | 137 v13 = i; |
0 | 138 } |
139 } | |
196 | 140 |
141 if ( v13 == -1 ) | |
142 return false; | |
143 | |
144 //v8 = num_vertices; | |
145 //v7 = 3.4028235e38; | |
146 float min_x = FLT_MAX; | |
147 //a4a = 3.4028235e38; | |
148 float min_y = FLT_MAX; | |
149 //a3a = -3.4028235e38; | |
150 float max_x = -FLT_MAX; | |
151 //thisb = -3.4028235e38; | |
152 float max_y = -FLT_MAX; | |
153 for (uint i = 0; i < num_vertices; ++i) | |
154 { | |
155 //v9 = a1; | |
156 //do | |
157 //{ | |
158 auto v = vertices + i; | |
159 | |
160 if (v->vWorldViewProjX < min_x) | |
161 min_x = v->vWorldViewProjX; | |
162 if (v->vWorldViewProjX > max_x) | |
163 max_x = v->vWorldViewProjX; | |
164 | |
165 if (v->vWorldViewProjY < min_y) | |
166 min_y = v->vWorldViewProjY; | |
167 if (v->vWorldViewProjY > max_y) | |
168 max_y = v->vWorldViewProjY; | |
169 //++v9; | |
170 //--v8; | |
171 //} | |
172 //while ( v8 ); | |
173 } | |
174 | |
1390 | 175 if (min_x < pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.x || pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.y > min_y || |
176 pRenderer->pBillboardRenderListD3D[v13].pQuads[3].pos.x < max_x || pRenderer->pBillboardRenderListD3D[v13].pQuads[1].pos.y < max_y) | |
196 | 177 return false; |
178 | |
179 return true; | |
0 | 180 } |
181 | |
182 //----- (004C1417) -------------------------------------------------------- | |
183 void Vis::GetPolygonCenter(RenderVertexD3D3 *pVertices, unsigned int uNumVertices, float *pCenterX, float *pCenterY) | |
184 { | |
185 static RenderVertexD3D3 unk_F8EA00[64]; | |
186 | |
187 memcpy(unk_F8EA00, pVertices, 32 * uNumVertices); | |
188 | |
189 SortVerticesByX(unk_F8EA00, 0, uNumVertices - 1); | |
190 *pCenterX = (unk_F8EA00[uNumVertices - 1].pos.x - unk_F8EA00[0].pos.x) * 0.5 + unk_F8EA00[0].pos.x; | |
191 | |
192 SortVerticesByY(unk_F8EA00, 0, uNumVertices - 1); | |
193 *pCenterY = (unk_F8EA00[uNumVertices - 1].pos.y - unk_F8EA00[0].pos.y) * 0.5 + unk_F8EA00[0].pos.y; | |
194 } | |
195 | |
196 //----- (004C1495) -------------------------------------------------------- | |
196 | 197 void Vis::GetPolygonScreenSpaceCenter(RenderVertexSoft *vertices, int num_vertices, float *out_center_x, float *out_center_y) |
0 | 198 { |
199 char *v5; // eax@2 | |
200 signed int v6; // ecx@2 | |
201 float *result; // eax@5 | |
202 | |
203 static RenderVertexSoft static_sub_4C1495_array_F8DDF8[64]; | |
204 | |
196 | 205 memcpy(static_sub_4C1495_array_F8DDF8, vertices, 48 * num_vertices); |
0 | 206 |
196 | 207 SortByScreenSpaceX(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1); |
208 *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; | |
209 | |
210 SortByScreenSpaceY(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1); | |
211 *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 | 212 } |
213 | |
214 //----- (004C1542) -------------------------------------------------------- | |
194 | 215 void Vis::PickBillboards_Mouse(float fPickDepth, float fX, float fY, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 216 { |
194 | 217 for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) |
0 | 218 { |
916 | 219 auto d3d_billboard = &pRenderer->pBillboardRenderListD3D[i]; |
194 | 220 if (is_part_of_selection((void *)i, filter) && IsPointInsideD3DBillboard(d3d_billboard, fX, fY)) |
0 | 221 { |
194 | 222 if (DoesRayIntersectBillboard(fPickDepth, i)) |
0 | 223 { |
194 | 224 auto billboard = &pBillboardRenderList[d3d_billboard->uParentBillboardID]; |
225 | |
226 list->AddObject((void *)d3d_billboard->uParentBillboardID, VisObjectType_Sprite, billboard->sZValue); | |
0 | 227 } |
228 } | |
229 } | |
230 } | |
231 | |
232 //----- (004C1607) -------------------------------------------------------- | |
233 bool Vis::IsPointInsideD3DBillboard(RenderBillboardD3D *a1, float x, float y) | |
234 { | |
194 | 235 //RenderBillboardD3D *result; // eax@1 |
0 | 236 double v5; // st7@2 |
237 float v6; // ecx@2 | |
238 float v7; // ST00_4@3 | |
239 __int16 v8; // fps@6 | |
240 double v9; // st6@6 | |
241 char v10; // c0@6 | |
242 char v11; // c2@6 | |
243 char v12; // c3@6 | |
244 __int16 v13; // fps@7 | |
245 double v14; // st6@7 | |
246 unsigned __int8 v15; // c0@7 | |
247 char v16; // c2@7 | |
248 unsigned __int8 v17; // c3@7 | |
249 __int16 v18; // fps@8 | |
250 double v19; // st6@8 | |
251 char v20; // c0@8 | |
252 char v21; // c2@8 | |
253 char v22; // c3@8 | |
254 __int16 v23; // fps@9 | |
255 double v24; // st6@9 | |
256 unsigned __int8 v25; // c0@9 | |
257 char v26; // c2@9 | |
258 unsigned __int8 v27; // c3@9 | |
259 float v28; // [sp+4h] [bp-8h]@2 | |
260 float v29; // [sp+8h] [bp-4h]@2 | |
261 float a1a; // [sp+14h] [bp+8h]@2 | |
262 | |
263 if ( a1->uParentBillboardID == -1 ) | |
194 | 264 return false; |
265 | |
266 //result = a1; | |
1390 | 267 v5 = a1->pQuads[0].pos.x; |
268 a1a = a1->pQuads[3].pos.x; | |
269 v6 = a1->pQuads[0].pos.y; | |
270 //result = (RenderBillboardD3D *)LODWORD(result->pQuads[1].pos.y); | |
0 | 271 v29 = v6; |
1390 | 272 v28 = a1->pQuads[1].pos.y; |
0 | 273 if ( v5 > a1a ) |
274 { | |
275 v7 = v5; | |
194 | 276 //HIWORD(result) = HIWORD(v7); |
0 | 277 v5 = a1a; |
278 a1a = v7; | |
279 } | |
280 if ( v6 > (double)v28 ) | |
281 { | |
194 | 282 //result = (RenderBillboardD3D *)LODWORD(v28); |
0 | 283 v28 = v6; |
194 | 284 v29 = v28; |
0 | 285 } |
286 v9 = x + 1.0; | |
287 //UNDEF(v8); | |
29 | 288 //v10 = v9 < v5; |
289 //v11 = 0; | |
290 //v12 = v9 == v5; | |
291 //BYTE1(result) = HIBYTE(v8);//crash | |
194 | 292 if (v9 >= v5 && |
293 (v14 = x - 1.0, v14<=a1a) &&///*UNDEF(v13),*/ v15 = v14 < a1a, v16 = 0, v17 = v14 == a1a, BYTE1(result) = HIBYTE(v13), v15 | v17) | |
294 (v19 = y + 1.0, v19>=v29) &&///*UNDEF(v18),*/ v20 = v19 < v29, v21 = 0, v22 = v19 == v29, BYTE1(result) = HIBYTE(v18), v19 >= v29) | |
295 (v24 = y - 1.0, v24<=v28))///*UNDEF(v23),*/ v25 = v24 < v28, v26 = 0, v27 = v24 == v28, BYTE1(result) = HIBYTE(v23), v25 | v27) ) | |
296 return true; | |
0 | 297 else |
194 | 298 return false; |
0 | 299 } |
300 | |
301 //----- (004C16B4) -------------------------------------------------------- | |
196 | 302 void Vis::PickIndoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 303 { |
304 int v5; // eax@1 | |
742 | 305 signed int pFaceID; // edi@2 |
0 | 306 int v8; // ecx@7 |
307 int v9; // eax@7 | |
308 unsigned int *pNumPointers; // eax@7 | |
309 unsigned int v11; // ecx@7 | |
194 | 310 Vis_ObjectInfo *v12; // edi@7 |
0 | 311 RenderVertexSoft a1; // [sp+Ch] [bp-44h]@1 |
742 | 312 BLVFace *pFace; // [sp+3Ch] [bp-14h]@7 |
0 | 313 void *v15; // [sp+40h] [bp-10h]@7 |
314 int v17; // [sp+48h] [bp-8h]@1 | |
196 | 315 |
0 | 316 v5 = 0; |
317 v17 = 0; | |
676
ecfb1b3c9a39
BLV: when standing right on the portal (orange wall) everything looks fine
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changeset
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318 for ( a1.flt_2C = 0.0; v17 < (signed int)pBspRenderer->num_faces; ++v17 ) |
0 | 319 { |
742 | 320 pFaceID = pBspRenderer->faces[v5].uFaceID; |
321 if ( pFaceID >= 0 ) | |
0 | 322 { |
742 | 323 if ( pFaceID < (signed int)pIndoor->uNumFaces ) |
0 | 324 { |
1053 | 325 auto face = pIndoor->pFaces + pFaceID; |
326 if ( is_part_of_selection(face, filter) ) | |
0 | 327 { |
1053 | 328 if ( !pGame->pIndoorCameraD3D->IsCulled(face) ) |
0 | 329 { |
1053 | 330 if ( Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &a1, face, 0xFFFFFFFFu) ) |
0 | 331 { |
742 | 332 pGame->pIndoorCameraD3D->ViewTransform(&a1, 1); |
1029 | 333 v9 = fixpoint_from_float(/*v8, */a1.vWorldViewPosition.x); |
0 | 334 LOWORD(v9) = 0; |
