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1 #include "stru9.h"
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2 #include "IndoorCameraD3D.h"
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3
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4 #include "mm7_data.h"
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5
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6
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7
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8 //----- (00498377) --------------------------------------------------------
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9 bool stru9::_498377(struct RenderVertexSoft *a1, unsigned int uNumVertices, struct IndoorCameraD3D_Vec4 *a3, struct RenderVertexSoft *pVertices, unsigned int *pOutNumVertices)
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10 {
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11 bool result; // eax@7
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12 unsigned int *v7; // ebx@7
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13 char *v8; // esi@8
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14 RenderVertexSoft *v9; // ecx@9
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15 double v10; // st7@12
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16 double v11; // st6@12
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17 RenderVertexSoft *v12; // esi@13
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18 int v13; // ecx@25
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19 VertexBuffer *v14; // edx@26
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20 char *v15; // eax@26
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21 unsigned int i; // ecx@26
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22 bool v17; // [sp+0h] [bp-28h]@9
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23 char *v18; // [sp+10h] [bp-18h]@8
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24 RenderVertexSoft *v19; // [sp+14h] [bp-14h]@0
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25 RenderVertexSoft *v20; // [sp+18h] [bp-10h]@0
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26 signed int v21; // [sp+1Ch] [bp-Ch]@7
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27 RenderVertexSoft *a2; // [sp+20h] [bp-8h]@8
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28 stru9 *thisa; // [sp+24h] [bp-4h]@1
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29 signed int a3a; // [sp+38h] [bp+10h]@12
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30 int a3b; // [sp+38h] [bp+10h]@25
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31
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32 __debugbreak();
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33
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34 thisa = this;
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35
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36 static RenderVertexSoft static_AE3FB4;
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37 static bool __init_flag1 = false;
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38 if (!__init_flag1)
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39 {
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40 __init_flag1 = true;
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41
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42 static_AE3FB4.flt_2C = 0.0;
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43 }
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44
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45 static stru312 static_AE3FA4; // idb
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46 static bool __init_flag2 = false;
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47 if (!__init_flag2)
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48 {
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49 __init_flag2 = true;
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50
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51 //stru312::stru312(&static_AE3FA4);
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52 }
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53
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54 static VertexBuffer static_AE33A0; // idb
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55 static bool __init_flag3 = false;
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56 if (!__init_flag3)
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57 {
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58 __init_flag3 = true;
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59
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60 //VertexBuffer::VertexBuffer(&static_AE33A0);
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61 }
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62
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63 result = 0;
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64 v7 = pOutNumVertices;
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65 v21 = 0;
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66 if ( (signed int)uNumVertices <= 0 )
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67 goto LABEL_32;
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68 a2 = a1;
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69 v8 = (char *)&a3->y;
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70 v18 = (char *)&a3->y;
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71 do
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72 {
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73 v17 = result + 1;
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74 v9 = &a1[(result + 1) % (signed int)uNumVertices];
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75 if ( a2->vWorldPosition.x != v9->vWorldPosition.x
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76 || a2->vWorldPosition.y != v9->vWorldPosition.y
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77 || a2->vWorldPosition.z != v9->vWorldPosition.z )
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78 {
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79 v10 = *((float *)v8 + 1);
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80 v11 = *(float *)v8;
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81 ++v21;
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82 result = 0;
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83 static_AE3FA4.x = *((float *)v8 - 1);
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84 static_AE33A0.uNumVertices = 0;
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85 a3a = 0;
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86 static_AE3FA4.y = v11;
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87 static_AE3FA4.z = v10;
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88 if ( (signed int)*v7 <= 0 )
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89 goto LABEL_32;
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90 do
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91 {
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92 v12 = &pVertices[result];
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93 if ( result )
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94 {
