comparison Engine/Graphics/Vis.cpp @ 2496:5abd8fc8f1c6

for ITEM_ARTIFACT_LADYS_ESCORT
author Ritor1
date Thu, 18 Sep 2014 17:38:54 +0600
parents
children 68cdef6879a0
comparison
equal deleted inserted replaced
2495:7b076fe64f23 2496:5abd8fc8f1c6
1 #define _CRTDBG_MAP_ALLOC
2 #include <stdlib.h>
3 #include <crtdbg.h>
4
5 #define _CRT_SECURE_NO_WARNINGS
6 #include "Vis.h"
7 #include "Sprites.h"
8 #include "Lod.h"
9 #include "Outdoor.h"
10 #include "Game.h"
11 #include "Actor.h"
12 #include "Viewport.h"
13 #include "OurMath.h"
14 #include "Log.h"
15 #include "ErrorHandling.h"
16
17 #include "MM7.h"
18 #include "Engine/Graphics/Level/Decoration.h"
19
20
21 static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8;
22
23 Vis_SelectionFilter vis_sprite_filter_1 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E1C
24 Vis_SelectionFilter vis_sprite_filter_2 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E30
25 Vis_SelectionFilter vis_face_filter = {VisObjectType_Face, OBJECT_Any, -1, 0, 0}; // 00F93E44
26 Vis_SelectionFilter vis_door_filter = {VisObjectType_Face, OBJECT_BLVDoor, -1, 0x100000, 0}; // 00F93E58
27 Vis_SelectionFilter vis_sprite_filter_3 = {VisObjectType_Sprite, OBJECT_Decoration, -1, 0, 4}; // 00F93E6C
28 Vis_SelectionFilter vis_sprite_filter_4 = {VisObjectType_Any, OBJECT_Item, -1, 0, 0}; // static to sub_44EEA7
29
30
31
32 //----- (004C1026) --------------------------------------------------------
33 Vis_ObjectInfo *Vis::DetermineFacetIntersection(BLVFace *face, unsigned int pid, float pick_depth)
34 {
35 // char *v4; // eax@4
36 // signed int v5; // ecx@4
37 RenderVertexSoft pRay[2]; // [sp+20h] [bp-70h]@17
38 // int v20; // [sp+84h] [bp-Ch]@10
39
40 static Vis_SelectionList SelectedPointersList;//stru_F8FE00
41 SelectedPointersList.uNumPointers = 0;
42
43 static bool _init_flag = false;
44 static RenderVertexSoft static_DetermineFacetIntersection_array_F8F200[64];
45 if (!_init_flag)
46 {
47 _init_flag = true;
48 for (uint i = 0; i < 64; ++i)
49 static_DetermineFacetIntersection_array_F8F200[i].flt_2C = 0.0f;
50 }
51
52 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
53 {
54 if ( (signed int)face->uNumVertices > 0 )
55 {
56 for ( int i = 0; i < face->uNumVertices; i++)
57 {
58 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = (double)pIndoor->pVertices[face->pVertexIDs[i]].x;
59 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = (double)pIndoor->pVertices[face->pVertexIDs[i]].y;
60 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = (double)pIndoor->pVertices[face->pVertexIDs[i]].z;
61 }
62 }
63 }
64 else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
65 {
66 uint bmodel_id = pid >> 9;
67 Vec3_int_* v = (Vec3_int_ *)pOutdoor->pBModels[bmodel_id].pVertices.pVertices;
68 for (uint i = 0; i < face->uNumVertices; ++i)
69 {
70 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = v[face->pVertexIDs[i]].x;
71 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = v[face->pVertexIDs[i]].y;
72 static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = v[face->pVertexIDs[i]].z;
73 }
74 }
75 else assert(false);
76
77 pGame->pIndoorCameraD3D->ViewTransform(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices);
78 pGame->pIndoorCameraD3D->Project(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, 1);
79
80 SortVectors_x(static_DetermineFacetIntersection_array_F8F200, 0, face->uNumVertices - 1);
81 if (static_DetermineFacetIntersection_array_F8F200[0].vWorldViewPosition.x > pick_depth)
82 return nullptr;
83
84 float screenspace_center_x,
85 screenspace_center_y;
86 GetPolygonScreenSpaceCenter(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, &screenspace_center_x, &screenspace_center_y);
87 if (IsPolygonOccludedByBillboard(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, screenspace_center_x, screenspace_center_y))
88 return nullptr;
89
90 CastPickRay(pRay, screenspace_center_x, screenspace_center_y, pick_depth);
91
92 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor)
93 PickOutdoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter, true);
94 else if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
95 PickIndoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter);
96 else assert(false);
97
98 SelectedPointersList.create_object_pointers();
99 sort_object_pointers(SelectedPointersList.object_pointers, 0, SelectedPointersList.uNumPointers - 1);
100 if (!SelectedPointersList.uNumPointers)
101 return nullptr;
102
103 if (!SelectedPointersList.SelectionPointers(VisObjectType_Face, pid))
104 return nullptr;
105
106 if (SelectedPointersList.uNumPointers)
107 return SelectedPointersList.object_pointers[0];
108 else return nullptr;