862 | 335 v15 = (void *)((PID(OBJECT_BModel,pFaceID)) + v9); |
194 | 336 pNumPointers = &list->uNumPointers; |
742 | 337 //v16 = 2; |
338 //v11 = list->uNumPointers; | |
339 pFace = &pIndoor->pFaces[pFaceID]; | |
340 v12 = &list->object_pool[list->uNumPointers]; | |
341 v12->object = &pIndoor->pFaces[pFaceID]; | |
194 | 342 v12 = (Vis_ObjectInfo *)((char *)v12 + 4); |
343 v12->object = v15; | |
742 | 344 v12->sZValue = 2; |
0 | 345 ++*pNumPointers; |
346 } | |
347 } | |
348 } | |
1053 | 349 |
350 if (face->uAttributes & FACE_PICKED) | |
351 face->uAttributes |= FACE_OUTLINED; | |
352 else | |
353 face->uAttributes &= ~FACE_OUTLINED; | |
354 face->uAttributes &= ~FACE_PICKED; | |
0 | 355 } |
356 } | |
357 v5 = v17 + 1; | |
358 } | |
359 } | |
360 | |
361 //----- (004C17CF) -------------------------------------------------------- | |
323 | 362 void Vis::PickOutdoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter, bool only_reachable) |
196 | 363 { |
0 | 364 if (!pOutdoor) |
365 return; | |
196 | 366 |
367 for (uint i = 0; i < pOutdoor->uNumBModels; ++i) | |
0 | 368 { |
323 | 369 int reachable; |
370 if (!IsBModelVisible(i, &reachable)) | |
196 | 371 continue; |
323 | 372 if (!reachable && only_reachable) |
196 | 373 continue; |
374 | |
375 auto bmodel = &pOutdoor->pBModels[i]; | |
376 for (uint j = 0; j < bmodel->uNumFaces; ++j) | |
0 | 377 { |
916 | 378 auto face = &bmodel->pFaces[j]; |
196 | 379 if (is_part_of_selection(face, filter)) |
0 | 380 { |
196 | 381 BLVFace blv_face; |
382 blv_face.FromODM(face); | |
383 | |
384 RenderVertexSoft intersection; | |
385 if (Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &intersection, &blv_face, i)) | |
0 | 386 { |
916 | 387 pGame->pIndoorCameraD3D->ViewTransform(&intersection, 1); |
1029 | 388 int v13 = fixpoint_from_float(/*v12, */intersection.vWorldViewPosition.x); |
389 v13 &= 0xFFFF0000; | |
828
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Massive refactors of spells + PID (packed id) macros introduced.
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parents:
742
diff
changeset
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390 v13 += PID(OBJECT_BModel, j | (i << 6)); |
196 | 391 |
392 list->AddObject(face, VisObjectType_Face, v13); | |
0 | 393 } |
323 | 394 |
1053 | 395 if (blv_face.uAttributes & FACE_PICKED) |
323 | 396 face->uAttributes |= FACE_OUTLINED; |
397 else | |
398 face->uAttributes &= ~FACE_OUTLINED; | |
1053 | 399 blv_face.uAttributes &= ~FACE_PICKED; |
0 | 400 } |
401 } | |
402 } | |
403 } | |
404 | |
405 //----- (004C1930) -------------------------------------------------------- | |
406 //bool Vis::j_DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx) | |
407 //{return DoesRayIntersectBillboard(fDepth, uD3DBillboardIdx);} | |
408 | |
409 //----- (004C1944) -------------------------------------------------------- | |
295 | 410 int Vis::PickClosestActor(int object_id, unsigned int pick_depth, int a4, int a5, int a6) |
0 | 411 { |
295 | 412 //float v6; // ST00_4@3 |
413 //int result; // eax@4 | |
194 | 414 Vis_SelectionFilter v8; // [sp+18h] [bp-20h]@3 |
295 | 415 //__int64 v9; // [sp+2Ch] [bp-Ch]@3 |
416 //Vis *v14; // [sp+34h] [bp-4h]@1 | |
0 | 417 |
295 | 418 //v14 = this; |
0 | 419 |
194 | 420 static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8; |
295 | 421 |
422 v8.object_type = VisObjectType_Sprite; | |
194 | 423 v8.object_id = object_id; |
1322 | 424 v8.at_ai_state = a6; |
425 v8.no_at_ai_state = a5; | |
426 v8.select_flags = a4; | |
0 | 427 Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers = 0; |
295 | 428 PickBillboards_Keyboard(pick_depth, &Vis_static_sub_4C1944_stru_F8BDE8, &v8); |
194 | 429 Vis_static_sub_4C1944_stru_F8BDE8.create_object_pointers(Vis_SelectionList::Unique); |
0 | 430 sort_object_pointers( |
194 | 431 Vis_static_sub_4C1944_stru_F8BDE8.object_pointers, |
0 | 432 0, |
433 Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers - 1); | |
295 | 434 |
435 if (!Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers) | |
436 return -1; | |
437 return Vis_static_sub_4C1944_stru_F8BDE8.object_pointers[0]->sZValue; | |
0 | 438 } |
439 | |
440 //----- (004C1A02) -------------------------------------------------------- | |
441 void Vis::_4C1A02() | |
442 { | |
443 RenderVertexSoft v1; // [sp+8h] [bp-C0h]@1 | |
444 RenderVertexSoft v2; // [sp+38h] [bp-90h]@1 | |
445 RenderVertexSoft v3; // [sp+68h] [bp-60h]@1 | |
446 RenderVertexSoft v4; // [sp+98h] [bp-30h]@1 | |
447 | |
448 v4.flt_2C = 0.0; | |
449 v4.vWorldPosition.x = 0.0; | |
450 v4.vWorldPosition.y = 65536.0; | |
451 v4.vWorldPosition.z = 0.0; | |
452 v3.flt_2C = 0.0; | |
453 v3.vWorldPosition.x = 65536.0; | |
454 v3.vWorldPosition.y = 0.0; | |
455 v3.vWorldPosition.z = 0.0; | |
456 memcpy(&v1, &v3, sizeof(v1)); | |
457 v3.flt_2C = 0.0; | |
458 v3.vWorldPosition.x = 0.0; | |
459 v3.vWorldPosition.y = 65536.0; | |
460 v3.vWorldPosition.z = 0.0; | |
461 memcpy(&v2, &v4, sizeof(v2)); | |
462 v4.flt_2C = 0.0; | |
463 v4.vWorldPosition.x = 65536.0; | |
464 v4.vWorldPosition.y = 0.0; | |
465 v4.vWorldPosition.z = 0.0; | |
466 memcpy(&this->stru_200C, &v1, 0x60u); | |
467 memcpy(&v1, &v4, sizeof(v1)); | |
468 memcpy(&v2, &v3, sizeof(v2)); | |
469 memcpy(&this->stru_206C, &v1, 0x60u); | |
470 } | |
471 | |
472 //----- (004C1ABA) -------------------------------------------------------- | |
473 bool Vis::SortVectors_x(RenderVertexSoft *a2, int a3, int a4) | |
474 { | |
475 bool result; // eax@1 | |
476 RenderVertexSoft *v5; // edx@2 | |
477 int v6; // ebx@2 | |
478 int i; // ecx@2 | |
479 int v8; // esi@3 | |
480 int v9; // esi@5 | |
481 RenderVertexSoft *v10; // eax@8 | |
482 RenderVertexSoft v11; // [sp+4h] [bp-6Ch]@8 | |
483 RenderVertexSoft v12; // [sp+34h] [bp-3Ch]@2 | |
484 int v13; // [sp+64h] [bp-Ch]@7 | |
485 Vis *thisa; // [sp+68h] [bp-8h]@1 | |
486 RenderVertexSoft *v15; // [sp+6Ch] [bp-4h]@2 | |
487 | |
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488 result = a4 != 0; |
0 | 489 thisa = this; |
490 if ( a4 > a3 ) | |
491 { | |
492 v5 = a2; | |
493 v15 = &a2[a4]; | |
494 v6 = a3 - 1; | |
495 memcpy(&v12, &a2[a4], sizeof(v12)); | |
496 for ( i = a4; ; i = v13 ) | |
497 { | |
498 v8 = (int)&v5[v6].vWorldViewPosition; | |
499 do | |
500 { | |
501 v8 += 48; | |
502 ++v6; | |
503 } | |
504 while ( *(float *)v8 < (double)v12.vWorldViewPosition.x ); | |
505 v9 = (int)&v5[i].vWorldViewPosition; | |
506 do | |
507 { | |
508 v9 -= 48; | |
509 --i; | |
510 } | |
511 while ( *(float *)v9 > (double)v12.vWorldViewPosition.x ); | |
512 v13 = i; | |
513 if ( v6 >= i ) | |
514 break; | |
515 v10 = &v5[i]; | |
516 memcpy(&v11, &a2[v6], sizeof(v11)); | |
517 v5 = a2; | |
518 memcpy(&a2[v6], v10, sizeof(a2[v6])); | |
519 memcpy(v10, &v11, 0x30u); | |
520 } | |
521 memcpy(&v11, &v5[v6], sizeof(v11)); | |
522 memcpy(&v5[v6], v15, sizeof(v5[v6])); | |
523 memcpy(v15, &v11, 0x30u); | |
524 SortVectors_x(v5, a3, v6 - 1); | |
525 SortVectors_x(a2, v6 + 1, a4); | |
526 } | |
527 return true; | |
528 } | |
529 | |
530 //----- (004C1BAA) -------------------------------------------------------- | |
194 | 531 int Vis::get_object_zbuf_val(Vis_ObjectInfo *info) |
0 | 532 { |
194 | 533 switch (info->object_type) |
534 { | |
535 case VisObjectType_Sprite: | |
536 case VisObjectType_Face: | |
537 return info->sZValue; | |
0 | 538 |
194 | 539 default: |
540 MessageBoxW(nullptr, L"Undefined type requested for: CVis::get_object_zbuf_val()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1037", 0); | |
541 return -1; | |
0 | 542 } |
543 } | |
544 | |
545 //----- (004C1BF1) -------------------------------------------------------- | |