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95 if ( _4989E1(v20, &pVertices[result], a2, &static_AE3FA4)
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96 && _498774(v20, v12, a2, &static_AE3FA4, &static_AE3FB4) )
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97 AddVertex(&static_AE33A0, &static_AE3FB4);
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98 }
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99 else
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100 {
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101 v19 = &pVertices[result];
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102 }
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103 v20 = v12;
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104 if ( AreVectorsCollinear(v12, a2, &static_AE3FA4) )
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105 AddVertex(&static_AE33A0, v12);
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106 v7 = pOutNumVertices;
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107 result = a3a++ + 1;
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108 }
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109 while ( a3a < (signed int)*pOutNumVertices );
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110 if ( !static_AE33A0.uNumVertices )
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111 goto LABEL_32;
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112 if ( _4989E1(v12, v19, a2, &static_AE3FA4)
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113 && _498774(v12, v19, a2, &static_AE3FA4, &static_AE3FB4) )
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114 AddVertex(&static_AE33A0, &static_AE3FB4);
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115 v13 = static_AE33A0.uNumVertices;
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116 a3b = 0;
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117 if ( static_AE33A0.uNumVertices > 0 )
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118 {
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119 v14 = &static_AE33A0;
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120 v15 = (char *)&pVertices->vWorldPosition.y;
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121 for ( i = (char *)&static_AE33A0.pVertices[0].vWorldPosition.y - (char *)pVertices;
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122 ;
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123 i = (char *)&static_AE33A0.pVertices[0].vWorldPosition.y - (char *)pVertices )
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124 {
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125 ++a3b;
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126 *((int *)v15 - 1) = *(unsigned int *)(&v14->pVertices[0].vWorldPosition.x);
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127 v14 = (VertexBuffer *)((char *)v14 + 48);
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128 *(float *)v15 = *(float *)&v15[(char *)&static_AE33A0 - (char *)pVertices];
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129 *((float *)v15 + 1) = *(float *)&v15[i];
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168
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130 *((float *)v15 + 8) = *(float *)&v15[(char *)&static_AE33A0.pVertices[0]._rhw - (char *)pVertices];
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131 *((float *)v15 + 9) = *(float *)&v15[(char *)&static_AE33A0.pVertices[0].u - (char *)pVertices];
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132 v13 = static_AE33A0.uNumVertices;
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133 v15 += 48;
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134 if ( a3b >= static_AE33A0.uNumVertices )
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135 break;
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136 }
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137 }
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138 v7 = pOutNumVertices;
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139 v8 = v18;
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140 *pOutNumVertices = v13;
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141 }
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142 result = v17;
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143 ++a2;
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144 v8 += 24;
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145 v18 = v8;
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146 }
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147 while ( v17 < (signed int)uNumVertices );
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148 if ( v21 < 3 )
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149 LABEL_32:
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150 *v7 = 0;
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151 return 1;
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152 }
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153 // AE3FE4: using guessed type char static_init_flag__AE3FB4_bit1__AE3FA4_bit2__AE33A0_bit3;
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154
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155 //----- (004985FB) --------------------------------------------------------
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156 bool stru9::_4985FB(struct RenderVertexSoft *a1, signed int a2, struct RenderVertexSoft *a3, unsigned int *pOutNumVertices, struct Vec3_float_ *a5, float a6, char *a7, int unused)
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157 {
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158 RenderVertexSoft *v9; // ecx@1
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159 Vec3_float_ *v10; // esi@1
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160 //char *v11; // ebx@1
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161 RenderVertexSoft *v12; // edi@1
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162 double v13; // st7@1
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163 //bool result; // eax@4
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164 signed int v15; // edx@9
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165 RenderVertexSoft *v16; // ecx@9
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166 double v17; // st7@9
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167 double v18; // st6@12
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168 signed int v19; // [sp+Ch] [bp-Ch]@7
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169 float v20; // [sp+10h] [bp-8h]@1
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170 bool v21; // [sp+14h] [bp-4h]@2
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171
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172 v9 = a1;
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173 v10 = a5;
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174 //v11 = (char *)&a1->vWorldPosition.z;
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175 auto v11 = a1;
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176 v12 = a3;
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177 v13 = a1->vWorldPosition.y * a5->y + a5->x * a1->vWorldPosition.x + a1->vWorldPosition.z * a5->z;
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178 v20 = v13;
