2496
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1 #define _CRTDBG_MAP_ALLOC
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2 #include <stdlib.h>
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3 #include <crtdbg.h>
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4
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5 #define _CRT_SECURE_NO_WARNINGS
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6 #include "Vis.h"
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7 #include "Sprites.h"
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2499
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8 #include "../Lod.h"
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2496
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9 #include "Outdoor.h"
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2499
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10 #include "../Game.h"
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11 #include "../Objects/Actor.h"
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2496
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12 #include "Viewport.h"
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2499
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13 #include "../OurMath.h"
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14 #include "../Log.h"
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15 #include "../ErrorHandling.h"
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2496
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16
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2499
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17 #include "../MM7.h"
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18 #include "Level/Decoration.h"
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2496
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19
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20
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21 static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8;
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22
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23 Vis_SelectionFilter vis_sprite_filter_1 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E1C
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24 Vis_SelectionFilter vis_sprite_filter_2 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E30
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25 Vis_SelectionFilter vis_face_filter = {VisObjectType_Face, OBJECT_Any, -1, 0, 0}; // 00F93E44
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26 Vis_SelectionFilter vis_door_filter = {VisObjectType_Face, OBJECT_BLVDoor, -1, 0x100000, 0}; // 00F93E58
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27 Vis_SelectionFilter vis_sprite_filter_3 = {VisObjectType_Sprite, OBJECT_Decoration, -1, 0, 4}; // 00F93E6C
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28 Vis_SelectionFilter vis_sprite_filter_4 = {VisObjectType_Any, OBJECT_Item, -1, 0, 0}; // static to sub_44EEA7
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29
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30
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31
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32 //----- (004C1026) --------------------------------------------------------
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33 Vis_ObjectInfo *Vis::DetermineFacetIntersection(BLVFace *face, unsigned int pid, float pick_depth)
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34 {
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35 // char *v4; // eax@4
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36 // signed int v5; // ecx@4
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37 RenderVertexSoft pRay[2]; // [sp+20h] [bp-70h]@17
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38 // int v20; // [sp+84h] [bp-Ch]@10
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39
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40 static Vis_SelectionList SelectedPointersList;//stru_F8FE00
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41 SelectedPointersList.uNumPointers = 0;
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42
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43 static bool _init_flag = false;
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44 static RenderVertexSoft static_DetermineFacetIntersection_array_F8F200[64];
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45 if (!_init_flag)
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46 {
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47 _init_flag = true;
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48 for (uint i = 0; i < 64; ++i)
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49 static_DetermineFacetIntersection_array_F8F200[i].flt_2C = 0.0f;
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50 }
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51
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52 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
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53 {
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54 if ( (signed int)face->uNumVertices > 0 )
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55 {
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56 for ( int i = 0; i < face->uNumVertices; i++)
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57 {
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58 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = (double)pIndoor->pVertices[face->pVertexIDs[i]].x;
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59 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = (double)pIndoor->pVertices[face->pVertexIDs[i]].y;
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60 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = (double)pIndoor->pVertices[face->pVertexIDs[i]].z;
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61 }
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62 }
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63 }
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64 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
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65 {
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66 uint bmodel_id = pid >> 9;
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67 Vec3_int_* v = (Vec3_int_ *)pOutdoor->pBModels[bmodel_id].pVertices.pVertices;
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68 for (uint i = 0; i < face->uNumVertices; ++i)
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69 {
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70 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = v[face->pVertexIDs[i]].x;
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71 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = v[face->pVertexIDs[i]].y;
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72 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = v[face->pVertexIDs[i]].z;
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73 }
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74 }
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75 else assert(false);
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76
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77 pGame->pIndoorCameraD3D->ViewTransform(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices);
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78 pGame->pIndoorCameraD3D->Project(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, 1);
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79
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80 SortVectors_x(static_DetermineFacetIntersection_array_F8F200, 0, face->uNumVertices - 1);
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81 if (static_DetermineFacetIntersection_array_F8F200[0].vWorldViewPosition.x > pick_depth)
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82 return nullptr;
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83
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84 float screenspace_center_x,
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85 screenspace_center_y;
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86 GetPolygonScreenSpaceCenter(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, &screenspace_center_x, &screenspace_center_y);
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87 if (IsPolygonOccludedByBillboard(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, screenspace_center_x, screenspace_center_y))
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88 return nullptr;
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89
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90 CastPickRay(pRay, screenspace_center_x, screenspace_center_y, pick_depth);
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91
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92 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
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93 PickOutdoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter, true);
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94 else if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
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95 PickIndoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter);
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96 else assert(false);
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97
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98 SelectedPointersList.create_object_pointers();
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99 sort_object_pointers(SelectedPointersList.object_pointers, 0, SelectedPointersList.uNumPointers - 1);
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100 if (!SelectedPointersList.uNumPointers)
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101 return nullptr;
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102
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103 if (!SelectedPointersList.SelectionPointers(VisObjectType_Face, pid))
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104 return nullptr;
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105
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106 if (SelectedPointersList.uNumPointers)
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107 return SelectedPointersList.object_pointers[0];
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108 else return nullptr;
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109 }
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110 // F91E08: using guessed type char static_DetermineFacetIntersection_byte_F91E08__init_flags;
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111
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112 //----- (004C12C3) --------------------------------------------------------
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113 bool Vis::IsPolygonOccludedByBillboard(RenderVertexSoft *vertices, int num_vertices, float x, float y)
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114 {
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115 int v13 = -1;
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116 //v5 = 0;
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117
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118 //v6 = pRenderer->pBillboardRenderListD3D;
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119 for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i)
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120 {
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121 RenderBillboardD3D* billboard = &pRenderer->pBillboardRenderListD3D[i];
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122 if (IsPointInsideD3DBillboard(billboard, x, y))
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123 {
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124 if (v13 == -1)
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125 v13 = i;
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126 else if (pBillboardRenderList[billboard->sParentBillboardID].sZValue <
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127 pBillboardRenderList[pRenderer->pBillboardRenderListD3D[v13].sParentBillboardID].sZValue)
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128 v13 = i;
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129 }
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130 }
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131
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132 if ( v13 == -1 )
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133 return false;
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134
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135 // //Bounding rectangle(Îãðàíè÷èâàþùèé ïðÿìîóãîëüíèê)-------------------------
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136 //v7 = 3.4028235e38;
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137 float min_x = FLT_MAX;
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138 //a4a = 3.4028235e38;
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139 float min_y = FLT_MAX;
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140 //a3a = -3.4028235e38;
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141 float max_x = -FLT_MAX;
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142 //thisb = -3.4028235e38;
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143 float max_y = -FLT_MAX;
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144 for (int i = 0; i < num_vertices; ++i)
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145 {
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146 RenderVertexSoft* v = &vertices[i];
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147
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148 if (v->vWorldViewProjX < min_x)
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149 min_x = v->vWorldViewProjX;
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150 if (v->vWorldViewProjX > max_x)
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151 max_x = v->vWorldViewProjX;
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152
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153 if (v->vWorldViewProjY < min_y)
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154 min_y = v->vWorldViewProjY;
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155 if (v->vWorldViewProjY > max_y)
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156 max_y = v->vWorldViewProjY;
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157 }
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158 // //--------------------------------
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159
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160 if (min_x < pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.x || pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.y > min_y ||
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161 pRenderer->pBillboardRenderListD3D[v13].pQuads[3].pos.x < max_x || pRenderer->pBillboardRenderListD3D[v13].pQuads[1].pos.y < max_y)
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162 return false;
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163
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164 return true;
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165 }
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166
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167 //----- (004C1417) --------------------------------------------------------
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168 void Vis::GetPolygonCenter(RenderVertexD3D3 *pVertices, unsigned int uNumVertices, float *pCenterX, float *pCenterY)
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169 {
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170 static RenderVertexD3D3 unk_F8EA00[64];
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171
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172 memcpy(unk_F8EA00, pVertices, 32 * uNumVertices);
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173
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174 SortVerticesByX(unk_F8EA00, 0, uNumVertices - 1);
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175 *pCenterX = (unk_F8EA00[uNumVertices - 1].pos.x - unk_F8EA00[0].pos.x) * 0.5 + unk_F8EA00[0].pos.x;
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176
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177 SortVerticesByY(unk_F8EA00, 0, uNumVertices - 1);
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178 *pCenterY = (unk_F8EA00[uNumVertices - 1].pos.y - unk_F8EA00[0].pos.y) * 0.5 + unk_F8EA00[0].pos.y;
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179 }
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180
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181 //----- (004C1495) --------------------------------------------------------
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182 void Vis::GetPolygonScreenSpaceCenter(RenderVertexSoft *vertices, int num_vertices, float *out_center_x, float *out_center_y)
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183 {
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184 // char *v5; // eax@2
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185 // signed int v6; // ecx@2
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186 // float *result; // eax@5
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187
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188 static RenderVertexSoft static_sub_4C1495_array_F8DDF8[64];
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189
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190 memcpy(static_sub_4C1495_array_F8DDF8, vertices, 48 * num_vertices);
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191
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192 SortByScreenSpaceX(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1);
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193 *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;
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194
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195 SortByScreenSpaceY(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1);
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196 *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;
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197 }
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198
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199 //----- (004C1542) --------------------------------------------------------
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200 void Vis::PickBillboards_Mouse(float fPickDepth, float fX, float fY, Vis_SelectionList *list, Vis_SelectionFilter *filter)
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201 {
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202 for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i)
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203 {
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204 RenderBillboardD3D* d3d_billboard = &pRenderer->pBillboardRenderListD3D[i];
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205 if (is_part_of_selection((void *)i, filter) && IsPointInsideD3DBillboard(d3d_billboard, fX, fY))
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206 {
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207 if (DoesRayIntersectBillboard(fPickDepth, i))
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208 {
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209 RenderBillboard* billboard = &pBillboardRenderList[d3d_billboard->sParentBillboardID];
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210
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211 list->AddObject((void *)d3d_billboard->sParentBillboardID, VisObjectType_Sprite, billboard->sZValue);
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212 }
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213 }
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214 }
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215 }
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216
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217
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218 //----- (004C1607) --------------------------------------------------------
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219 bool Vis::IsPointInsideD3DBillboard(RenderBillboardD3D *a1, float x, float y)
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220 {
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221 /*Not the original implementation.