546 int Vis::get_picked_object_zbuf_val() | |
547 { | |
194 | 548 if (!default_list.uNumPointers) |
549 return -1; | |
0 | 550 |
998 | 551 return get_object_zbuf_val(default_list.object_pointers[0]); |
0 | 552 } |
553 | |
554 //----- (004C1C0C) -------------------------------------------------------- | |
1025 | 555 bool Vis::Intersect_Ray_Face(RenderVertexSoft *pRayStart, RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *Intersection, BLVFace *pFace, unsigned int pBModelID) |
0 | 556 { |
1049 | 557 float c1; // st5@6 |
558 float c2; // st7@11 | |
559 Vec3_short_ IntersectPoint; // ST04_6@11 | |
560 | |
323 | 561 |
1025 | 562 if (pFace->Portal() || pFace->Invisible()) |
323 | 563 return false; |
564 | |
1049 | 565 int ray_dir_x = pRayEnd->vWorldPosition.x - pRayStart->vWorldPosition.x,//calculate the direction vector of the line(âû÷èñëèì âåêòîð íàïðàâëåíèÿ ëèíèé) |
566 ray_dir_y = pRayEnd->vWorldPosition.y - pRayStart->vWorldPosition.y, | |
323 | 567 ray_dir_z = pRayEnd->vWorldPosition.z - pRayStart->vWorldPosition.z; |
568 | |
1025 | 569 //c1 = -d-(n*p0) |
570 c1 = -pFace->pFacePlane.dist -(pFace->pFacePlane.vNormal.x * pRayStart->vWorldPosition.x | |
571 + pFace->pFacePlane.vNormal.y * pRayStart->vWorldPosition.y | |
572 + pFace->pFacePlane.vNormal.z * pRayStart->vWorldPosition.z); | |
1049 | 573 if (c1 > 0) |
574 return false; | |
575 #define EPSILON 1e-6 | |
1025 | 576 //c2 = n*u |
1049 | 577 c2 = pFace->pFacePlane.vNormal.x * ray_dir_y// get length of the line(Ýòî äàåò íàì äëèíó ëèíèè) |
1025 | 578 + pFace->pFacePlane.vNormal.y * ray_dir_x |
579 + pFace->pFacePlane.vNormal.z * ray_dir_z; | |
580 if (c2 > -EPSILON && c2 < EPSILON) // ray faces face's normal ( > 0) or parallel ( == 0) | |
323 | 581 return false; |
582 | |
1025 | 583 //t = -d-(n*p0)/n*u |
1049 | 584 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 | 585 |
1049 | 586 if (t < 0 || t > 1) |
323 | 587 return false; |
588 | |
1049 | 589 // p(t) = p0 + tu; |
590 Intersection->vWorldPosition.x = pRayStart->vWorldPosition.x + t * ray_dir_y;// add the interest to the start line(ïðèáàâëÿåì ïðîöåíò ëèíèè ê ëèíèè ñòàðòà) | |
591 Intersection->vWorldPosition.y = pRayStart->vWorldPosition.y + t * ray_dir_x; | |
592 Intersection->vWorldPosition.z = pRayStart->vWorldPosition.z + t * ray_dir_z; | |
593 | |
1545 | 594 IntersectPoint.x = Intersection->vWorldPosition.x; |
595 IntersectPoint.y = Intersection->vWorldPosition.y; | |
596 IntersectPoint.z = Intersection->vWorldPosition.z; | |
1049 | 597 |
1050 | 598 if ( !CheckIntersectBModel(pFace, IntersectPoint, pBModelID) ) |
1049 | 599 return false; |
600 | |
601 *pDepth = t;//Record the distance from the origin of the ray (Çàïèñûâàåì äèñòàíöèþ îò íà÷àëà ëó÷à) | |
323 | 602 return true; |
0 | 603 } |
604 | |
605 //----- (004C1D2B) -------------------------------------------------------- | |
1050 | 606 bool Vis::CheckIntersectBModel(BLVFace *pFace, Vec3_short_ IntersectPoint, unsigned int uModelID) |
0 | 607 { |
608 int v5; // esi@10 | |
609 bool v6; // edi@10 | |
610 signed int v10; // ebx@14 | |
1051 | 611 int v15; // [sp+10h] [bp-Ch]@10 |
612 signed int v16; // [sp+18h] [bp-4h]@10 | |
613 | |
614 int a = 0, b = 0; | |
615 | |
616 if (IntersectPoint.x < pFace->pBounding.x1 || IntersectPoint.x > pFace->pBounding.x2 || | |
617 IntersectPoint.y < pFace->pBounding.y1 || IntersectPoint.y > pFace->pBounding.y2 || | |
618 IntersectPoint.z < pFace->pBounding.z1 || IntersectPoint.z > pFace->pBounding.z2 ) | |
619 return false; | |
620 | |
621 if (uModelID != -1) | |
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622 ODM_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a.data(), intersect_face_vertex_coords_list_b.data(), |
1051 | 623 &IntersectPoint, pFace, uModelID); |
624 else | |
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625 BLV_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a.data(), intersect_face_vertex_coords_list_b.data(), |
1051 | 626 &IntersectPoint, pFace); |
627 v5 = 2 * pFace->uNumVertices; | |
628 v16 = 0; | |
629 intersect_face_vertex_coords_list_a[v5] = intersect_face_vertex_coords_list_a[0]; | |
630 intersect_face_vertex_coords_list_b[v5] = intersect_face_vertex_coords_list_b[0]; | |
631 v6 = intersect_face_vertex_coords_list_b[0] >= b; | |
632 if (v5 <= 0) | |
633 return false; | |
634 for ( uint i = 0; i < v5; ++i ) | |
635 { | |
636 if ( v16 >= 2 ) | |
637 break; | |
1110 | 638 if ( v6 ^ (intersect_face_vertex_coords_list_b[i + 1] >= b) ) |
1051 | 639 { |
640 if ( intersect_face_vertex_coords_list_a[i + 1] >= a ) | |
641 v10 = 0; | |
642 else | |
643 v10 = 2; | |
644 v10 |= intersect_face_vertex_coords_list_a[i] < a ? 1 : 0; | |
645 if ( v10 != 3 ) | |
646 { | |
647 if ( !v10) | |
648 ++v16; | |
649 else | |
650 { | |
651 int _v1 = fixpoint_div(intersect_face_vertex_coords_list_a[i + 1] - intersect_face_vertex_coords_list_a[i], | |
652 intersect_face_vertex_coords_list_b[i + 1] - intersect_face_vertex_coords_list_b[i]); | |
653 int _v2 = fixpoint_mul(b - intersect_face_vertex_coords_list_b[i], _v1) + 32768; | |
654 | |
655 if (intersect_face_vertex_coords_list_a[i] + (_v2 >> 16) >= a) | |
656 ++v16; | |
657 } | |
658 } | |
659 } | |
660 v6 = intersect_face_vertex_coords_list_b[i + 1] >= b; | |
661 } | |
662 | |
663 if ( v16 != 1 ) | |
664 return false; | |
1053 | 665 |
1507 | 666 extern bool show_picked_face; |
667 if ( show_picked_face ) | |
668 pFace->uAttributes |= FACE_PICKED; | |
1051 | 669 return true; |
670 /* | |
671 int v5; // esi@10 | |
672 bool v6; // edi@10 | |
673 signed int v10; // ebx@14 | |
0 | 674 int v11; // edi@16 |
675 signed int v12; // ST28_4@18 | |
676 signed __int64 v13; // qtt@18 | |
677 signed int result; // eax@21 | |
678 int v15; // [sp+10h] [bp-Ch]@10 | |
679 signed int v16; // [sp+18h] [bp-4h]@10 | |
680 | |
1050 | 681 int a = 0, b = 0; |
1049 | 682 |
683 if (IntersectPoint.x < pFace->pBounding.x1 || IntersectPoint.x > pFace->pBounding.x2 || | |
684 IntersectPoint.y < pFace->pBounding.y1 || IntersectPoint.y > pFace->pBounding.y2 || | |
685 IntersectPoint.z < pFace->pBounding.z1 || IntersectPoint.z > pFace->pBounding.z2 ) | |
323 | 686 return false; |
687 | |
1025 | 688 pFace->uAttributes |= 0x80000000; |
1049 | 689 |
323 | 690 if (uModelID != -1) |
1050 | 691 ODM_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a, intersect_face_vertex_coords_list_b, |
1049 | 692 &IntersectPoint, pFace, uModelID); |
323 | 693 else |
1050 | 694 BLV_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a, intersect_face_vertex_coords_list_b, |
1049 | 695 &IntersectPoint, pFace); |
1025 | 696 v5 = 2 * pFace->uNumVertices; |
323 | 697 v16 = 0; |
1050 | 698 intersect_face_vertex_coords_list_a[v5] = intersect_face_vertex_coords_list_a[0]; |
699 intersect_face_vertex_coords_list_b[v5] = intersect_face_vertex_coords_list_b[0]; | |
700 v6 = intersect_face_vertex_coords_list_b[0] >= b; | |
323 | 701 if (v5 <= 0) |
702 return false; | |
1049 | 703 for ( uint i = 0; i < v5; ++i ) |
0 | 704 { |
705 if ( v16 >= 2 ) | |
706 break; | |
1050 | 707 if ( v6 ^ intersect_face_vertex_coords_list_b[i + 1] >= b ) |
0 | 708 { |
1050 | 709 if ( intersect_face_vertex_coords_list_a[i + 1] >= a ) |
0 | 710 v10 = 0; |
711 else | |
712 v10 = 2; | |
1050 | 713 v11 = v10 | intersect_face_vertex_coords_list_a[i] < a; |
0 | 714 if ( v11 != 3 ) |
715 { | |
716 if ( !v11 | |
1050 | 717 || (v12 = intersect_face_vertex_coords_list_a[i + 1] - intersect_face_vertex_coords_list_a[i], |
0 | 718 LODWORD(v13) = v12 << 16, |
719 HIDWORD(v13) = v12 >> 16, | |
1050 | 720 intersect_face_vertex_coords_list_a[i] |