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179 v21 = v13 >= a6;
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180
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181 *pOutNumVertices = 0;
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182 if ( a2 <= 0 )
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183 return false;
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184 v19 = 1;
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185 while ( 1 )
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186 {
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187 if ( v21 )
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188 {
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189 ++a3;
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190 memcpy(v12, v11, sizeof(RenderVertexSoft));
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191 ++*pOutNumVertices;
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192 v10 = a5;
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193 v12 = a3;
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194 v9 = a1;
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195 }
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196 v15 = 0;
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197 v16 = &v9[v19 % a2];
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198 v17 = v16->vWorldPosition.z * v10->z + v16->vWorldPosition.y * v10->y + v10->x * v16->vWorldPosition.x;
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199 if ( v17 >= a6 )
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200 v15 = 1;
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201 if ( v21 != v15 )
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202 {
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203 v18 = (a6 - v20) / (v17 - v20);
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204 v12->vWorldPosition.x = (v16->vWorldPosition.x - v11->vWorldPosition.x) * v18 + v11->vWorldPosition.x;
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205 v12->vWorldPosition.y = (v16->vWorldPosition.y - v11->vWorldPosition.y) * v18 + v11->vWorldPosition.y;
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206 v12->vWorldPosition.z = (v16->vWorldPosition.z - v11->vWorldPosition.z) * v18 + v11->vWorldPosition.z;
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207 v12->u = (v16->u - v11->u) * v18 + v11->u;
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208 v12->v = (v16->v - v11->v) * v18 + v11->v;
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209 ++v12;
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210 a3 = v12;
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211 ++*pOutNumVertices;
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212 *a7 = 1;
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213 }
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214
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215 v11++;
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216 v21 = v15;
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217 v20 = v17;
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218 if ( v19 >= a2 )
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219 break;
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220 v9 = a1;
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221 v19++;
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222 }
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223
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224 return *pOutNumVertices >= 3;
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225 }
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226
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227 //----- (00498737) --------------------------------------------------------
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228 void stru9::AddVertex(struct VertexBuffer *pVertexBuffer, struct RenderVertexSoft *pVertex)
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229 {
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230 // __debugbreak();
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231 RenderVertexSoft *v3; // eax@1
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232
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233 v3 = &pVertexBuffer->pVertices[pVertexBuffer->uNumVertices];
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234 v3->vWorldPosition.x = pVertex->vWorldPosition.x;
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235 v3->vWorldPosition.y = pVertex->vWorldPosition.y;
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236 v3->vWorldPosition.z = pVertex->vWorldPosition.z;
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237 v3->u = pVertex->u;
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238 v3->v = pVertex->v;
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239 ++pVertexBuffer->uNumVertices;
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240 }
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241
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242 //----- (00498774) --------------------------------------------------------
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243 bool stru9::_498774(struct RenderVertexSoft *a1, struct RenderVertexSoft *a2, struct RenderVertexSoft *a3, struct stru312 *a4, struct RenderVertexSoft *a5)
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244 {
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245 RenderVertexSoft *v6; // ecx@5
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246 bool result; // eax@5
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247 double v8; // st7@5
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248 __int16 v9; // fps@5
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249 double v10; // st7@6
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250 double v11; // st6@8
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251 double v12; // st6@18
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252 char v13; // c0@24
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253 char v14; // c2@24
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254 char v15; // c3@24
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255 float a1a; // [sp+10h] [bp+8h]@5
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256
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257 __debugbreak();
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258
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259 static stru312 static_AE3388;
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260 static stru312 static_AE3378;
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261
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262 v6 = a1;
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263 static_AE3378.x = a1->vWorldPosition.x - a3->vWorldPosition.x;
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264 static_AE3378.y = a1->vWorldPosition.y - a3->vWorldPosition.y;
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265 HIWORD(result) = HIWORD(a4);
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266 static_AE3378.z = a1->vWorldPosition.z - a3->vWorldPosition.z;
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267 static_AE3388.x = a2->vWorldPosition.x - a1->vWorldPosition.x;