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222 This function is redone to use Grayface's mouse pick implementation to take only the visible
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223 parts of billboards into account - I don't really have too much of an idea how it actually works*/
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224 float drX; // st7@2
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225 float drY; // ecx@2
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226 float drH; // [sp+4h] [bp-8h]@2
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227 float drW; // [sp+14h] [bp+8h]@2
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228
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229 if ( a1->sParentBillboardID == -1 )
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230 return false;
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231
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232 drX = a1->pQuads[0].pos.x;
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233 drW = a1->pQuads[3].pos.x - drX;
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234 drY = a1->pQuads[0].pos.y;
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235 drH = a1->pQuads[1].pos.y - drY;
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236
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237 Sprite* ownerSprite = nullptr;
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238 for (int i = 0; i < pSprites_LOD->uNumLoadedSprites; ++i)
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239 {
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240 if (pSprites_LOD->pHardwareSprites[i].pTexture == a1->pTexture)
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241 {
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242 ownerSprite = &pSprites_LOD->pHardwareSprites[i];
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243 break;
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244 }
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245 }
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246
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247 if (ownerSprite == nullptr)
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248 return false;
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249
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250 int i = ownerSprite->uAreaX + int(ownerSprite->uAreaWidth * (x - drX) / drW);
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251 int j = ownerSprite->uAreaY + int(ownerSprite->uAreaHeight * (y - drY) / drH);
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252
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253
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254 LODSprite* spriteHeader = nullptr;
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255
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256 for (int i = 0; i < MAX_LOD_SPRITES; ++i)
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257 {
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258 if (strcmp(pSprites_LOD->pSpriteHeaders[i].pName, ownerSprite->pName) == 0)
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259 {
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260 spriteHeader = &pSprites_LOD->pSpriteHeaders[i];
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261 break;
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262 }
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263 }
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264
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265 if (j < 0 || j >= spriteHeader->uHeight)
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266 return false;
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267
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268 if (spriteHeader->pSpriteLines[j].a1 < 0 || i > spriteHeader->pSpriteLines[j].a2 || i < spriteHeader->pSpriteLines[j].a1)
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269 {
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270 return false;
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271 }
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272 return *(spriteHeader->pSpriteLines[j].pos + i - spriteHeader->pSpriteLines[j].a1) != 0;
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273 }
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274
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275 //----- (004C16B4) --------------------------------------------------------
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276 void Vis::PickIndoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter)
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277 {
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278 int v5; // eax@1
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279 signed int pFaceID; // edi@2
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280 int v9; // eax@7
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281 unsigned int *pNumPointers; // eax@7
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282 Vis_ObjectInfo *v12; // edi@7
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283 RenderVertexSoft a1; // [sp+Ch] [bp-44h]@1
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284 void *v15; // [sp+40h] [bp-10h]@7
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285 int v17; // [sp+48h] [bp-8h]@1
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286
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287 v5 = 0;
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288 v17 = 0;
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289 for ( a1.flt_2C = 0.0; v17 < (signed int)pBspRenderer->num_faces; ++v17 )
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290 {
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291 pFaceID = pBspRenderer->faces[v5].uFaceID;
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292 if ( pFaceID >= 0 )
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293 {
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294 if ( pFaceID < (signed int)pIndoor->uNumFaces )
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295 {
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296 BLVFace* face = &pIndoor->pFaces[pFaceID];
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297 if ( is_part_of_selection(face, filter) )
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298 {
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299 if ( !pGame->pIndoorCameraD3D->IsCulled(face) )
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300 {
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301 if ( Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &a1, face, 0xFFFFFFFFu) )
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302 {
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303 pGame->pIndoorCameraD3D->ViewTransform(&a1, 1);
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304 v9 = fixpoint_from_float(/*v8, */a1.vWorldViewPosition.x);
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305 LOWORD(v9) = 0;
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306 v15 = (void *)((PID(OBJECT_BModel,pFaceID)) + v9);
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307 pNumPointers = &list->uNumPointers;
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308 v12 = &list->object_pool[list->uNumPointers];
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309 v12->object = &pIndoor->pFaces[pFaceID];
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310 v12 = (Vis_ObjectInfo *) &v12->sZValue;
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311 v12->object = v15;
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312 v12->sZValue = 2;
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313 ++*pNumPointers;
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314 }
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315 }
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316 }
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317
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318 if (face->uAttributes & FACE_PICKED)
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319 face->uAttributes |= FACE_OUTLINED;
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320 else
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321 face->uAttributes &= ~FACE_OUTLINED;
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322 face->uAttributes &= ~FACE_PICKED;