721 + ((signed int)(((unsigned __int64)(v13 / (intersect_face_vertex_coords_list_b[i + 1] - intersect_face_vertex_coords_list_b[i]) | |
722 * (signed int)((b - intersect_face_vertex_coords_list_b[i]) << 16)) >> 16) + 32768) >> 16) >= a) ) | |
0 | 723 ++v16; |
724 } | |
725 } | |
1050 | 726 v6 = intersect_face_vertex_coords_list_b[i + 1] >= b; |
0 | 727 } |
1050 | 728 result = true; |
0 | 729 if ( v16 != 1 ) |
1050 | 730 result = false; |
0 | 731 return result; |
1051 | 732 }*/ |
0 | 733 } |
734 | |
735 //----- (004C1EE5) -------------------------------------------------------- | |
1322 | 736 void Vis::BLV_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, |
737 __int16 *intersect_face_vertex_coords_list_b, | |
738 Vec3_short_ *IntersectPoint, BLVFace *pFace) | |
0 | 739 { |
1035 | 740 if (pFace->uAttributes & FACE_XY_PLANE) |
741 { | |
1050 | 742 *a = IntersectPoint->x; |
743 *b = IntersectPoint->y; | |
1035 | 744 |
745 for (uint i = 0; i < pFace->uNumVertices; ++i) | |
746 { | |
1050 | 747 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].x; |
748 intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pXInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].x; | |
1035 | 749 |
1050 | 750 intersect_face_vertex_coords_list_b[2 * i] = pFace->pYInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].y; |
751 intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pYInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].y; | |
1035 | 752 } |
753 } | |
754 else if (pFace->uAttributes & FACE_XZ_PLANE) | |
755 { | |
1050 | 756 *a = IntersectPoint->x; |
757 *b = IntersectPoint->z; | |
0 | 758 |
1035 | 759 for (uint i = 0; i < pFace->uNumVertices; ++i) |
0 | 760 { |
1050 | 761 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].x; |
762 intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pXInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].x; | |
1035 | 763 |
1050 | 764 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].z; |
765 intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pZInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].z; | |
1035 | 766 } |
767 } | |
768 else if (pFace->uAttributes & FACE_YZ_PLANE) | |
769 { | |
1050 | 770 *a = IntersectPoint->y; |
771 *b = IntersectPoint->z; | |
1035 | 772 |
773 for (uint i = 0; i < pFace->uNumVertices; ++i) | |
774 { | |
1050 | 775 intersect_face_vertex_coords_list_a[2 * i] = pFace->pYInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].y; |
776 intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pYInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].y; | |
1035 | 777 |
1050 | 778 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].z; |
779 intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pZInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].z; | |
0 | 780 } |
781 } | |
1050 | 782 else assert(false); |
0 | 783 } |
784 | |
785 //----- (004C2186) -------------------------------------------------------- | |
1322 | 786 void Vis::ODM_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, |
787 __int16 *intersect_face_vertex_coords_list_b, | |
788 Vec3_short_ *IntersectPoint, BLVFace *pFace, unsigned int uModelID) | |
0 | 789 { |
1038 | 790 if (pFace->uAttributes & FACE_XY_PLANE) |
0 | 791 { |
1050 | 792 *a = IntersectPoint->x; |
793 *b = IntersectPoint->y; | |
1038 | 794 |
795 for (int i = 0; i < pFace->uNumVertices; ++i) | |
796 { | |
1050 | 797 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x; |
798 intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pXInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x; | |
1038 | 799 |
1050 | 800 intersect_face_vertex_coords_list_b[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y; |
801 intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pYInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y; | |
1038 | 802 } |
803 } | |
804 else if (pFace->uAttributes & FACE_XZ_PLANE) | |
805 { | |
1050 | 806 *a = IntersectPoint->x; |
807 *b = IntersectPoint->z; | |
1038 | 808 |
809 for (int i = 0; i < pFace->uNumVertices; ++i) | |
0 | 810 { |
1050 | 811 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x; |
812 intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pXInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x; | |
1038 | 813 |
1050 | 814 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].z; |
815 intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z; | |
1038 | 816 } |
817 } | |
818 else if (pFace->uAttributes & FACE_YZ_PLANE) | |
819 { | |
1050 | 820 *a = IntersectPoint->y; |
821 *b = IntersectPoint->z; | |
1038 | 822 |
823 for (int i = 0; i < pFace->uNumVertices; ++i) | |
824 { | |
1050 | 825 intersect_face_vertex_coords_list_a[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y; |
826 intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pYInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y; | |
1038 | 827 |
1050 | 828 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].z; |
829 intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z; | |
0 | 830 } |
831 } | |
1038 | 832 else assert(false); |
833 } | |
834 | |
835 //----- (0046A0A1) -------------------------------------------------------- | |
836 int UnprojectX(int x) | |
837 { | |
838 int v3; // [sp-4h] [bp-8h]@5 | |
839 | |
840 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) | |
841 { | |
1638
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842 //if ( pRenderer->pRenderD3D ) |
1038 | 843 v3 = pGame->pIndoorCameraD3D->fov; |
1638
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|
844 //else |
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|
845 // v3 = pIndoorCamera->fov_rad; |
1038 | 846 } |
0 | 847 else |
848 { | |
1637 | 849 v3 = pODMRenderParams->int_fov_rad; |
1038 | 850 } |
851 return stru_5C6E00->Atan2(x - pViewport->uScreenCenterX, v3) - stru_5C6E00->uIntegerHalfPi; | |
852 } | |
853 | |
854 //----- (0046A0F6) -------------------------------------------------------- | |
855 int UnprojectY(int y) | |
856 { | |
857 int v3; // [sp-4h] [bp-8h]@5 | |
858 | |
859 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) | |
860 { | |
1638
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861 //if ( pRenderer->pRenderD3D ) |
1038 | 862 v3 = pGame->pIndoorCameraD3D->fov; |
1638
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|
863 //else |
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864 // v3 = pIndoorCamera->fov_rad; |
0 | 865 } |
1038 | 866 else |
867 { | |
1637 | 868 v3 = pODMRenderParams->int_fov_rad; |
1038 | 869 } |
870 return stru_5C6E00->Atan2(y - pViewport->uScreenCenterY, v3) - stru_5C6E00->uIntegerHalfPi; | |
0 | 871 } |
872 | |
873 //----- (004C248E) -------------------------------------------------------- | |
874 void Vis::CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth) | |
875 { | |
1025 | 876 int pRotY; // esi@1 |
877 Vec3_int_ pStartR; // ST08_12@1 | |
878 int pRotX; // ST04_4@1 | |
879 int pDepth; // eax@1 | |
0 | 880 RenderVertexSoft v11[2]; // [sp+2Ch] [bp-74h]@1 |
1025 | 881 int outx; |
0 | 882 int outz; // [sp+94h] [bp-Ch]@1 |
883 int outy; // [sp+98h] [bp-8h]@1 | |
1640
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|
884 |
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|
885 pRotY = pGame->pIndoorCameraD3D->sRotationY + UnprojectX(fMouseX); |
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|
886 pRotX = pGame->pIndoorCameraD3D->sRotationX + UnprojectY(fMouseY); |
0 | 887 |
1640
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|
888 pStartR.z = pGame->pIndoorCameraD3D->vPartyPos.z; |