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268 static_AE3388.y = a2->vWorldPosition.y - a1->vWorldPosition.y;
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269 static_AE3388.z = a2->vWorldPosition.z - a1->vWorldPosition.z;
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270 a1a = static_AE3388.x * a4->x + static_AE3388.z * a4->z + static_AE3388.y * a4->y;
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271 v8 = static_AE3378.x * a4->x + static_AE3378.z * a4->z + static_AE3378.y * a4->y;
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272 //UNDEF(v9);
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273 if ( a1a != 0.0 )
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274 {
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275 v10 = -(v8 / a1a);
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276 if ( a1a <= 0.0 )
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277 {
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278 if ( v10 <= 0.0 )
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279 v12 = 0.0;
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280 else
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281 v12 = v10;
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282 if ( v12 <= 1.0 )
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283 {
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284 if ( v10 <= 0.0 )
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285 v10 = (float)0.0;
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286 }
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287 else
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288 {
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289 v10 = 1.0;
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290 }
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291 }
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292 else
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293 {
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294 if ( v10 >= 1.0 )
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295 v11 = 1.0;
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296 else
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297 v11 = v10;
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298 if ( v11 >= 0.0 )
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299 {
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300 if ( v10 >= 1.0 )
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301 v10 = (float)1.0;
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302 }
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303 else
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304 {
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305 v10 = 0.0;
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306 }
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307 }
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308 result = (bool)a5;
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309 a5->vWorldPosition.x = (a2->vWorldPosition.x - v6->vWorldPosition.x) * v10 + v6->vWorldPosition.x;
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310 a5->vWorldPosition.y = (a2->vWorldPosition.y - v6->vWorldPosition.y) * v10 + v6->vWorldPosition.y;
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311 a5->vWorldPosition.z = (a2->vWorldPosition.z - v6->vWorldPosition.z) * v10 + v6->vWorldPosition.z;
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312 a5->u = (a2->u - v6->u) * v10 + v6->u;
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313 a5->v = (a2->v - v6->v) * v10 + v6->v;
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314 goto LABEL_15;
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315 }
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316 v13 = v8 < 0.0;
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317 v14 = 0;
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318 v15 = v8 == 0.0;
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319 BYTE1(result) = HIBYTE(v9);
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320 if ( v8 < 0.0 )
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321 {
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322 LABEL_15:
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323 LOBYTE(result) = 1;
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324 return result;
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325 }
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326 LOBYTE(result) = 0;
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327 return result;
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328 }
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329 // AE3398: using guessed type char static_init_flag__AE3388_bit1__AE3378_bit2;
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330
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331 //----- (0049895A) --------------------------------------------------------
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332 bool stru9::AreVectorsCollinear(struct RenderVertexSoft *a1, struct RenderVertexSoft *a2, struct stru312 *a3)
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333 {
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334 static stru312 static_F942A0;
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335
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336 static_F942A0.x = a1->vWorldPosition.x - a2->vWorldPosition.x;
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337 static_F942A0.y = a1->vWorldPosition.y - a2->vWorldPosition.y;
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338 static_F942A0.z = a1->vWorldPosition.z - a2->vWorldPosition.z;
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339
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340 static float flt_F942B4 = static_F942A0.z * a3->z + static_F942A0.y * a3->y + static_F942A0.x * a3->x;
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341 if (flt_F942B4 >= 0)
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342 return true;
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343 return false;
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344 }
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345
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346
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347 //----- (004989E1) --------------------------------------------------------
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348 bool stru9::_4989E1(struct RenderVertexSoft *a1, struct RenderVertexSoft *a2, struct RenderVertexSoft *a3, struct stru312 *a4)
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349 {
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350 bool r1;
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351 bool r2;
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352
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353 r1 = AreVectorsCollinear(a1, a3, a4);
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354 r2 = AreVectorsCollinear(a2, a3, a4);
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355 return !r1 && r2 == 1 ||
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356 r1 == 1 && !r2;
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357 }