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323 }
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324 }
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325 v5 = v17 + 1;
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326 }
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327 }
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328
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329 //----- (004C17CF) --------------------------------------------------------
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330 void Vis::PickOutdoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter, bool only_reachable)
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331 {
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332 if (!pOutdoor)
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333 return;
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334
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335 for (int i = 0; i < pOutdoor->uNumBModels; ++i)
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336 {
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337 int reachable;
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338 if (!IsBModelVisible(i, &reachable))
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339 continue;
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340 if (!reachable && only_reachable)
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341 continue;
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342
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343 BSPModel* bmodel = &pOutdoor->pBModels[i];
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344 for (int j = 0; j < bmodel->uNumFaces; ++j)
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345 {
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346 ODMFace* face = &bmodel->pFaces[j];
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347 if (is_part_of_selection(face, filter))
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348 {
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349 BLVFace blv_face;
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350 blv_face.FromODM(face);
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351
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352 RenderVertexSoft intersection;
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353 if (Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &intersection, &blv_face, i))
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354 {
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355 pGame->pIndoorCameraD3D->ViewTransform(&intersection, 1);
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356 int v13 = fixpoint_from_float(/*v12, */intersection.vWorldViewPosition.x);
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357 v13 &= 0xFFFF0000;
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358 v13 += PID(OBJECT_BModel, j | (i << 6));
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359
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360 list->AddObject(face, VisObjectType_Face, v13);
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361 }
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362
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363 if (blv_face.uAttributes & FACE_PICKED)
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364 face->uAttributes |= FACE_OUTLINED;
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365 else
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366 face->uAttributes &= ~FACE_OUTLINED;
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367 blv_face.uAttributes &= ~FACE_PICKED;
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368 }
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369 }
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370 }
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371 }
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372
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373 //----- (004C1930) --------------------------------------------------------
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374 //bool Vis::j_DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx)
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375 //{return DoesRayIntersectBillboard(fDepth, uD3DBillboardIdx);}
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376
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377 //----- (004C1944) --------------------------------------------------------
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378 int Vis::PickClosestActor(int object_id, unsigned int pick_depth, int a4, int a5, int a6)
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379 {
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380 Vis_SelectionFilter v8; // [sp+18h] [bp-20h]@3
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381
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382 static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8;
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383
|
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384 v8.object_type = VisObjectType_Sprite;
|
|
385 v8.object_id = object_id;
|
|
386 v8.at_ai_state = a6;
|
|
387 v8.no_at_ai_state = a5;
|
|
388 v8.select_flags = a4;
|
|
389 Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers = 0;
|
|
390 PickBillboards_Keyboard(pick_depth, &Vis_static_sub_4C1944_stru_F8BDE8, &v8);
|
|
391 Vis_static_sub_4C1944_stru_F8BDE8.create_object_pointers(Vis_SelectionList::Unique);
|
|
392 sort_object_pointers(Vis_static_sub_4C1944_stru_F8BDE8.object_pointers, 0, Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers - 1);
|
|
393
|
|
394 if (!Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers)
|
|
395 return -1;
|
|
396 return Vis_static_sub_4C1944_stru_F8BDE8.object_pointers[0]->sZValue;
|
|
397 }
|
|
398
|
|
399 //----- (004C1A02) --------------------------------------------------------
|
|
400 void Vis::_4C1A02()
|
|
401 {
|
|
402 RenderVertexSoft v1; // [sp+8h] [bp-C0h]@1
|
|
403 RenderVertexSoft v2; // [sp+38h] [bp-90h]@1
|
|
404 RenderVertexSoft v3; // [sp+68h] [bp-60h]@1
|
|
405 RenderVertexSoft v4; // [sp+98h] [bp-30h]@1
|
|
406
|
|
407 v4.flt_2C = 0.0;
|
|
408 v4.vWorldPosition.x = 0.0;
|
|
409 v4.vWorldPosition.y = 65536.0;
|
|
410 v4.vWorldPosition.z = 0.0;
|
|
411 v3.flt_2C = 0.0;
|
|
412 v3.vWorldPosition.x = 65536.0;
|
|
413 v3.vWorldPosition.y = 0.0;
|
|
414 v3.vWorldPosition.z = 0.0;
|
|
415 memcpy(&v1, &v3, sizeof(v1));
|
|
416 v3.flt_2C = 0.0;
|
|
417 v3.vWorldPosition.x = 0.0;
|
|
418 v3.vWorldPosition.y = 65536.0;
|
|
419 v3.vWorldPosition.z = 0.0;
|
|
420 memcpy(&v2, &v4, sizeof(v2));
|
|
421 v4.flt_2C = 0.0;
|
|
422 v4.vWorldPosition.x = 65536.0;
|
|
423 v4.vWorldPosition.y = 0.0;
|
|
424 v4.vWorldPosition.z = 0.0;
|
|
425 memcpy(&this->stru_200C, &v1, 0x60u);
|
|
426 memcpy(&v1, &v4, sizeof(v1));
|
|
427 memcpy(&v2, &v3, sizeof(v2));
|
|
428 memcpy(&this->stru_206C, &v1, 0x60u);
|
|
429 }
|
|
430
|
|
431 //----- (004C1ABA) --------------------------------------------------------
|
|
432 void Vis::SortVectors_x(RenderVertexSoft *pArray, int start, int end)
|
|
433 {
|
|
434 int left_sort_index; // ebx@2
|
|
435 int right_sort_index; // ecx@2
|
|
436 RenderVertexSoft temp_array; // [sp+4h] [bp-6Ch]@8
|
|
437 RenderVertexSoft max_array; // [sp+34h] [bp-3Ch]@2
|
|
438
|
|
439 if ( end > start )
|
|
440 {
|
|
441 left_sort_index = start - 1;
|
|
442 right_sort_index = end;
|
|
443 memcpy(&max_array, &pArray[end], sizeof(max_array));
|
|
444 while ( 1 )
|
|
445 {
|
|
446 do
|
|
447 {
|
|
448 ++left_sort_index;
|
|
449 }
|
|
450 while ( pArray[left_sort_index].vWorldViewPosition.x < (double)max_array.vWorldViewPosition.x );
|
|
451 do
|
|
452 {
|
|
453 --right_sort_index;
|
|
454 }
|
|
455 while ( pArray[right_sort_index].vWorldViewPosition.x > (double)max_array.vWorldViewPosition.x );
|
|
456 if ( left_sort_index >= right_sort_index )
|
|
457 break;
|
|
458 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array));
|
|
459 memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index]));
|
|
460 memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index]));
|
|
461 }
|
|
462 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array));
|
|
463 memcpy(&pArray[left_sort_index], &pArray[end], sizeof(pArray[left_sort_index]));
|
|
464 memcpy(&pArray[end], &temp_array, sizeof(pArray[end]));