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|
889 pStartR.x = pGame->pIndoorCameraD3D->vPartyPos.x; |
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|
890 pStartR.y = pGame->pIndoorCameraD3D->vPartyPos.y; |
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|
891 |
1640
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1638
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|
892 v11[1].vWorldPosition.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x; |
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|
893 v11[1].vWorldPosition.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y; |
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|
894 v11[1].vWorldPosition.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z; |
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895 |
1029 | 896 pDepth = fixpoint_from_float(fPickDepth); |
1025 | 897 Vec3_int_::Rotate(pDepth, pRotY, pRotX, pStartR, &outx, &outy, &outz); |
898 | |
899 v11[0].vWorldPosition.x = (double)outx; | |
0 | 900 v11[0].vWorldPosition.y = (double)outy; |
901 v11[0].vWorldPosition.z = (double)outz; | |
1025 | 902 |
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903 memcpy(pRay + 0, &v11[1], sizeof(RenderVertexSoft)); |
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|
904 memcpy(pRay + 1, &v11[0], sizeof(RenderVertexSoft)); |
0 | 905 } |
906 | |
907 //----- (004C2551) -------------------------------------------------------- | |
1177 | 908 Vis_ObjectInfo *Vis_SelectionList::SelectionPointers(int pVisObjectType, int pid) |
0 | 909 { |
1171 | 910 //unsigned int v3; // esi@1 |
1173 | 911 //signed int v4; // edx@1 |
912 //char *v5; // eax@2 | |
913 //Vis_ObjectInfo *result; // eax@6 | |
0 | 914 |
1171 | 915 //v3 = this->uNumPointers; |
1137 | 916 if ( this->uNumPointers > 0 ) |
0 | 917 { |
1137 | 918 for ( uint i = 0; i < this->uNumPointers; ++i ) |
0 | 919 { |
1137 | 920 if ( this->object_pool[i].object_type == pVisObjectType && (this->object_pool[i].sZValue & 0xFFFF) == pid ) |
921 return &this->object_pool[i]; | |
0 | 922 } |
923 } | |
1322 | 924 return nullptr; |
1173 | 925 /*v4 = 0; |
1171 | 926 if ( this->uNumPointers <= 0 ) |
927 return false; | |
0 | 928 else |
929 { | |
1173 | 930 //v5 = (char *)&this->object_pool[0].sZValue; |
931 while ( this->object_pool[v4].object_type != a2 || (this->object_pool[v4].sZValue & 0xFFFF) != a3 ) | |
0 | 932 { |
933 ++v4; | |
1173 | 934 //v5 += 12; |
1171 | 935 if ( v4 >= this->uNumPointers ) |
936 return false; | |
0 | 937 } |
194 | 938 result = &this->object_pool[v4]; |
0 | 939 } |
1173 | 940 return result;*/ |
0 | 941 } |
942 | |
943 //----- (004C2591) -------------------------------------------------------- | |
194 | 944 void Vis_SelectionList::create_object_pointers(PointerCreationType type) |
0 | 945 { |
194 | 946 switch (type) |
947 { | |
948 case All: | |
949 { | |
950 for (uint i = 0; i < uNumPointers; ++i) | |
951 object_pointers[i] = &object_pool[i]; | |
952 } | |
953 break; | |
0 | 954 |
194 | 955 case Unique: // seems quite retarted; the inner if condition will never trigger, since we compare pointers, not values. pointers will always be unique |
956 { // but it may be decompilation error thou | |
957 bool create = true; | |
958 | |
959 for (uint i = 0; i < uNumPointers; ++i) | |
0 | 960 { |
194 | 961 for (uint j = 0; j < i; ++j) |
0 | 962 { |
194 | 963 if (object_pointers[j] == &object_pool[i]) |
0 | 964 { |
194 | 965 create = false; |
966 break; | |
0 | 967 } |
968 } | |
194 | 969 |
970 if (create) | |
971 object_pointers[i] = &object_pool[i]; | |
0 | 972 } |
973 } | |
196 | 974 break; |
194 | 975 |
976 default: | |
0 | 977 MessageBoxW(nullptr, L"Unknown pointer creation flag passed to ::create_object_pointers()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1358", 0); |
978 } | |
979 } | |
980 | |
981 //----- (004C264A) -------------------------------------------------------- | |
1322 | 982 void Vis::sort_object_pointers( Vis_ObjectInfo **pPointers, int start, int end ) |
983 { | |
984 int sort_start; // edx@1 | |
985 int forward_sort_index; // esi@2 | |
986 signed int backward_sort_index; // ecx@2 | |
987 unsigned int last_z_val; // eax@3 | |
988 unsigned int more_lz_val; // ebx@4 | |
989 unsigned int less_lz_val; // ebx@6 | |
990 Vis_ObjectInfo *temp_pointer; // eax@7 | |
194 | 991 Vis_ObjectInfo *a3a; // [sp+14h] [bp+Ch]@2 |
0 | 992 |
1322 | 993 sort_start = start; |
994 | |
995 if ( end > start ) | |
0 | 996 { |
1177 | 997 do |
0 | 998 { |
1322 | 999 forward_sort_index = sort_start - 1; |
1000 backward_sort_index = end; | |
1001 do | |
0 | 1002 { |
1322 | 1003 last_z_val = pPointers[end]->sZValue&0xFFFF0000; |
1177 | 1004 do |
0 | 1005 { |
1322 | 1006 ++forward_sort_index; |
1007 more_lz_val = pPointers[forward_sort_index]->sZValue&0xFFFF0000; | |
0 | 1008 } |
1322 | 1009 while ( more_lz_val < last_z_val ); |
1010 | |
0 | 1011 do |
1012 { | |
1322 | 1013 if ( backward_sort_index < 1 ) |
0 | 1014 break; |
1322 | 1015 --backward_sort_index; |
1016 less_lz_val = pPointers[backward_sort_index]->sZValue&0xFFFF0000; | |
0 | 1017 } |
1322 | 1018 while ( less_lz_val > last_z_val ); |
1019 | |
1020 temp_pointer = pPointers[forward_sort_index]; | |
1021 if ( forward_sort_index >= backward_sort_index ) | |
1022 { | |
1023 pPointers[forward_sort_index] = pPointers[end]; | |
1024 pPointers[end] = temp_pointer; | |
1025 } | |
1026 else | |
1027 { | |
1028 pPointers[forward_sort_index] = pPointers[backward_sort_index]; | |
1029 pPointers[backward_sort_index] = temp_pointer; | |
1030 } | |
1031 | |
1032 } while ( forward_sort_index < backward_sort_index ); | |
1033 | |
1034 sort_object_pointers(pPointers, sort_start, forward_sort_index - 1); | |
1035 sort_start = forward_sort_index + 1; | |
0 | 1036 } |
1322 | 1037 while ( end > forward_sort_index + 1 ); |
0 | 1038 } |
1039 } | |
1040 | |
1041 //----- (004C26D0) -------------------------------------------------------- | |
1042 bool Vis::SortVerticesByX(RenderVertexD3D3 *a2, unsigned int uStart, unsigned int uEnd) | |
1043 { | |
1044 bool result; // eax@1 | |
1045 RenderVertexD3D3 *v5; // edx@2 | |
1046 RenderVertexD3D3 *v6; // esi@2 | |
1047 void *v7; // edi@2 | |
1048 unsigned int v8; // ebx@2 | |
1049 RenderVertexD3D3 *v9; // ecx@3 | |
1050 RenderVertexD3D3 *v10; // ecx@5 | |
1051 RenderVertexD3D3 *v11; // eax@8 | |
1052 RenderVertexD3D3 v12; // [sp+4h] [bp-4Ch]@8 | |
1053 RenderVertexD3D3 v13; // [sp+24h] [bp-2Ch]@2 | |
1054 Vis *thisa; // [sp+44h] [bp-Ch]@1 | |
1055 RenderVertexD3D3 *v15; // [sp+48h] [bp-8h]@2 | |
1056 unsigned int v16; // [sp+4Ch] [bp-4h]@2 | |
1057 | |
1058 result = uEnd; | |
1059 thisa = this; | |
1060 if ( (signed int)uEnd > (signed int)uStart ) | |
1061 { | |
1062 v5 = a2; | |
1063 v6 = &a2[uEnd]; | |
1064 v7 = &v13; | |
1065 v15 = &a2[uEnd]; | |
1066 v8 = uStart - 1; | |
1067 v16 = uEnd; | |
1068 while ( 1 ) | |
1069 { | |
1070 memcpy(v7, v6, 0x20u); | |
1071 v9 = &v5[v8]; | |
1072 do | |
1073 { | |
1074 ++v9; | |
1075 ++v8; | |
1076 } | |
1077 while ( v9->pos.x < (double)v13.pos.x ); | |
1078 v10 = &v5[v16]; | |
1079 do | |
1080 { | |
1081 --v10; | |
1082 --v16; | |
1083 } | |
1084 while ( v10->pos.x > (double)v13.pos.x ); | |
1085 if ( (signed int)v8 >= (signed int)v16 ) | |
1086 break; | |
1087 v11 = &v5[v16]; | |
1088 memcpy(&v12, &a2[v8], sizeof(v12)); | |
1089 v5 = a2; | |
1090 memcpy(&a2[v8], v11, sizeof(a2[v8])); | |
1091 v6 = &v12; | |
1092 v7 = v11; | |
1093 } | |
1094 memcpy(&v12, &v5[v8], sizeof(v12)); | |
1095 memcpy(&v5[v8], v15, sizeof(v5[v8])); | |
1096 memcpy(v15, &v12, 0x20u); | |