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358
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359 //----- (004980B9) --------------------------------------------------------
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360 bool stru9::_4980B9(RenderVertexSoft *a1, unsigned int uNumVertices, float a3, float a4, float a5, RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices)
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361 {
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362 RenderVertexSoft *v12; // ecx@9
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363 double v13; // st7@12
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364 double v14; // st6@12
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365 double v15; // st5@12
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366 signed int v25; // [sp+18h] [bp-Ch]@7
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367
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368 static RenderVertexSoft stru_AE4BFC;
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369 static stru312 static_sub_4980B9_stru_AE4BEC; // idb
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370 static VertexBuffer static_sub_4980B9_stru_AE3FE8; // idb
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371
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372 v25 = 0;
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373 if (uNumVertices <= 0)
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374 {
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375 *pOutNumVertices = 0;
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376 return true;
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377 }
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378
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379 for (uint i = 0; i < uNumVertices; ++i)
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380 {
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381 v12 = &a1[(i + 1) % uNumVertices];
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382 if (a1[i].vWorldPosition.x != v12->vWorldPosition.x ||
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383 a1[i].vWorldPosition.y != v12->vWorldPosition.y ||
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384 a1[i].vWorldPosition.z!= v12->vWorldPosition.z)
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385 {
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386 v13 = v12->vWorldPosition.x - a1[i].vWorldPosition.x;
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387 v14 = v12->vWorldPosition.y - a1[i].vWorldPosition.y;
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388 v15 = v12->vWorldPosition.z - a1[i].vWorldPosition.z;
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389 ++v25;
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390
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391 static_sub_4980B9_stru_AE3FE8.uNumVertices = 0;
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392 static_sub_4980B9_stru_AE4BEC.x = a4 * v15 - v14 * a5;
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393 static_sub_4980B9_stru_AE4BEC.y = v13 * a5 - v15 * a3;
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394 static_sub_4980B9_stru_AE4BEC.z = v14 * a3 - v13 * a4;
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395 if (*pOutNumVertices == 0)
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396 return true;
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397
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398 for (uint j = 0; j < *pOutNumVertices; ++j)
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399 {
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400 if (j)
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401 {
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402 if (_4989E1(&pOutVertices[j - 1], &pOutVertices[j], &a1[i], &static_sub_4980B9_stru_AE4BEC) &&
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403 _498774(&pOutVertices[j - 1], &pOutVertices[j], &a1[i], &static_sub_4980B9_stru_AE4BEC, &stru_AE4BFC))
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404 AddVertex(&static_sub_4980B9_stru_AE3FE8, &stru_AE4BFC);
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405 }
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406
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407 if (AreVectorsCollinear(&pOutVertices[j], &a1[i], &static_sub_4980B9_stru_AE4BEC))
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408 AddVertex(&static_sub_4980B9_stru_AE3FE8, &pOutVertices[j]);
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409 }
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410
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411 if (!static_sub_4980B9_stru_AE3FE8.uNumVertices)
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412 {
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413 *pOutNumVertices = 0;
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414 return true;
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415 }
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416 if (_4989E1(&pOutVertices[*pOutNumVertices - 1], &pOutVertices[0], &a1[i], &static_sub_4980B9_stru_AE4BEC) &&
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417 _498774(&pOutVertices[*pOutNumVertices - 1], &pOutVertices[0], &a1[i], &static_sub_4980B9_stru_AE4BEC, &stru_AE4BFC) )
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418 AddVertex(&static_sub_4980B9_stru_AE3FE8, &stru_AE4BFC);
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419
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420 for (uint j = 0; j < static_sub_4980B9_stru_AE3FE8.uNumVertices; ++j)
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421 {
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422 pOutVertices[j].vWorldPosition.y = static_sub_4980B9_stru_AE3FE8.pVertices[j].vWorldPosition.x;
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423 pOutVertices[j].vWorldPosition.y = static_sub_4980B9_stru_AE3FE8.pVertices[j].vWorldPosition.y;
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424 pOutVertices[j].vWorldPosition.z = static_sub_4980B9_stru_AE3FE8.pVertices[j].vWorldPosition.z;
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425 pOutVertices[j].u = static_sub_4980B9_stru_AE3FE8.pVertices[j].u;
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426 pOutVertices[j].v = static_sub_4980B9_stru_AE3FE8.pVertices[j].v;
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427 }
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428 *pOutNumVertices = static_sub_4980B9_stru_AE3FE8.uNumVertices;
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429 }
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430 }
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431
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432 if (v25 < 3)
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433 *pOutNumVertices = 0;
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434
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435 return true;
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436 }
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437 // AE4C2C: using guessed type char static_sub_4980B9_byte_AE4C2C_init_flag; |