|
|
465 SortVectors_x(pArray, start, left_sort_index - 1);
|
|
466 SortVectors_x(pArray, left_sort_index + 1, end);
|
|
467 }
|
|
468 }
|
|
469
|
|
470 //----- (004C1BAA) --------------------------------------------------------
|
|
471 int Vis::get_object_zbuf_val(Vis_ObjectInfo *info)
|
|
472 {
|
|
473 switch (info->object_type)
|
|
474 {
|
|
475 case VisObjectType_Sprite:
|
|
476 case VisObjectType_Face:
|
|
477 return info->sZValue;
|
|
478
|
|
479 default:
|
|
480 MessageBoxW(nullptr, L"Undefined type requested for: CVis::get_object_zbuf_val()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1037", 0);
|
|
481 return -1;
|
|
482 }
|
|
483 }
|
|
484
|
|
485 //----- (004C1BF1) --------------------------------------------------------
|
|
486 int Vis::get_picked_object_zbuf_val()
|
|
487 {
|
|
488 if (!default_list.uNumPointers)
|
|
489 return -1;
|
|
490
|
|
491 return get_object_zbuf_val(default_list.object_pointers[0]);
|
|
492 }
|
|
493
|
|
494 //----- (004C1C0C) --------------------------------------------------------
|
|
495 bool Vis::Intersect_Ray_Face(RenderVertexSoft *pRayStart, RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *Intersection, BLVFace *pFace, signed int pBModelID)
|
|
496 {
|
|
497 float c1; // st5@6
|
|
498 float c2; // st7@11
|
|
499 Vec3_short_ IntersectPoint; // ST04_6@11
|
|
500
|
|
501
|
|
502 if (pFace->Portal() || pFace->Invisible())
|
|
503 return false;
|
|
504
|
|
505 int ray_dir_x = pRayEnd->vWorldPosition.x - pRayStart->vWorldPosition.x,//calculate the direction vector of the line(âû÷èñëèì âåêòîð íàïðàâëåíèÿ ëèíèé)
|
|
506 ray_dir_y = pRayEnd->vWorldPosition.y - pRayStart->vWorldPosition.y,
|
|
507 ray_dir_z = pRayEnd->vWorldPosition.z - pRayStart->vWorldPosition.z;
|
|
508
|
|
509 //c1 = -d-(n*p0)
|
|
510 c1 = -pFace->pFacePlane.dist -(pFace->pFacePlane.vNormal.x * pRayStart->vWorldPosition.x
|
|
511 + pFace->pFacePlane.vNormal.y * pRayStart->vWorldPosition.y
|
|
512 + pFace->pFacePlane.vNormal.z * pRayStart->vWorldPosition.z);
|
|
513 if (c1 > 0)
|
|
514 return false;
|
|
515 #define EPSILON 1e-6
|
|
516 //c2 = n*u
|
|
517 c2 = pFace->pFacePlane.vNormal.x * ray_dir_y// get length of the line(Ýòî äàåò íàì äëèíó ëèíèè)
|
|
518 + pFace->pFacePlane.vNormal.y * ray_dir_x
|
|
519 + pFace->pFacePlane.vNormal.z * ray_dir_z;
|
|
520 if (c2 > -EPSILON && c2 < EPSILON) // ray faces face's normal ( > 0) or parallel ( == 0)
|
|
521 return false;
|
|
522
|
|
523 //t = -d-(n*p0)/n*u
|
|
524 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 )
|
|
525
|
|
526 if (t < 0 || t > 1)
|
|
527 return false;
|
|
528
|
|
529 // p(t) = p0 + tu;
|
|
530 Intersection->vWorldPosition.x = pRayStart->vWorldPosition.x + t * ray_dir_y;// add the interest to the start line(ïðèáàâëÿåì ïðîöåíò ëèíèè ê ëèíèè ñòàðòà)
|
|
531 Intersection->vWorldPosition.y = pRayStart->vWorldPosition.y + t * ray_dir_x;
|
|
532 Intersection->vWorldPosition.z = pRayStart->vWorldPosition.z + t * ray_dir_z;
|
|
533
|
|
534 IntersectPoint.x = Intersection->vWorldPosition.x;
|
|
535 IntersectPoint.y = Intersection->vWorldPosition.y;
|
|
536 IntersectPoint.z = Intersection->vWorldPosition.z;
|
|
537
|
|
538 if ( !CheckIntersectBModel(pFace, IntersectPoint, pBModelID) )
|
|
539 return false;
|
|
540
|
|
541 *pDepth = t;//Record the distance from the origin of the ray (Çàïèñûâàåì äèñòàíöèþ îò íà÷àëà ëó÷à)
|
|
542 return true;
|
|
543 }
|
|
544
|
|
545 //----- (004C1D2B) --------------------------------------------------------
|
|
546 bool Vis::CheckIntersectBModel(BLVFace *pFace, Vec3_short_ IntersectPoint, signed int sModelID)
|
|
547 {
|
|
548 int v5; // esi@10
|
|
549 bool v6; // edi@10
|
|
550 signed int v10; // ebx@14
|
|
551 // int v15; // [sp+10h] [bp-Ch]@10
|
|
552 signed int v16; // [sp+18h] [bp-4h]@10
|
|
553
|
|
554 int a = 0, b = 0;
|
|
555
|
|
556 if (IntersectPoint.x < pFace->pBounding.x1 || IntersectPoint.x > pFace->pBounding.x2 ||
|
|
557 IntersectPoint.y < pFace->pBounding.y1 || IntersectPoint.y > pFace->pBounding.y2 ||
|
|
558 IntersectPoint.z < pFace->pBounding.z1 || IntersectPoint.z > pFace->pBounding.z2 )
|
|
559 return false;
|
|
560
|
|
561 if (sModelID != -1)
|
|
562 ODM_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a.data(), intersect_face_vertex_coords_list_b.data(),
|
|
563 &IntersectPoint, pFace, sModelID);
|
|
564 else
|
|
565 BLV_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a.data(), intersect_face_vertex_coords_list_b.data(),
|
|
566 &IntersectPoint, pFace);
|
|
567 v5 = 2 * pFace->uNumVertices;
|
|
568 v16 = 0;
|
|
569 intersect_face_vertex_coords_list_a[v5] = intersect_face_vertex_coords_list_a[0];
|
|
570 intersect_face_vertex_coords_list_b[v5] = intersect_face_vertex_coords_list_b[0];
|
|
571 v6 = intersect_face_vertex_coords_list_b[0] >= b;
|
|
572 if (v5 <= 0)
|
|
573 return false;
|
|
574 for ( int i = 0; i < v5; ++i )
|
|
575 {
|
|
576 if ( v16 >= 2 )
|
|
577 break;
|
|
578 if ( v6 ^ (intersect_face_vertex_coords_list_b[i + 1] >= b) )
|
|
579 {
|
|
580 if ( intersect_face_vertex_coords_list_a[i + 1] >= a )
|
|
581 v10 = 0;
|
|
582 else
|
|
583 v10 = 2;
|
|
584 v10 |= intersect_face_vertex_coords_list_a[i] < a ? 1 : 0;
|
|
585 if ( v10 != 3 )
|
|
586 {
|
|
587 if ( !v10)
|
|
588 ++v16;
|
|
589 else
|
|
590 {
|
|
591 int _v1 = fixpoint_div(intersect_face_vertex_coords_list_a[i + 1] - intersect_face_vertex_coords_list_a[i],
|
|
592 intersect_face_vertex_coords_list_b[i + 1] - intersect_face_vertex_coords_list_b[i]);
|
|
593 int _v2 = fixpoint_mul(b - intersect_face_vertex_coords_list_b[i], _v1) + 32768;
|
|
594
|
|
595 if (intersect_face_vertex_coords_list_a[i] + (_v2 >> 16) >= a)
|
|
596 ++v16;
|
|
597 }
|
|
598 }
|
|
599 }
|
|
600 v6 = intersect_face_vertex_coords_list_b[i + 1] >= b;
|
|
601 }
|
|
602
|
|
603 if ( v16 != 1 )
|
|
604 return false;
|
|
605
|
|
606 if ( show_picked_face )
|
|
607 pFace->uAttributes |= FACE_PICKED;
|
|
608 return true;
|
|
609 /*
|
|
610 int v5; // esi@10
|
|
611 bool v6; // edi@10
|
|
612 signed int v10; // ebx@14
|
|
613 int v11; // edi@16
|
|
614 signed int v12; // ST28_4@18
|
|
615 signed __int64 v13; // qtt@18
|
|
616 signed int result; // eax@21
|
|
617 int v15; // [sp+10h] [bp-Ch]@10
|
|
618 signed int v16; // [sp+18h] [bp-4h]@10
|
|
619
|
|
620 int a = 0, b = 0;
|
|
621
|
|
622 if (IntersectPoint.x < pFace->pBounding.x1 || IntersectPoint.x > pFace->pBounding.x2 ||
|
|
623 IntersectPoint.y < pFace->pBounding.y1 || IntersectPoint.y > pFace->pBounding.y2 ||
|
|
624 IntersectPoint.z < pFace->pBounding.z1 || IntersectPoint.z > pFace->pBounding.z2 )
|
|
625 return false;
|
|
626
|
|
627 pFace->uAttributes |= 0x80000000;
|
|
628
|
|
629 if (uModelID != -1)
|
|
630 ODM_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a, intersect_face_vertex_coords_list_b,
|
|
631 &IntersectPoint, pFace, uModelID);
|
|
632 else
|
|
633 BLV_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a, intersect_face_vertex_coords_list_b,
|
|
634 &IntersectPoint, pFace);
|
|
635 v5 = 2 * pFace->uNumVertices;
|
|
636 v16 = 0;
|
|
637 intersect_face_vertex_coords_list_a[v5] = intersect_face_vertex_coords_list_a[0];
|
|
638 intersect_face_vertex_coords_list_b[v5] = intersect_face_vertex_coords_list_b[0];
|
|
639 v6 = intersect_face_vertex_coords_list_b[0] >= b;
|
|
640 if (v5 <= 0)
|
|
641 return false;
|
|
642 for ( uint i = 0; i < v5; ++i )
|
|
643 {
|
|
644 if ( v16 >= 2 )
|
|
645 break;
|
|
646 if ( v6 ^ intersect_face_vertex_coords_list_b[i + 1] >= b )
|
|
647 {
|
|
648 if ( intersect_face_vertex_coords_list_a[i + 1] >= a )
|
|
649 v10 = 0;
|
|
650 else
|
|
651 v10 = 2;
|
|
652 v11 = v10 | intersect_face_vertex_coords_list_a[i] < a;
|
|
653 if ( v11 != 3 )
|
|
654 {
|
|
655 if ( !v11
|
|
656 || (v12 = intersect_face_vertex_coords_list_a[i + 1] - intersect_face_vertex_coords_list_a[i],
|
|
657 LODWORD(v13) = v12 << 16,
|
|
658 HIDWORD(v13) = v12 >> 16,
|
|
659 intersect_face_vertex_coords_list_a[i]
|
|
660 + ((signed int)(((unsigned __int64)(v13 / (intersect_face_vertex_coords_list_b[i + 1] - intersect_face_vertex_coords_list_b[i])
|
|
661 * (signed int)((b - intersect_face_vertex_coords_list_b[i]) << 16)) >> 16) + 32768) >> 16) >= a) )
|
|
662 ++v16;
|
|
663 }
|
|
664 }
|
|
665 v6 = intersect_face_vertex_coords_list_b[i + 1] >= b;
|
|
666 }
|
|
667 result = true;
|
|
668 if ( v16 != 1 )
|
|
669 result = false;
|
|
670 return result;
|
|
671 }*/
|
|
672 }
|
|
673
|
|
674 //----- (004C1EE5) --------------------------------------------------------