1097 SortVerticesByX(v5, uStart, v8 - 1); | |
1098 SortVerticesByX(a2, v8 + 1, uEnd); | |
1099 } | |
1100 return true; | |
1101 } | |
1102 | |
1103 //----- (004C27AD) -------------------------------------------------------- | |
1104 bool Vis::SortVerticesByY(RenderVertexD3D3 *a2, unsigned int uStart, unsigned int uEnd) | |
1105 { | |
1106 bool result; // eax@1 | |
1107 RenderVertexD3D3 *v5; // edx@2 | |
1108 RenderVertexD3D3 *v6; // esi@2 | |
30 | 1109 void *v7; // edi@2 |
0 | 1110 unsigned int v8; // ebx@2 |
30 | 1111 float *v9; // ecx@3 |
1112 float *v10; // ecx@5 | |
1113 RenderVertexD3D3 *v11; // eax@8 | |
0 | 1114 RenderVertexD3D3 v12; // [sp+4h] [bp-4Ch]@8 |
30 | 1115 RenderVertexD3D3 v13; // [sp+24h] [bp-2Ch]@2 |
0 | 1116 Vis *thisa; // [sp+44h] [bp-Ch]@1 |
30 | 1117 RenderVertexD3D3 *v15; // [sp+48h] [bp-8h]@2 |
1118 unsigned int v16; // [sp+4Ch] [bp-4h]@2 | |
0 | 1119 |
1120 result = uEnd; | |
1121 thisa = this; | |
1122 if ( (signed int)uEnd > (signed int)uStart ) | |
1123 { | |
1124 v5 = a2; | |
1125 v6 = &a2[uEnd]; | |
30 | 1126 v7 = &v13; |
1127 v15 = &a2[uEnd]; | |
0 | 1128 v8 = uStart - 1; |
30 | 1129 v16 = uEnd; |
0 | 1130 while ( 1 ) |
1131 { | |
30 | 1132 memcpy(v7, v6, 0x20u); |
1133 v9 = &v5[v8].pos.y; | |
0 | 1134 do |
1135 { | |
30 | 1136 v9+=8; |
0 | 1137 ++v8; |
1138 } | |
30 | 1139 while ( *v9 < (double)v13.pos.y ); |
1140 v10 = &v5[v16].pos.y; | |
0 | 1141 do |
1142 { | |
30 | 1143 v10-=8; |
1144 --v16; | |
0 | 1145 } |
30 | 1146 while ( *v10 > (double)v13.pos.y ); |
1147 if ( (signed int)v8 >= (signed int)v16 ) | |
0 | 1148 break; |
30 | 1149 v11 = &v5[v16]; |
0 | 1150 memcpy(&v12, &a2[v8], sizeof(v12)); |
1151 v5 = a2; | |
30 | 1152 memcpy(&a2[v8], v11, sizeof(a2[v8])); |
0 | 1153 v6 = &v12; |
30 | 1154 v7 = v11; |
0 | 1155 } |
1156 memcpy(&v12, &v5[v8], sizeof(v12)); | |
30 | 1157 memcpy(&v5[v8], v15, sizeof(v5[v8])); |
1158 memcpy(v15, &v12, 0x20u); | |
194 | 1159 SortVerticesByY(v5, uStart, v8 - 1); |
1160 SortVerticesByY(a2, v8 + 1, uEnd); | |
0 | 1161 } |
1162 return true; | |
1163 } | |
1164 | |
1165 //----- (004C288E) -------------------------------------------------------- | |
196 | 1166 bool Vis::SortByScreenSpaceX(RenderVertexSoft *pArray, int sLeft, int sRight) |
0 | 1167 { |
1168 bool result; // eax@1 | |
1169 RenderVertexSoft *v5; // edx@2 | |
1170 int v6; // ebx@2 | |
1171 int i; // ecx@2 | |
1172 int v8; // esi@3 | |
1173 int v9; // esi@5 | |
159 | 1174 //RenderVertexSoft *v10; // eax@8 |
1175 const void *v10; | |
0 | 1176 RenderVertexSoft v11; // [sp+4h] [bp-6Ch]@8 |
1177 RenderVertexSoft v12; // [sp+34h] [bp-3Ch]@2 | |
159 | 1178 //float v13; // [sp+4Ch] [bp-24h]@4 |
0 | 1179 int v14; // [sp+64h] [bp-Ch]@7 |
159 | 1180 //Vis *thisa; // [sp+68h] [bp-8h]@1 |
196 | 1181 //void *thisa; |
159 | 1182 //RenderVertexSoft *v16; // [sp+6Ch] [bp-4h]@2 |
1183 const void *v16; | |
0 | 1184 |
196 | 1185 //thisa = this; |
159 | 1186 if (sRight <= sLeft) |
1187 return true; | |
1188 v5 = pArray; | |
1189 v16 = &pArray[sRight]; | |
1190 v6 = sLeft - 1; | |
1191 memcpy(&v12, &pArray[sRight], sizeof(v12)); | |
1192 for ( i = sRight; ; i = v14 ) | |
0 | 1193 { |
159 | 1194 v8 = (int)&v5[v6].vWorldViewProjX; |
1195 do | |
0 | 1196 { |
159 | 1197 v8 += 48; |
1198 ++v6; | |
1199 } | |
1200 while ( *(float *)v8 < v12.vWorldViewProjX); | |
1201 v9 = (int)&v5[i].vWorldViewProjX; | |
1202 do | |
1203 { | |
1204 v9 -= 48; | |
1205 --i; | |
0 | 1206 } |
159 | 1207 while ( *(float *)v9 > v12.vWorldViewProjX); |
1208 v14 = i; | |
1209 if ( v6 >= i ) | |
1210 break; | |
1211 v10 = &v5[i]; | |
1212 memcpy(&v11, &pArray[v6], sizeof(v11)); | |
1213 v5 = pArray; | |
1214 memcpy(&pArray[v6], v10, sizeof(pArray[v6])); | |
1215 memcpy((void *)v10, &v11, sizeof(0x30u)); | |
0 | 1216 } |
159 | 1217 memcpy(&v11, &v5[v6], sizeof(v11)); |
1218 memcpy(&v5[v6], v16, sizeof(v5[v6])); | |
1219 memcpy((void *)v16, &v11, sizeof(0x30u)); | |
196 | 1220 SortByScreenSpaceX(v5, sLeft, v6 - 1); |
1221 SortByScreenSpaceX(pArray, v6 + 1, sRight); | |
0 | 1222 return true; |
1223 } | |
1224 | |
1225 //----- (004C297E) -------------------------------------------------------- | |
196 | 1226 bool Vis::SortByScreenSpaceY(RenderVertexSoft *pArray, int sLeft, int sRight) |
0 | 1227 { |
159 | 1228 //bool result; // eax@1 |
0 | 1229 RenderVertexSoft *v5; // edx@2 |
1230 int v6; // ebx@2 | |
1231 int i; // ecx@2 | |
1232 int v8; // esi@3 | |
1233 int v9; // esi@5 | |
159 | 1234 //RenderVertexSoft *v10; // eax@8 |
1235 const void *v10; | |
1236 //char v11; // [sp+4h] [bp-6Ch]@8 | |
1237 RenderVertexSoft v11; | |
0 | 1238 RenderVertexSoft v12; // [sp+34h] [bp-3Ch]@2 |
159 | 1239 //float v13; // [sp+50h] [bp-20h]@4 |
0 | 1240 int v14; // [sp+64h] [bp-Ch]@7 |
159 | 1241 //Vis *thisa; // [sp+68h] [bp-8h]@1 |
0 | 1242 RenderVertexSoft *v16; // [sp+6Ch] [bp-4h]@2 |
1243 | |
159 | 1244 if (sRight <= sLeft) |
1245 return true; | |
1246 v5 = pArray; | |
1247 v16 = &pArray[sRight]; | |
1248 v6 = sLeft - 1; | |
1249 memcpy(&v12, &pArray[sRight], sizeof(v12)); | |
1250 for ( i = sRight; ; i = v14 ) | |
0 | 1251 { |
159 | 1252 v8 = (int)&v5[v6].vWorldViewProjY; |
1253 do | |
1254 { | |
1255 v8 += 48; | |
1256 ++v6; | |
1257 } | |
1258 while ( *(float *)v8 < v12.vWorldViewProjY); | |
1259 v9 = (int)&v5[v6].vWorldViewProjY; | |
1260 do | |
0 | 1261 { |
159 | 1262 v9 -= 48; |
1263 --i; | |
0 | 1264 } |
159 | 1265 while ( *(float *)v9 > v12.vWorldViewProjY); |
1266 v14 = i; | |
1267 if ( v6 >= i ) | |
1268 break; | |
1269 v10 = &v5[i]; | |
1270 memcpy(&v11, &pArray[v6], sizeof(0x30)); | |
1271 v5 = pArray; | |
1272 memcpy(&pArray[v6], v10, sizeof(pArray[v6])); | |
1273 memcpy((void *)v10, &v11, sizeof(0x30)); | |
0 | 1274 } |
159 | 1275 memcpy(&v11, &v5[v6], sizeof(0x30)); |
1276 memcpy(&v5[v6], v16, sizeof(v5[v6])); | |
1277 memcpy((void *)v16, &v11, sizeof(0x30)); | |
196 | 1278 SortByScreenSpaceY(v5, sLeft, v6 - 1); |
1279 SortByScreenSpaceY(pArray, v6 + 1, sRight); | |
0 | 1280 return true; |
1281 } | |
1282 | |
1283 //----- (004C04AF) -------------------------------------------------------- | |
1284 Vis::Vis() | |
1285 { | |
1286 RenderVertexSoft v3; // [sp+Ch] [bp-60h]@1 | |
1287 RenderVertexSoft v4; // [sp+3Ch] [bp-30h]@1 | |
1288 | |
1289 v3.flt_2C = 0.0; | |
1290 v3.vWorldPosition.x = 0.0; | |
1291 v3.vWorldPosition.y = 65536.0; | |
1292 v3.vWorldPosition.z = 0.0; | |
1293 v4.flt_2C = 0.0; | |
1294 v4.vWorldPosition.x = 65536.0; | |
1295 v4.vWorldPosition.y = 0.0; | |
1296 v4.vWorldPosition.z = 0.0; | |
196 | 1297 memcpy(&stru_200C, &v4, sizeof(stru_200C)); |
1298 | |
0 | 1299 v4.flt_2C = 0.0; |
1300 v4.vWorldPosition.x = 0.0; | |
1301 v4.vWorldPosition.y = 65536.0; | |
1302 v4.vWorldPosition.z = 0.0; | |
196 | 1303 memcpy(&stru_203C, &v3, sizeof(stru_203C)); |
1304 | |
0 | 1305 v3.flt_2C = 0.0; |
1306 v3.vWorldPosition.x = 65536.0; | |
1307 v3.vWorldPosition.y = 0.0; | |
1308 v3.vWorldPosition.z = 0.0; | |
196 | 1309 memcpy(&stru_206C, &v3, sizeof(stru_206C)); |
1310 memcpy(&stru_209C, &v4, sizeof(stru_209C)); | |
1311 | |
1312 keyboard_pick_depth = 512; | |
0 | 1313 } |
1314 | |
1315 //----- (004C055C) -------------------------------------------------------- | |
194 | 1316 Vis_SelectionList::Vis_SelectionList() |
0 | 1317 { |
1318 for (uint i = 0; i < 512; ++i) | |
1319 { | |
194 | 1320 object_pool[i].object = nullptr; |
1321 object_pool[i].sZValue = -1; | |
1322 object_pool[i].object_type = VisObjectType_Any; | |
0 | 1323 } |
1324 uNumPointers = 0; | |
1325 } | |
1326 | |
1327 //----- (004C05CC) -------------------------------------------------------- | |