|
|
675 void Vis::BLV_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a,
|
|
676 __int16 *intersect_face_vertex_coords_list_b,
|
|
677 Vec3_short_ *IntersectPoint, BLVFace *pFace)
|
|
678 {
|
|
679 if (pFace->uAttributes & FACE_XY_PLANE)
|
|
680 {
|
|
681 *a = IntersectPoint->x;
|
|
682 *b = IntersectPoint->y;
|
|
683
|
|
684 for (uint i = 0; i < pFace->uNumVertices; ++i)
|
|
685 {
|
|
686 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].x;
|
|
687 intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pXInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].x;
|
|
688
|
|
689 intersect_face_vertex_coords_list_b[2 * i] = pFace->pYInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].y;
|
|
690 intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pYInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].y;
|
|
691 }
|
|
692 }
|
|
693 else if (pFace->uAttributes & FACE_XZ_PLANE)
|
|
694 {
|
|
695 *a = IntersectPoint->x;
|
|
696 *b = IntersectPoint->z;
|
|
697
|
|
698 for (uint i = 0; i < pFace->uNumVertices; ++i)
|
|
699 {
|
|
700 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].x;
|
|
701 intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pXInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].x;
|
|
702
|
|
703 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].z;
|
|
704 intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pZInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].z;
|
|
705 }
|
|
706 }
|
|
707 else if (pFace->uAttributes & FACE_YZ_PLANE)
|
|
708 {
|
|
709 *a = IntersectPoint->y;
|
|
710 *b = IntersectPoint->z;
|
|
711
|
|
712 for (uint i = 0; i < pFace->uNumVertices; ++i)
|
|
713 {
|
|
714 intersect_face_vertex_coords_list_a[2 * i] = pFace->pYInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].y;
|
|
715 intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pYInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].y;
|
|
716
|
|
717 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].z;
|
|
718 intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pZInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].z;
|
|
719 }
|
|
720 }
|
|
721 else assert(false);
|
|
722 }
|
|
723
|
|
724 //----- (004C2186) --------------------------------------------------------
|
|
725 void Vis::ODM_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a,
|
|
726 __int16 *intersect_face_vertex_coords_list_b,
|
|
727 Vec3_short_ *IntersectPoint, BLVFace *pFace, unsigned int uModelID)
|
|
728 {
|
|
729 if (pFace->uAttributes & FACE_XY_PLANE)
|
|
730 {
|
|
731 *a = IntersectPoint->x;
|
|
732 *b = IntersectPoint->y;
|
|
733
|
|
734 for (int i = 0; i < pFace->uNumVertices; ++i)
|
|
735 {
|
|
736 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x;
|
|
737 intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pXInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x;
|
|
738
|
|
739 intersect_face_vertex_coords_list_b[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y;
|
|
740 intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pYInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y;
|
|
741 }
|
|
742 }
|
|
743 else if (pFace->uAttributes & FACE_XZ_PLANE)
|
|
744 {
|
|
745 *a = IntersectPoint->x;
|
|
746 *b = IntersectPoint->z;
|
|
747
|
|
748 for (int i = 0; i < pFace->uNumVertices; ++i)
|
|
749 {
|
|
750 intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x;
|
|
751 intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pXInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x;
|
|
752
|
|
753 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].z;
|
|
754 intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z;
|
|
755 }
|
|
756 }
|
|
757 else if (pFace->uAttributes & FACE_YZ_PLANE)
|
|
758 {
|
|
759 *a = IntersectPoint->y;
|
|
760 *b = IntersectPoint->z;
|
|
761
|
|
762 for (int i = 0; i < pFace->uNumVertices; ++i)
|
|
763 {
|
|
764 intersect_face_vertex_coords_list_a[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y;
|
|
765 intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pYInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y;
|
|
766
|
|
767 intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].z;
|
|
768 intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z;
|
|
769 }
|
|
770 }
|
|
771 else assert(false);
|
|
772 }
|
|
773
|
|
774 //----- (0046A0A1) --------------------------------------------------------
|
|
775 int UnprojectX(int x)
|
|
776 {
|
|
777 int v3; // [sp-4h] [bp-8h]@5
|
|
778
|
|
779 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
|
|
780 {
|
|
781 //if ( pRenderer->pRenderD3D )
|
|
782 v3 = pGame->pIndoorCameraD3D->fov;
|
|
783 //else
|
|
784 // v3 = pIndoorCamera->fov_rad;
|
|
785 }
|
|
786 else
|
|
787 {
|
|
788 v3 = pODMRenderParams->int_fov_rad;
|
|
789 }
|
|
790 return stru_5C6E00->Atan2(x - pViewport->uScreenCenterX, v3) - stru_5C6E00->uIntegerHalfPi;
|
|
791 }
|
|
792
|
|
793 //----- (0046A0F6) --------------------------------------------------------
|
|
794 int UnprojectY(int y)
|
|
795 {
|
|
796 int v3; // [sp-4h] [bp-8h]@5
|
|
797
|
|
798 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
|
|
799 {
|
|
800 //if ( pRenderer->pRenderD3D )
|
|
801 v3 = pGame->pIndoorCameraD3D->fov;
|
|
802 //else
|
|
803 // v3 = pIndoorCamera->fov_rad;
|
|
804 }
|
|
805 else
|
|
806 {
|
|
807 v3 = pODMRenderParams->int_fov_rad;
|
|
808 }
|
|
809 return stru_5C6E00->Atan2(y - pViewport->uScreenCenterY, v3) - stru_5C6E00->uIntegerHalfPi;
|
|
810 }
|
|
811
|
|
812 //----- (004C248E) --------------------------------------------------------
|
|
813 void Vis::CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth)
|
|
814 {
|
|
815 int pRotY; // esi@1
|
|
816 Vec3_int_ pStartR; // ST08_12@1
|
|
817 int pRotX; // ST04_4@1
|
|
818 int pDepth; // eax@1
|
|
819 RenderVertexSoft v11[2]; // [sp+2Ch] [bp-74h]@1
|
|
820 int outx;
|
|
821 int outz; // [sp+94h] [bp-Ch]@1
|
|
822 int outy; // [sp+98h] [bp-8h]@1
|
|
823
|
|
824 pRotY = pGame->pIndoorCameraD3D->sRotationY + UnprojectX(fMouseX);
|
|
825 pRotX = pGame->pIndoorCameraD3D->sRotationX + UnprojectY(fMouseY);
|
|
826
|
|
827 pStartR.z = pGame->pIndoorCameraD3D->vPartyPos.z;
|
|
828 pStartR.x = pGame->pIndoorCameraD3D->vPartyPos.x;
|
|
829 pStartR.y = pGame->pIndoorCameraD3D->vPartyPos.y;
|
|
830
|
|
831 v11[1].vWorldPosition.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x;
|
|
832 v11[1].vWorldPosition.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y;
|
|
833 v11[1].vWorldPosition.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z;
|
|
834
|
|
835 pDepth = fixpoint_from_float(fPickDepth);
|
|
836 Vec3_int_::Rotate(pDepth, pRotY, pRotX, pStartR, &outx, &outy, &outz);
|
|
837
|
|
838 v11[0].vWorldPosition.x = (double)outx;
|
|
839 v11[0].vWorldPosition.y = (double)outy;
|
|
840 v11[0].vWorldPosition.z = (double)outz;
|
|
841
|
|
842 memcpy(pRay + 0, &v11[1], sizeof(RenderVertexSoft));
|
|
843 memcpy(pRay + 1, &v11[0], sizeof(RenderVertexSoft));
|
|
844 }
|
|
845
|
|
846 //----- (004C2551) --------------------------------------------------------
|
|
847 Vis_ObjectInfo *Vis_SelectionList::SelectionPointers(int pVisObjectType, int pid)
|
|
848 {
|
|
849 //unsigned int v3; // esi@1
|
|
850 //signed int v4; // edx@1
|
|
851 //char *v5; // eax@2
|
|
852 //Vis_ObjectInfo *result; // eax@6
|
|
853
|
|
854 //v3 = this->uNumPointers;
|
|
855 if ( this->uNumPointers > 0 )
|
|
856 {
|
|
857 for ( uint i = 0; i < this->uNumPointers; ++i )
|
|
858 {
|
|
859 if ( this->object_pool[i].object_type == pVisObjectType && (this->object_pool[i].sZValue & 0xFFFF) == pid )
|
|
860 return &this->object_pool[i];
|
|
861 }
|
|
862 }
|
|
863 return nullptr;
|
|
864 /*v4 = 0;
|
|
865 if ( this->uNumPointers <= 0 )
|
|
866 return false;
|
|
867 else
|
|
868 {
|
|
869 //v5 = (char *)&this->object_pool[0].sZValue;
|
|
870 while ( this->object_pool[v4].object_type != a2 || (this->object_pool[v4].sZValue & 0xFFFF) != a3 )
|
|
871 {
|
|
872 ++v4;
|
|
873 //v5 += 12;
|
|
874 if ( v4 >= this->uNumPointers )
|
|
875 return false;
|
|
876 }
|
|
877 result = &this->object_pool[v4];
|
|
878 }
|
|
879 return result;*/
|
|
880 }
|
|
881
|
|
882 //----- (004C2591) --------------------------------------------------------
|
|
883 void Vis_SelectionList::create_object_pointers(PointerCreationType type)
|
|
884 {
|
|
885 switch (type)
|
|
886 {
|
|
887 case All:
|
|
888 {
|
|
889 for (uint i = 0; i < uNumPointers; ++i)
|
|
890 object_pointers[i] = &object_pool[i];
|
|
891 }
|
|
892 break;