194 | 1328 bool Vis::PickKeyboard(Vis_SelectionList *list, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) |
0 | 1329 { |
194 | 1330 if (!list) |
1331 list = &default_list; | |
1332 list->uNumPointers = 0; | |
0 | 1333 |
196 | 1334 PickBillboards_Keyboard(keyboard_pick_depth, list, sprite_filter); |
194 | 1335 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
196 | 1336 PickIndoorFaces_Keyboard(keyboard_pick_depth, list, face_filter); |
194 | 1337 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) |
196 | 1338 PickOutdoorFaces_Keyboard(keyboard_pick_depth, list, face_filter); |
0 | 1339 else |
194 | 1340 assert(false); |
1341 | |
1342 list->create_object_pointers(Vis_SelectionList::Unique); | |
1343 sort_object_pointers(list->object_pointers, 0, list->uNumPointers - 1); | |
1344 | |
0 | 1345 return true; |
1346 } | |
1347 | |
1348 //----- (004C0646) -------------------------------------------------------- | |
194 | 1349 bool Vis::PickMouse(float fDepth, float fMouseX, float fMouseY, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) |
0 | 1350 { |
1351 RenderVertexSoft pMouseRay[2]; // [sp+1Ch] [bp-60h]@1 | |
1352 | |
194 | 1353 default_list.uNumPointers = 0; |
0 | 1354 CastPickRay(pMouseRay, fMouseX, fMouseY, fDepth); |
194 | 1355 PickBillboards_Mouse(fDepth, fMouseX, fMouseY, &default_list, sprite_filter); |
0 | 1356 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
196 | 1357 PickIndoorFaces_Mouse(fDepth, pMouseRay, &default_list, face_filter); |
227 | 1358 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) |
1359 PickOutdoorFaces_Mouse(fDepth, pMouseRay, &default_list, face_filter, false); | |
0 | 1360 else |
227 | 1361 { |
323 | 1362 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 | 1363 return false; |
1364 } | |
194 | 1365 default_list.create_object_pointers(Vis_SelectionList::All); |
1366 sort_object_pointers(default_list.object_pointers, 0, default_list.uNumPointers - 1); | |
1367 | |
0 | 1368 return true; |
1369 } | |
1370 | |
1371 //----- (004C06F8) -------------------------------------------------------- | |
196 | 1372 void Vis::PickBillboards_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 1373 { |
194 | 1374 for (int i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) |
1375 { | |
1376 auto d3d_billboard = &pRenderer->pBillboardRenderListD3D[i]; | |
0 | 1377 |
194 | 1378 if (is_part_of_selection((void *)i, filter)) |
0 | 1379 { |
194 | 1380 if (DoesRayIntersectBillboard(pick_depth, i)) |
0 | 1381 { |
194 | 1382 auto billboard = &pBillboardRenderList[d3d_billboard->uParentBillboardID]; |
1383 | |
1384 list->AddObject((void *)d3d_billboard->uParentBillboardID, VisObjectType_Sprite, billboard->sZValue); | |
0 | 1385 } |
1386 } | |
1387 } | |
1388 } | |
1389 | |
194 | 1390 |
1391 // tests the object against selection filter to determine whether it can be picked or not | |
0 | 1392 //----- (004C0791) -------------------------------------------------------- |
194 | 1393 bool Vis::is_part_of_selection(void *uD3DBillboardIdx_or_pBLVFace_or_pODMFace, Vis_SelectionFilter *filter) |
0 | 1394 { |
194 | 1395 //stru157 *v3; // esi@1 |
1396 //int result; // eax@1 | |
0 | 1397 int v5; // edx@2 |
194 | 1398 //int v6; // ecx@2 |
1399 //char v7; // zf@3 | |
0 | 1400 int v8; // esi@5 |
1401 std::string *v9; // ecx@7 | |
1402 Actor *v10; // edi@18 | |
194 | 1403 //const char *v12; // [sp-20h] [bp-2Ch]@7 |
0 | 1404 int v13; // [sp-1Ch] [bp-28h]@7 |
194 | 1405 //std::string v14; // [sp-18h] [bp-24h]@7 |
1406 //const char *v15; // [sp-8h] [bp-14h]@7 | |
0 | 1407 int v16; // [sp-4h] [bp-10h]@7 |
1408 | |
194 | 1409 switch (filter->object_type) |
0 | 1410 { |
194 | 1411 case VisObjectType_Any: |
1412 return true; | |
1413 | |
1414 case VisObjectType_Sprite: | |
0 | 1415 { |
1322 | 1416 v5 = filter->select_flags; |
848 | 1417 int object_idx = PID_ID(pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].uParentBillboardID].object_pid); |
1418 int object_type = PID_TYPE(pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].uParentBillboardID].object_pid); | |
194 | 1419 if ( v5 & 2 ) |
1420 { | |
1421 if (object_type == filter->object_id) | |
1422 return false; | |
1423 return true; | |
1424 } | |
1425 if ( v5 & 4 ) | |
1426 { | |
1427 v8 = filter->object_id; | |
1428 if ( object_type != filter->object_id) | |
1429 return true; | |
1430 if (v8 != OBJECT_Decoration) | |
1431 { | |
1432 MessageBoxA(nullptr, "Unsupported \"exclusion if no event\" type in CVis::is_part_of_selection", "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:207", 0); | |
1433 return true; | |
1434 } | |
1514
965af46e8793
Rename LevelDecoration::field_16_event_id to LevelDecoration::uEventID.
yoctozepto
parents:
1507
diff
changeset
|
1435 if (pLevelDecorations[object_idx].uCog || pLevelDecorations[object_idx].uEventID) |
194 | 1436 return true; |
1437 return pLevelDecorations[object_idx].IsInteractive(); | |
1438 } | |
1439 if (object_type == filter->object_id) | |
1440 { | |
1441 if (object_type != OBJECT_Actor) | |
1442 { | |
1443 MessageBoxA(nullptr, "Default case reached in VIS", "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:245", 0); | |
1444 return true; | |
1445 } | |
1446 | |
1447 v10 = &pActors[object_idx]; | |
1448 int result = 1 << LOBYTE(v10->uAIState); | |
1322 | 1449 if ( result & filter->no_at_ai_state |
1450 || !(result & filter->at_ai_state) | |
194 | 1451 || v5 & 8 && (result = MonsterStats::BelongsToSupertype(v10->pMonsterInfo.uID, MONSTER_SUPERTYPE_UNDEAD)) == 0 ) |
1452 return false; | |
1322 | 1453 if ( !(filter->select_flags & 1) ) |
194 | 1454 return true; |
1455 | |
1456 result = v10->GetActorsRelation(nullptr); | |
1457 if (result == 0) | |
1458 return false; | |
1459 return true; | |
1460 } | |
1461 return false; | |
0 | 1462 } |
194 | 1463 |
1464 case VisObjectType_Face: | |
0 | 1465 { |
194 | 1466 uint face_attrib = 0; |
1467 bool no_event = true; | |
1468 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) | |
1469 { | |
1470 auto face = (ODMFace *)uD3DBillboardIdx_or_pBLVFace_or_pODMFace; | |
1471 no_event = face->sCogTriggeredID == 0; | |
1472 face_attrib = face->uAttributes; | |
1473 } | |
1474 else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) | |
1475 { | |
1476 auto face = (BLVFace *)uD3DBillboardIdx_or_pBLVFace_or_pODMFace; | |
1477 no_event = pIndoor->pFaceExtras[face->uFaceExtraID].uEventID == 0; | |
1478 face_attrib = face->uAttributes; | |
1479 } | |
1480 else | |
1481 assert(false); | |
1482 | |
1483 if (filter->object_id != OBJECT_BLVDoor) | |
1484 return true; | |
1322 | 1485 if (no_event || face_attrib & filter->no_at_ai_state) |
194 | 1486 return false; |
1322 | 1487 return (face_attrib & filter->at_ai_state) != 0; |
0 | 1488 } |
194 | 1489 |
1490 default: | |
1491 assert(false); | |
0 | 1492 } |
1493 } | |
1494 | |
1495 //----- (004C091D) -------------------------------------------------------- | |
1496 bool Vis::DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx) | |
1497 { | |
159 | 1498 int v3; // eax@3 |
1499 //signed int v5; // ecx@4 | |
1500 //float v6; // ST04_4@6 | |
1501 //float v7; // ST00_4@7 | |
194 | 1502 //int v8; // eax@10 |
1503 //unsigned int v9; // eax@12 | |
159 | 1504 int v10; // eax@17 |
1505 double v11; // st6@18 | |
1506 double v12; // st7@18 | |
1507 double v13; // st4@18 | |
1508 float v14; // ST0C_4@22 | |
1509 float v15; // ST08_4@22 | |
1510 //float v16; // ST04_4@23 | |
1511 //float v17; // ST00_4@24 | |
194 | 1512 //signed int v18; // eax@27 |
1513 //unsigned int v19; // eax@29 | |
159 | 1514 double v20; // st6@32 |
1515 double v21; // st7@32 | |
1516 int v22; // eax@32 | |
1517 double v23; // st7@36 | |
1518 //void *v24; // esi@40 | |
1519 float v25; // ST08_4@40 | |
1520 //float v26; // ST04_4@41 | |
1521 //float v27; // ST00_4@42 | |
1522 int v28; // eax@45 | |
1523 unsigned int v29; // eax@47 | |
1524 char result; // al@48 | |
1525 struct RenderVertexSoft pPickingRay[2]; | |
1526 //int v31; // [sp+20h] [bp-DCh]@5 | |
1527 struct RenderVertexSoft local_80[2]; | |
1322 | 1528 |
1529 float test_x; | |
1530 float test_y; | |
1531 | |
1532 float t1_x; | |
1533 float t1_y; | |
1534 float t2_x; | |
1535 float t2_y; | |
1536 float swap_temp; | |
194 | 1537 int v37; // [sp+F0h] [bp-Ch]@5 |
1322 | 1538 |
159 | 1539 signed int v40; // [sp+108h] [bp+Ch]@17 |
1322 | 1540 |
0 | 1541 |
194 | 1542 static Vis_SelectionList Vis_static_stru_F91E10; |
0 | 1543 Vis_static_stru_F91E10.uNumPointers = 0; |
159 | 1544 v3 = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].uParentBillboardID; |
1545 if (v3 == -1) | |
1546 return false; | |
1322 | 1547 |
159 | 1548 if (pBillboardRenderList[v3].GetFloatZ() > fDepth) |
1549 return false; | |
1322 | 1550 |
194 | 1551 |
1390 | 1552 GetPolygonCenter(pRenderer->pBillboardRenderListD3D[v3].pQuads, 4, &test_x, &test_y); |
1322 | 1553 CastPickRay(pPickingRay, test_x, test_y, fDepth); |
194 | 1554 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) |
196 | 1555 PickIndoorFaces_Mouse(fDepth, pPickingRay, &Vis_static_stru_F91E10, &vis_face_filter); |
0 | 1556 else |
196 | 1557 PickOutdoorFaces_Mouse(fDepth, pPickingRay, &Vis_static_stru_F91E10, &vis_face_filter, false); |
194 | 1558 Vis_static_stru_F91E10.create_object_pointers(); |
1559 sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); | |
159 | 1560 if (Vis_static_stru_F91E10.uNumPointers) |
0 | 1561 { |
194 | 1562 if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) |
1322 | 1563 return true; |
159 | 1564 } |
1322 | 1565 else if ((double)(pViewport->uScreen_TL_X) <= test_x && |
1566 (double)pViewport->uScreen_BR_X >= test_x && | |
1567 (double)pViewport->uScreen_TL_Y <= test_y && | |
1568 (double)pViewport->uScreen_BR_Y >= test_y) | |
1569 return true; | |
1570 | |
1571 for (v40 = 0; v40 < 4; ++v40) | |
0 | 1572 { |
1390 | 1573 test_x=pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[v40].pos.x; |
1574 test_y= pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[v40].pos.y; | |
1322 | 1575 if ((double)(pViewport->uScreen_TL_X) <= test_x && |
1576 (double)pViewport->uScreen_BR_X >= test_x && | |
1577 (double)pViewport->uScreen_TL_Y <= test_y && | |
1578 (double)pViewport->uScreen_BR_Y >= test_y) | |
159 | 1579 { |
1322 | 1580 CastPickRay(local_80, test_x, test_y, fDepth); |
1581 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) | |
1582 PickIndoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter); | |
1583 else | |
1584 PickOutdoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter, false); | |
1585 Vis_static_stru_F91E10.create_object_pointers(); | |
1586 sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); | |
1587 if ( !Vis_static_stru_F91E10.uNumPointers ) | |
1588 return true; | |
1589 if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) | |
1590 return true; | |
159 | 1591 } |
1322 | 1592 |
0 | 1593 } |
1322 | 1594 |
159 | 1595 if ( v40 >= 4 ) |
0 | 1596 { |
1322 | 1597 if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor ) |
159 | 1598 return false; |
1390 | 1599 t1_x = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[0].pos.x; |
1600 t2_x = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[3].pos.x; | |
1322 | 1601 |
1390 | 1602 t1_y = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[0].pos.y; |
1603 t2_y = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[1].pos.y; | |
1322 | 1604 if ( t1_x > t2_x ) |
0 | 1605 { |
1322 | 1606 swap_temp = t1_x; |
1607 t1_x = t2_x; | |
1608 t2_x = swap_temp; | |
0 | 1609 } |
1322 | 1610 if ( t1_y > t2_y ) |
1611 test_y = t1_y; | |
1612 else | |
1613 test_y = t2_y; | |
1614 | |
159 | 1615 Vis_static_stru_F91E10.uNumPointers = 0; |
1322 | 1616 |
1617 test_x = (t2_x - t1_x) * 0.5; | |
1618 if ((double)(pViewport->uScreen_TL_X) <= test_x && | |
1619 (double)pViewport->uScreen_BR_X >= test_x && | |
1620 (double)pViewport->uScreen_TL_Y <= test_y && | |
1621 (double)pViewport->uScreen_BR_Y >= test_y) | |
1622 { | |
1623 CastPickRay(local_80, test_x, test_y, fDepth); | |
1624 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) | |
1625 PickIndoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter); | |
1626 else | |
1627 PickOutdoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter, false); | |
1628 Vis_static_stru_F91E10.create_object_pointers(); | |
1629 sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); | |
1630 if ( !Vis_static_stru_F91E10.uNumPointers ) | |
1631 return true; | |
1632 if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) | |
1633 return true; | |
1634 | |
1635 } | |
1636 | |
0 | 1637 } |
1322 | 1638 return false; |
0 | 1639 } |
1640 // F93E18: using guessed type char static_byte_F93E18_init; | |
1641 | |
1642 //----- (004C0D32) -------------------------------------------------------- | |
196 | 1643 void Vis::PickIndoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 1644 { |
1645 int result; // eax@1 | |
742 | 1646 signed int pFaceID; // esi@2 |
1647 BLVFace *pFace; // edi@4 | |
828
0f56abdcce94
Massive refactors of spells + PID (packed id) macros introduced.
Nomad
parents:
742
diff
changeset
|
1648 //unsigned int v7; // eax@6 |
194 | 1649 Vis_ObjectInfo *v8; // eax@6 |
0 | 1650 signed int i; // [sp+18h] [bp-8h]@1 |
1651 | |
1652 result = 0; | |
676
ecfb1b3c9a39
BLV: when standing right on the portal (orange wall) everything looks fine
Nomad
parents:
618
diff
changeset
|
1653 for ( i = 0; i < (signed int)pBspRenderer->num_faces; ++i ) |
0 | 1654 { |
742 | 1655 pFaceID = pBspRenderer->faces[result].uFaceID; |
1656 if ( pFaceID >= 0 ) | |
0 | 1657 { |
742 | 1658 if ( pFaceID < (signed int)pIndoor->uNumFaces ) |
0 | 1659 { |
742 | 1660 pFace = &pIndoor->pFaces[pFaceID]; |
1661 if ( !pGame->pIndoorCameraD3D->IsCulled(&pIndoor->pFaces[pFaceID]) ) | |
0 | 1662 { |
742 | 1663 if ( is_part_of_selection(pFace, filter) ) |
0 | 1664 { |
916 | 1665 v8 = DetermineFacetIntersection(pFace, PID(OBJECT_BModel, pFaceID), pick_depth); |
0 | 1666 if ( v8 ) |
194 | 1667 list->AddObject(v8->object, v8->object_type, v8->sZValue); |
0 | 1668 } |
1669 } | |
1670 } | |
1671 } | |
1672 result = i + 1; | |
1673 } | |
1674 } | |
1675 | |
1676 //----- (004C0DEA) -------------------------------------------------------- | |
196 | 1677 void Vis::PickOutdoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) |
0 | 1678 { |
196 | 1679 for (uint i = 0; i < pOutdoor->uNumBModels; ++i) |
1680 { | |
1681 int v17; | |
1682 if (!IsBModelVisible(i, &v17)) | |
1683 continue; | |
1684 if (!v17) | |
1685 continue; | |
0 | 1686 |
196 | 1687 auto bmodel = pOutdoor->pBModels + i; |
1688 for (uint j = 0; j < bmodel->uNumFaces; ++j) | |
0 | 1689 { |
916 | 1690 auto face = &bmodel->pFaces[j]; |
196 | 1691 |
1692 if (is_part_of_selection(face, filter) ) | |
0 | 1693 { |
196 | 1694 BLVFace blv_face; |
1695 blv_face.FromODM(face); | |
1696 | |
828
0f56abdcce94
Massive refactors of spells + PID (packed id) macros introduced.
Nomad
parents:
742
diff
changeset
|
1697 int pid = PID(OBJECT_BModel, j | (i << 6)); |
916 | 1698 if (auto object_info = DetermineFacetIntersection(&blv_face, pid, pick_depth)) |
196 | 1699 list->AddObject(object_info->object, object_info->object_type, object_info->sZValue); |
0 | 1700 } |
1701 } | |
1702 } | |
1703 } |