|
|
893
|
|
894 case Unique: // seems quite retarted; the inner if condition will never trigger, since we compare pointers, not values. pointers will always be unique
|
|
895 { // but it may be decompilation error thou
|
|
896 bool create = true;
|
|
897
|
|
898 for (uint i = 0; i < uNumPointers; ++i)
|
|
899 {
|
|
900 for (uint j = 0; j < i; ++j)
|
|
901 {
|
|
902 if (object_pointers[j] == &object_pool[i])
|
|
903 {
|
|
904 create = false;
|
|
905 break;
|
|
906 }
|
|
907 }
|
|
908
|
|
909 if (create)
|
|
910 object_pointers[i] = &object_pool[i];
|
|
911 }
|
|
912 }
|
|
913 break;
|
|
914
|
|
915 default:
|
|
916 MessageBoxW(nullptr, L"Unknown pointer creation flag passed to ::create_object_pointers()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1358", 0);
|
|
917 }
|
|
918 }
|
|
919
|
|
920 //----- (004C264A) --------------------------------------------------------
|
|
921 void Vis::sort_object_pointers( Vis_ObjectInfo **pPointers, int start, int end )//ñîðòèðîâêà
|
|
922 {
|
|
923 int sort_start; // edx@1
|
|
924 int forward_sort_index; // esi@2
|
|
925 signed int backward_sort_index; // ecx@2
|
|
926 unsigned int last_z_val; // eax@3
|
|
927 unsigned int more_lz_val; // ebx@4
|
|
928 unsigned int less_lz_val; // ebx@6
|
|
929 Vis_ObjectInfo *temp_pointer; // eax@7
|
|
930 // Vis_ObjectInfo *a3a; // [sp+14h] [bp+Ch]@2
|
|
931
|
|
932 sort_start = start;
|
|
933
|
|
934 if ( end > start )
|
|
935 {
|
|
936 do
|
|
937 {
|
|
938 forward_sort_index = sort_start - 1;
|
|
939 backward_sort_index = end;
|
|
940 do
|
|
941 {
|
|
942 last_z_val = pPointers[end]->sZValue & 0xFFFF0000;
|
|
943 do
|
|
944 {
|
|
945 ++forward_sort_index;
|
|
946 more_lz_val = pPointers[forward_sort_index]->sZValue & 0xFFFF0000;
|
|
947 }
|
|
948 while ( more_lz_val < last_z_val );
|
|
949
|
|
950 do
|
|
951 {
|
|
952 if ( backward_sort_index < 1 )
|
|
953 break;
|
|
954 --backward_sort_index;
|
|
955 less_lz_val = pPointers[backward_sort_index]->sZValue & 0xFFFF0000;
|
|
956 }
|
|
957 while ( less_lz_val > last_z_val );
|
|
958
|
|
959 temp_pointer = pPointers[forward_sort_index];
|
|
960 if ( forward_sort_index >= backward_sort_index )
|
|
961 {
|
|
962 pPointers[forward_sort_index] = pPointers[end];
|
|
963 pPointers[end] = temp_pointer;
|
|
964 }
|
|
965 else
|
|
966 {
|
|
967 pPointers[forward_sort_index] = pPointers[backward_sort_index];
|
|
968 pPointers[backward_sort_index] = temp_pointer;
|
|
969 }
|
|
970
|
|
971 } while ( forward_sort_index < backward_sort_index );
|
|
972
|
|
973 sort_object_pointers(pPointers, sort_start, forward_sort_index - 1);
|
|
974 sort_start = forward_sort_index + 1;
|
|
975 }
|
|
976 while ( end > forward_sort_index + 1 );
|
|
977 }
|
|
978 }
|
|
979
|
|
980 //----- (004C26D0) --------------------------------------------------------
|
|
981 void Vis::SortVerticesByX(RenderVertexD3D3 *pArray, unsigned int uStart, unsigned int uEnd)
|
|
982 {
|
|
983 unsigned int left_sort_index; // ebx@2
|
|
984 RenderVertexD3D3 temp_array; // [sp+4h] [bp-4Ch]@8
|
|
985 RenderVertexD3D3 max_array; // [sp+24h] [bp-2Ch]@2
|
|
986 unsigned int right_sort_index; // [sp+4Ch] [bp-4h]@2
|
|
987
|
|
988 if ( (signed int)uEnd > (signed int)uStart )
|
|
989 {
|
|
990 left_sort_index = uStart - 1;
|
|
991 right_sort_index = uEnd;
|
|
992 while ( 1 )
|
|
993 {
|
|
994 memcpy(&max_array, &pArray[uEnd], sizeof(max_array));
|
|
995 do
|
|
996 {
|
|
997 ++left_sort_index;
|
|
998 }
|
|
999 while ( pArray[left_sort_index].pos.x < (double)max_array.pos.x );
|
|
1000 do
|
|
1001 {
|
|
1002 --right_sort_index;
|
|
1003 }
|
|
1004 while ( pArray[right_sort_index].pos.x > (double)max_array.pos.x );
|
|
1005 if ( (signed int)left_sort_index >= (signed int)right_sort_index )
|
|
1006 break;
|
|
1007 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array));
|
|
1008 memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index]));
|
|
1009 memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index]));
|
|
1010 }
|
|
1011 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array));
|
|
1012 memcpy(&pArray[left_sort_index], &pArray[uEnd], sizeof(pArray[left_sort_index]));
|
|
1013 memcpy(&pArray[uEnd], &temp_array, sizeof(pArray[uEnd]));
|
|
1014 SortVerticesByX(pArray, uStart, left_sort_index - 1);
|
|
1015 SortVerticesByX(pArray, left_sort_index + 1, uEnd);
|
|
1016 }
|
|
1017 }
|
|
1018
|
|
1019 //----- (004C27AD) --------------------------------------------------------
|
|
1020 void Vis::SortVerticesByY(RenderVertexD3D3 *pArray, unsigned int uStart, unsigned int uEnd)
|
|
1021 {
|
|
1022 unsigned int left_sort_index; // ebx@2
|
|
1023 RenderVertexD3D3 temp_array; // [sp+4h] [bp-4Ch]@8
|
|
1024 RenderVertexD3D3 max_array; // [sp+24h] [bp-2Ch]@2
|
|
1025 unsigned int right_sort_index; // [sp+4Ch] [bp-4h]@2
|
|
1026
|
|
1027 if ( (signed int)uEnd > (signed int)uStart )
|
|
1028 {
|
|
1029 left_sort_index = uStart - 1;
|
|
1030 right_sort_index = uEnd;
|
|
1031 while ( 1 )
|
|
1032 {
|
|
1033 memcpy(&max_array, &pArray[uEnd], sizeof(max_array));
|
|
1034 do
|
|
1035 {
|
|
1036 ++left_sort_index;
|
|
1037 }
|
|
1038 while ( pArray[left_sort_index].pos.y < (double)max_array.pos.y );
|
|
1039 do
|
|
1040 {
|
|
1041 --right_sort_index;
|
|
1042 }
|
|
1043 while ( pArray[right_sort_index].pos.y > (double)max_array.pos.y );
|
|
1044 if ( (signed int)left_sort_index >= (signed int)right_sort_index )
|
|
1045 break;
|
|
1046 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array));
|
|
1047 memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index]));
|
|
1048 memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index]));
|
|
1049 }
|
|
1050 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array));
|
|
1051 memcpy(&pArray[left_sort_index], &pArray[uEnd], sizeof(pArray[left_sort_index]));
|
|
1052 memcpy(&pArray[uEnd], &temp_array, sizeof(pArray[uEnd]));
|
|
1053 SortVerticesByY(pArray, uStart, left_sort_index - 1);
|
|
1054 SortVerticesByY(pArray, left_sort_index + 1, uEnd);
|
|
1055 }
|
|
1056 }
|
|
1057
|
|
1058 //----- (004C288E) --------------------------------------------------------
|
|
1059 void Vis::SortByScreenSpaceX(RenderVertexSoft *pArray, int start, int end)//ñîðòèðîâêà ïî âîçðàñòàíèþ ýêðàííûõ êîîðäèíàò õ
|
|
1060 {
|
|
1061 int left_sort_index; // ebx@2
|
|
1062 int right_sort_index; // ecx@2
|
|
1063 RenderVertexSoft temp_array; // [sp+4h] [bp-6Ch]@8
|
|
1064 RenderVertexSoft max_array; // [sp+34h] [bp-3Ch]@2
|
|
1065
|
|
1066 if ( end > start )
|
|
1067 {
|
|
1068 left_sort_index = start - 1;
|
|
1069 right_sort_index = end;
|
|
1070 memcpy(&max_array, &pArray[end], sizeof(max_array));
|
|
1071 while ( 1 )
|
|
1072 {
|
|
1073 do
|
|
1074 {
|
|
1075 ++left_sort_index;
|
|
1076 }
|
|
1077 while ( pArray[left_sort_index].vWorldViewProjX < (double)max_array.vWorldViewProjX );
|
|
1078 do
|
|
1079 {
|
|
1080 --right_sort_index;
|
|
1081 }
|
|
1082 while ( pArray[right_sort_index].vWorldViewProjX > (double)max_array.vWorldViewProjX );
|
|
1083 if ( left_sort_index >= right_sort_index )
|
|
1084 break;
|
|
1085 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array));
|
|
1086 memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index]));
|
|
1087 memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index]));
|
|
1088 }
|
|
1089 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array));
|
|
1090 memcpy(&pArray[left_sort_index], &pArray[end], sizeof(pArray[left_sort_index]));
|
|
1091 memcpy(&pArray[end], &temp_array, sizeof(pArray[end]));
|
|
1092 Vis::SortByScreenSpaceX(pArray, start, left_sort_index - 1);
|
|
1093 Vis::SortByScreenSpaceX(pArray, left_sort_index + 1, end);
|
|
1094 }
|
|
1095 }
|
|
1096
|
|
1097 //----- (004C297E) --------------------------------------------------------
|
|
1098 void Vis::SortByScreenSpaceY(RenderVertexSoft *pArray, int start, int end)
|
|
1099 {
|
|
1100 int left_sort_index; // ebx@2
|
|
1101 int right_sort_index; // ecx@2
|
|
1102 RenderVertexSoft temp_array; // [sp+4h] [bp-6Ch]@8
|
|
1103 RenderVertexSoft max_array; // [sp+34h] [bp-3Ch]@2
|
|
1104
|
|
1105 if ( end > start )
|
|
1106 {
|
|
1107 left_sort_index = start - 1;
|
|
1108 right_sort_index = end;
|
|
1109 memcpy(&max_array, &pArray[end], sizeof(max_array));
|
|
1110 while ( 1 )
|
|
1111 {
|
|
1112 do
|
|
1113 {
|
|
1114 ++left_sort_index;
|
|
1115 }
|
|
1116 while ( pArray[left_sort_index].vWorldViewProjY < (double)max_array.vWorldViewProjY );
|
|
1117 do
|
|
1118 {
|
|
1119 --right_sort_index;
|
|
1120 }
|
|
1121 while ( pArray[right_sort_index].vWorldViewProjY > (double)max_array.vWorldViewProjY );
|
|
1122 if ( left_sort_index >= right_sort_index )
|
|
1123 break;
|
|
1124 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array));
|
|
1125 memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index]));
|
|
1126 memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index]));
|
|
1127 }
|
|
1128 memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array));
|
|
1129 memcpy(&pArray[left_sort_index], &pArray[end], sizeof(pArray[left_sort_index]));
|
|
1130 memcpy(&pArray[end], &temp_array, sizeof(pArray[end]));
|
|
1131 Vis::SortByScreenSpaceY(pArray, start, left_sort_index - 1);
|
|
1132 Vis::SortByScreenSpaceY(pArray, left_sort_index + 1, end);
|
|
1133 }
|
|
1134 }
|
|
1135
|
|
1136 //----- (004C04AF) --------------------------------------------------------
|
|
1137 Vis::Vis()
|
|
1138 {
|
|
1139 RenderVertexSoft v3; // [sp+Ch] [bp-60h]@1
|
|
1140 RenderVertexSoft v4; // [sp+3Ch] [bp-30h]@1
|
|
1141
|
|
1142 v3.flt_2C = 0.0;
|
|
1143 v3.vWorldPosition.x = 0.0;
|
|
1144 v3.vWorldPosition.y = 65536.0;
|
|
1145 v3.vWorldPosition.z = 0.0;
|
|
1146 v4.flt_2C = 0.0;
|
|
1147 v4.vWorldPosition.x = 65536.0;
|
|
1148 v4.vWorldPosition.y = 0.0;
|
|
1149 v4.vWorldPosition.z = 0.0;
|
|
1150 memcpy(&stru_200C, &v4, sizeof(stru_200C));
|
|
1151
|
|
1152 v4.flt_2C = 0.0;
|
|
1153 v4.vWorldPosition.x = 0.0;
|
|
1154 v4.vWorldPosition.y = 65536.0;
|
|
1155 v4.vWorldPosition.z = 0.0;
|
|
1156 memcpy(&stru_203C, &v3, sizeof(stru_203C));
|
|
1157
|
|
1158 v3.flt_2C = 0.0;
|
|
1159 v3.vWorldPosition.x = 65536.0;
|
|
1160 v3.vWorldPosition.y = 0.0;
|
|
1161 v3.vWorldPosition.z = 0.0;
|
|
1162 memcpy(&stru_206C, &v3, sizeof(stru_206C));
|
|
1163 memcpy(&stru_209C, &v4, sizeof(stru_209C));
|
|
1164
|
|
1165 keyboard_pick_depth = 512;
|
|
1166 }
|
|
1167
|
|
1168 //----- (004C055C) --------------------------------------------------------
|
|
1169 Vis_SelectionList::Vis_SelectionList()
|
|
1170 {
|
|
1171 for (uint i = 0; i < 512; ++i)
|
|
1172 {
|
|
1173 object_pool[i].object = nullptr;
|
|
1174 object_pool[i].sZValue = -1;
|
|
1175 object_pool[i].object_type = VisObjectType_Any;
|
|
1176 }
|
|
1177 uNumPointers = 0;
|
|
1178 }
|
|
1179
|
|
1180 //----- (004C05CC) --------------------------------------------------------
|
|
1181 bool Vis::PickKeyboard(Vis_SelectionList *list, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter)
|
|
1182 {
|
|
1183 if (!list)
|
|
1184 list = &default_list;
|
|
1185 list->uNumPointers = 0;
|
|
1186
|
|
1187 PickBillboards_Keyboard(keyboard_pick_depth, list, sprite_filter);
|
|
1188 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
|
|
1189 PickIndoorFaces_Keyboard(keyboard_pick_depth, list, face_filter);
|
|
1190 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
|
|
1191 PickOutdoorFaces_Keyboard(keyboard_pick_depth, list, face_filter);
|
|
1192 else
|
|
1193 assert(false);
|
|
1194
|
|
1195 list->create_object_pointers(Vis_SelectionList::Unique);
|
|
1196 sort_object_pointers(list->object_pointers, 0, list->uNumPointers - 1);
|
|
1197
|
|
1198 return true;
|
|
1199 }
|
|
1200
|
|
1201 //----- (004C0646) --------------------------------------------------------
|
|
1202 bool Vis::PickMouse(float fDepth, float fMouseX, float fMouseY, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter)
|
|
1203 {
|
|
1204 RenderVertexSoft pMouseRay[2]; // [sp+1Ch] [bp-60h]@1
|
|
1205
|
|
1206 default_list.uNumPointers = 0;
|
|
1207 CastPickRay(pMouseRay, fMouseX, fMouseY, fDepth);
|
|
1208 PickBillboards_Mouse(fDepth, fMouseX, fMouseY, &default_list, sprite_filter);
|
|
1209 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
|
|
1210 PickIndoorFaces_Mouse(fDepth, pMouseRay, &default_list, face_filter);
|
|
1211 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
|
|
1212 PickOutdoorFaces_Mouse(fDepth, pMouseRay, &default_list, face_filter, false);
|
|
1213 else
|
|
1214 {
|
|
1215 Log::Warning(L"Picking mouse in undefined level"); // picking in main menu is default (buggy) game behaviour. should've returned false in Game::PickMouse
|
|
1216 return false;
|
|
1217 }
|
|
1218 default_list.create_object_pointers(Vis_SelectionList::All);
|
|
1219 sort_object_pointers(default_list.object_pointers, 0, default_list.uNumPointers - 1);
|
|
1220
|
|
1221 return true;
|
|
1222 }
|
|
1223
|
|
1224 //----- (004C06F8) --------------------------------------------------------
|
|
1225 void Vis::PickBillboards_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter)
|
|
1226 {
|
|
1227 for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i)
|
|
1228 {
|
|
1229 RenderBillboardD3D* d3d_billboard = &pRenderer->pBillboardRenderListD3D[i];
|
|
1230
|
|
1231 if (is_part_of_selection((void *)i, filter))
|
|
1232 {
|
|
1233 if (DoesRayIntersectBillboard(pick_depth, i))
|
|
1234 {
|
|
1235 RenderBillboard* billboard = &pBillboardRenderList[d3d_billboard->sParentBillboardID];
|
|
1236
|
|
1237 list->AddObject((void *)d3d_billboard->sParentBillboardID, VisObjectType_Sprite, billboard->sZValue);
|
|
1238 }
|
|
1239 }
|
|
1240 }
|
|
1241 }
|
|
1242
|
|
1243
|
|
1244 // tests the object against selection filter to determine whether it can be picked or not
|
|
1245 //----- (004C0791) --------------------------------------------------------
|
|
1246 bool Vis::is_part_of_selection(void *uD3DBillboardIdx_or_pBLVFace_or_pODMFace, Vis_SelectionFilter *filter)
|
|
1247 {
|
|
1248 //stru157 *v3; // esi@1
|
|
1249 //int result; // eax@1
|
|
1250 //int v5; // edx@2
|
|
1251 //int v6; // ecx@2
|
|
1252 //char v7; // zf@3
|
|
1253 //int v8; // esi@5
|
|
1254 // std::string *v9; // ecx@7
|
|
1255 //Actor *v10; // edi@18
|
|
1256 //const char *v12; // [sp-20h] [bp-2Ch]@7
|
|
1257 // int v13; // [sp-1Ch] [bp-28h]@7
|
|
1258 //std::string v14; // [sp-18h] [bp-24h]@7
|
|
1259 //const char *v15; // [sp-8h] [bp-14h]@7
|
|
1260 // int v16; // [sp-4h] [bp-10h]@7
|
|
1261
|
|
1262 switch (filter->object_type)
|
|
1263 {
|
|
1264 case VisObjectType_Any:
|
|
1265 return true;
|
|
1266
|
|
1267 case VisObjectType_Sprite:
|
|
1268 {
|
|
1269 //v5 = filter->select_flags;
|
|
1270 int object_idx = PID_ID(pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].sParentBillboardID].object_pid);
|
|
1271 int object_type = PID_TYPE(pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].sParentBillboardID].object_pid);
|
|
1272 if ( filter->select_flags & 2 )
|
|
1273 {
|
|
1274 if (object_type == filter->object_id)
|
|
1275 return false;
|
|
1276 return true;
|
|
1277 }
|
|
1278 if ( filter->select_flags & 4 )
|
|
1279 {
|
|
1280 //v8 = filter->object_id;
|
|
1281 if ( object_type != filter->object_id)
|
|
1282 return true;
|
|
1283 if (filter->object_id != OBJECT_Decoration)
|
|
1284 {
|
|
1285 MessageBoxA(nullptr, "Unsupported \"exclusion if no event\" type in CVis::is_part_of_selection", "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:207", 0);
|
|
1286 return true;
|
|
1287 }
|
|
1288 if (pLevelDecorations[object_idx].uCog || pLevelDecorations[object_idx].uEventID)
|
|
1289 return true;
|
|
1290 return pLevelDecorations[object_idx].IsInteractive();
|
|
1291 }
|
|
1292 if (object_type == filter->object_id)
|
|
1293 {
|
|
1294 if (object_type != OBJECT_Actor)
|
|
1295 {
|
|
1296 MessageBoxA(nullptr, "Default case reached in VIS", "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:245", 0);
|
|
1297 return true;
|
|
1298 }
|
|
1299
|
|
1300 //v10 = &pActors[object_idx];
|
|
1301 int result = 1 << LOBYTE(pActors[object_idx].uAIState);
|
|
1302 if ( result & filter->no_at_ai_state
|
|
1303 || !(result & filter->at_ai_state)
|
|
1304 || filter->select_flags & 8 && (result = MonsterStats::BelongsToSupertype(pActors[object_idx].pMonsterInfo.uID, MONSTER_SUPERTYPE_UNDEAD)) == 0 )
|
|
1305 return false;
|
|
1306 if ( !(filter->select_flags & 1) )
|
|
1307 return true;
|
|
1308
|
|
1309 result = pActors[object_idx].GetActorsRelation(nullptr);
|
|
1310 if (result == 0)
|
|
1311 return false;
|
|
1312 return true;
|
|
1313 }
|
|
1314 return false;
|
|
1315 }
|
|
1316
|
|
1317 case VisObjectType_Face:
|
|
1318 {
|
|
1319 uint face_attrib = 0;
|
|
1320 bool no_event = true;
|
|
1321 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
|
|
1322 {
|
|
1323 ODMFace* face = (ODMFace *)uD3DBillboardIdx_or_pBLVFace_or_pODMFace;
|
|
1324 no_event = face->sCogTriggeredID == 0;
|
|
1325 face_attrib = face->uAttributes;
|
|
1326 }
|
|
1327 else if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
|
|
1328 {
|
|
1329 BLVFace* face = (BLVFace *)uD3DBillboardIdx_or_pBLVFace_or_pODMFace;
|
|
1330 no_event = pIndoor->pFaceExtras[face->uFaceExtraID].uEventID == 0;
|
|
1331 face_attrib = face->uAttributes;
|
|
1332 }
|
|
1333 else
|
|
1334 assert(false);
|
|
1335
|
|
1336 if (filter->object_id != OBJECT_BLVDoor)
|
|
1337 return true;
|
|
1338 if (no_event || face_attrib & filter->no_at_ai_state)//face_attrib = 0x2009408 incorrect
|
|
1339 return false;
|
|
1340 return (face_attrib & filter->at_ai_state) != 0;
|
|
1341 }
|
|
1342
|
|
1343 default:
|
|
1344 assert(false);
|
|
1345 }
|
|
1346 }
|
|
1347
|
|
1348 //----- (004C091D) --------------------------------------------------------
|
|
1349 bool Vis::DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx)
|
|
1350 {
|
|
1351 int v3; // eax@3
|
|
1352 //signed int v5; // ecx@4
|
|
1353 //float v6; // ST04_4@6
|
|
1354 //float v7; // ST00_4@7
|
|
1355 //int v8; // eax@10
|
|
1356 //unsigned int v9; // eax@12
|
|
1357 // int v10; // eax@17
|
|
1358 // double v11; // st6@18
|
|
1359 // double v12; // st7@18
|
|
1360 // double v13; // st4@18
|
|
1361 // float v14; // ST0C_4@22
|
|
1362 // float v15; // ST08_4@22
|
|
1363 //float v16; // ST04_4@23
|
|
1364 //float v17; // ST00_4@24
|
|
1365 //signed int v18; // eax@27
|
|
1366 //unsigned int v19; // eax@29
|
|
1367 // double v20; // st6@32
|
|
1368 // double v21; // st7@32
|
|
1369 // int v22; // eax@32
|
|
1370 // double v23; // st7@36
|
|
1371 //void *v24; // esi@40
|
|
1372 // float v25; // ST08_4@40
|
|
1373 //float v26; // ST04_4@41
|
|
1374 //float v27; // ST00_4@42
|
|
1375 // int v28; // eax@45
|
|
1376 // unsigned int v29; // eax@47
|
|
1377 // char result; // al@48
|
|
1378 struct RenderVertexSoft pPickingRay[2];
|
|
1379 //int v31; // [sp+20h] [bp-DCh]@5
|
|
1380 struct RenderVertexSoft local_80[2];
|
|
1381
|
|
1382 float test_x;
|
|
1383 float test_y;
|
|
1384
|
|
1385 float t1_x;
|
|
1386 float t1_y;
|
|
1387 float t2_x;
|
|
1388 float t2_y;
|
|
1389 float swap_temp;
|
|
1390 // int v37; // [sp+F0h] [bp-Ch]@5
|
|
1391
|
|
1392 signed int v40; // [sp+108h] [bp+Ch]@17
|
|
1393
|
|
1394
|
|
1395 static Vis_SelectionList Vis_static_stru_F91E10;
|
|
1396 Vis_static_stru_F91E10.uNumPointers = 0;
|
|
1397 v3 = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].sParentBillboardID;
|
|
1398 if (v3 == -1)
|
|
1399 return false;
|
|
1400
|
|
1401 if (pBillboardRenderList[v3].GetFloatZ() > fDepth)
|
|
1402 return false;
|
|
1403
|
|
1404
|
|
1405 GetPolygonCenter(pRenderer->pBillboardRenderListD3D[v3].pQuads, 4, &test_x, &test_y);
|
|
1406 CastPickRay(pPickingRay, test_x, test_y, fDepth);
|
|
1407 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
|
|
1408 PickIndoorFaces_Mouse(fDepth, pPickingRay, &Vis_static_stru_F91E10, &vis_face_filter);
|
|
1409 else
|
|
1410 PickOutdoorFaces_Mouse(fDepth, pPickingRay, &Vis_static_stru_F91E10, &vis_face_filter, false);
|
|
1411 Vis_static_stru_F91E10.create_object_pointers();
|
|
1412 sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1);
|
|
1413 if (Vis_static_stru_F91E10.uNumPointers)
|
|
1414 {
|
|
1415 if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z)
|
|
1416 return true;
|
|
1417 }
|
|
1418 else if ((double)(pViewport->uScreen_TL_X) <= test_x &&
|
|
1419 (double)pViewport->uScreen_BR_X >= test_x &&
|
|
1420 (double)pViewport->uScreen_TL_Y <= test_y &&
|
|
1421 (double)pViewport->uScreen_BR_Y >= test_y)
|
|
1422 return true;
|
|
1423
|
|
1424 for (v40 = 0; v40 < 4; ++v40)
|
|
1425 {
|
|
1426 test_x=pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[v40].pos.x;
|
|
1427 test_y= pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[v40].pos.y;
|
|
1428 if ((double)(pViewport->uScreen_TL_X) <= test_x &&
|
|
1429 (double)pViewport->uScreen_BR_X >= test_x &&
|
|
1430 (double)pViewport->uScreen_TL_Y <= test_y &&
|
|
1431 (double)pViewport->uScreen_BR_Y >= test_y)
|
|
1432 {
|
|
1433 CastPickRay(local_80, test_x, test_y, fDepth);
|
|
1434 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
|
|
1435 PickIndoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter);
|
|
1436 else
|
|
1437 PickOutdoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter, false);
|
|
1438 Vis_static_stru_F91E10.create_object_pointers();
|
|
1439 sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1);
|
|
1440 if ( !Vis_static_stru_F91E10.uNumPointers )
|
|
1441 return true;
|
|
1442 if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z)
|
|
1443 return true;
|
|
1444 }
|
|
1445
|
|
1446 }
|
|
1447
|
|
1448 if ( v40 >= 4 )
|
|
1449 {
|
|
1450 if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor )
|
|
1451 return false;
|
|
1452 t1_x = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[0].pos.x;
|
|
1453 t2_x = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[3].pos.x;
|
|
1454
|
|
1455 t1_y = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[0].pos.y;
|
|
1456 t2_y = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[1].pos.y;
|
|
1457 if ( t1_x > t2_x )
|
|
1458 {
|
|
1459 swap_temp = t1_x;
|
|
1460 t1_x = t2_x;
|
|
1461 t2_x = swap_temp;
|
|
1462 }
|
|
1463 if ( t1_y > t2_y )
|
|
1464 test_y = t1_y;
|
|
1465 else
|
|
1466 test_y = t2_y;
|
|
1467
|
|
1468 Vis_static_stru_F91E10.uNumPointers = 0;
|
|
1469
|
|
1470 test_x = (t2_x - t1_x) * 0.5;
|
|
1471 if ((double)(pViewport->uScreen_TL_X) <= test_x &&
|
|
1472 (double)pViewport->uScreen_BR_X >= test_x &&
|
|
1473 (double)pViewport->uScreen_TL_Y <= test_y &&
|
|
1474 (double)pViewport->uScreen_BR_Y >= test_y)
|
|
1475 {
|
|
1476 CastPickRay(local_80, test_x, test_y, fDepth);
|
|
1477 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor )
|
|
1478 PickIndoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter);
|
|
1479 else
|
|
1480 PickOutdoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter, false);
|
|
1481 Vis_static_stru_F91E10.create_object_pointers();
|
|
1482 sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1);
|
|
1483 if ( !Vis_static_stru_F91E10.uNumPointers )
|
|
1484 return true;
|
|
1485 if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z)
|
|
1486 return true;
|
|
1487
|
|
1488 }
|
|
1489
|
|
1490 }
|
|
1491 return false;
|
|
1492 }
|
|
1493 // F93E18: using guessed type char static_byte_F93E18_init;
|
|
1494
|
|
1495 //----- (004C0D32) --------------------------------------------------------
|
|
1496 void Vis::PickIndoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter)
|
|
1497 {
|
|
1498 int result; // eax@1
|
|
1499 signed int pFaceID; // esi@2
|
|
1500 BLVFace *pFace; // edi@4
|
|
1501 //unsigned int v7; // eax@6
|
|
1502 Vis_ObjectInfo *v8; // eax@6
|
|
1503 signed int i; // [sp+18h] [bp-8h]@1
|
|
1504
|
|
1505 result = 0;
|
|
1506 for ( i = 0; i < (signed int)pBspRenderer->num_faces; ++i )
|
|
1507 {
|
|
1508 pFaceID = pBspRenderer->faces[result].uFaceID;
|
|
1509 if ( pFaceID >= 0 )
|
|
1510 {
|
|
1511 if ( pFaceID < (signed int)pIndoor->uNumFaces )
|
|
1512 {
|
|
1513 pFace = &pIndoor->pFaces[pFaceID];
|
|
1514 if ( !pGame->pIndoorCameraD3D->IsCulled(&pIndoor->pFaces[pFaceID]) )
|
|
1515 {
|
|
1516 if ( is_part_of_selection(pFace, filter) )
|
|
1517 {
|
|
1518 v8 = DetermineFacetIntersection(pFace, PID(OBJECT_BModel, pFaceID), pick_depth);
|
|
1519 if ( v8 )
|
|
1520 list->AddObject(v8->object, v8->object_type, v8->sZValue);
|
|
1521 }
|
|
1522 }
|
|
1523 }
|
|
1524 }
|
|
1525 result = i + 1;
|
|
1526 }
|
|
1527 }
|
|
1528
|
|
1529 //----- (004C0DEA) --------------------------------------------------------
|
|
1530 void Vis::PickOutdoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter)
|
|
1531 {
|
|
1532 for (int i = 0; i < pOutdoor->uNumBModels; ++i)
|
|
1533 {
|
|
1534 int v17;
|
|
1535 if (!IsBModelVisible(i, &v17))
|
|
1536 continue;
|
|
1537 if (!v17)
|
|
1538 continue;
|
|
1539
|
|
1540 BSPModel* bmodel = &pOutdoor->pBModels[i];
|
|
1541 for (int j = 0; j < bmodel->uNumFaces; ++j)
|
|
1542 {
|
|
1543 //ODMFace* face = &bmodel->pFaces[j];
|
|
1544
|
|
1545 if (is_part_of_selection(&bmodel->pFaces[j], filter) )
|
|
1546 {
|
|
1547 BLVFace blv_face;
|
|
1548 blv_face.FromODM(&bmodel->pFaces[j]);
|
|
1549
|
|
1550 int pid = PID(OBJECT_BModel, j | (i << 6));
|
|
1551 if (Vis_ObjectInfo* object_info = DetermineFacetIntersection(&blv_face, pid, pick_depth))
|
|
1552 list->AddObject(object_info->object, object_info->object_type, object_info->sZValue);
|
|
1553 }
|
|
1554 }
|
|
1555 }
|
|
1556 } |