109 }
110 // F91E08: using guessed type char static_DetermineFacetIntersection_byte_F91E08__init_flags;
111
112 //----- (004C12C3) --------------------------------------------------------
113 bool Vis::IsPolygonOccludedByBillboard(RenderVertexSoft *vertices, int num_vertices, float x, float y)
114 {
115 int v13 = -1;
116 //v5 = 0;
117
118 //v6 = pRenderer->pBillboardRenderListD3D;
119 for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i)
120 {
121 RenderBillboardD3D* billboard = &pRenderer->pBillboardRenderListD3D[i];
122 if (IsPointInsideD3DBillboard(billboard, x, y))
123 {
124 if (v13 == -1)
125 v13 = i;
126 else if (pBillboardRenderList[billboard->sParentBillboardID].sZValue <
127 pBillboardRenderList[pRenderer->pBillboardRenderListD3D[v13].sParentBillboardID].sZValue)
128 v13 = i;
129 }
130 }
131
132 if ( v13 == -1 )
133 return false;
134
135 // //Bounding rectangle(Ограничивающий прямоугольник)-------------------------
136 //v7 = 3.4028235e38;
137 float min_x = FLT_MAX;
138 //a4a = 3.4028235e38;
139 float min_y = FLT_MAX;
140 //a3a = -3.4028235e38;
141 float max_x = -FLT_MAX;
142 //thisb = -3.4028235e38;
143 float max_y = -FLT_MAX;
144 for (int i = 0; i < num_vertices; ++i)
145 {
146 RenderVertexSoft* v = &vertices[i];
147
148 if (v->vWorldViewProjX < min_x)
149 min_x = v->vWorldViewProjX;
150 if (v->vWorldViewProjX > max_x)
151 max_x = v->vWorldViewProjX;
152
153 if (v->vWorldViewProjY < min_y)
154 min_y = v->vWorldViewProjY;
155 if (v->vWorldViewProjY > max_y)
156 max_y = v->vWorldViewProjY;
157 }
158 // //--------------------------------
159
160 if (min_x < pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.x || pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.y > min_y ||
161 pRenderer->pBillboardRenderListD3D[v13].pQuads[3].pos.x < max_x || pRenderer->pBillboardRenderListD3D[v13].pQuads[1].pos.y < max_y)
162 return false;
163
164 return true;
165 }
166
167 //----- (004C1417) --------------------------------------------------------
168 void Vis::GetPolygonCenter(RenderVertexD3D3 *pVertices, unsigned int uNumVertices, float *pCenterX, float *pCenterY)
169 {
170 static RenderVertexD3D3 unk_F8EA00[64];
171
172 memcpy(unk_F8EA00, pVertices, 32 * uNumVertices);
173
174 SortVerticesByX(unk_F8EA00, 0, uNumVertices - 1);
175 *pCenterX = (unk_F8EA00[uNumVertices - 1].pos.x - unk_F8EA00[0].pos.x) * 0.5 + unk_F8EA00[0].pos.x;
176
177 SortVerticesByY(unk_F8EA00, 0, uNumVertices - 1);
178 *pCenterY = (unk_F8EA00[uNumVertices - 1].pos.y - unk_F8EA00[0].pos.y) * 0.5 + unk_F8EA00[0].pos.y;
179 }
180
181 //----- (004C1495) --------------------------------------------------------
182 void Vis::GetPolygonScreenSpaceCenter(RenderVertexSoft *vertices, int num_vertices, float *out_center_x, float *out_center_y)
183 {
184 // char *v5; // eax@2
185 // signed int v6; // ecx@2
186 // float *result; // eax@5
187
188 static RenderVertexSoft static_sub_4C1495_array_F8DDF8[64];
189
190 memcpy(static_sub_4C1495_array_F8DDF8, vertices, 48 * num_vertices);
191
192 SortByScreenSpaceX(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1);
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;
194
195 SortByScreenSpaceY(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1);
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;
197 }
198
199 //----- (004C1542) --------------------------------------------------------
200 void Vis::PickBillboards_Mouse(float fPickDepth, float fX, float fY, Vis_SelectionList *list, Vis_SelectionFilter *filter)
201 {
202 for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i)
203 {
204 RenderBillboardD3D* d3d_billboard = &pRenderer->pBillboardRenderListD3D[i];
205 if (is_part_of_selection((void *)i, filter) && IsPointInsideD3DBillboard(d3d_billboard, fX, fY))
206 {
207 if (DoesRayIntersectBillboard(fPickDepth, i))
208 {
209 RenderBillboard* billboard = &pBillboardRenderList[d3d_billboard->sParentBillboardID];
210
211 list->AddObject((void *)d3d_billboard->sParentBillboardID, VisObjectType_Sprite, billboard->sZValue);
212 }
213 }
214 }
215 }
216
217
218 //----- (004C1607) --------------------------------------------------------
219 bool Vis::IsPointInsideD3DBillboard(RenderBillboardD3D *a1, float x, float y)
220 {
221 /*Not the original implementation.
222 This function is redone to use Grayface's mouse pick implementation to take only the visible
223 parts of billboards into account - I don't really have too much of an idea how it actually works*/
224 float drX; // st7@2
225 float drY; // ecx@2
226 float drH; // [sp+4h] [bp-8h]@2
227 float drW; // [sp+14h] [bp+8h]@2
228
229 if ( a1->sParentBillboardID == -1 )
230 return false;
231
232 drX = a1->pQuads[0].pos.x;
233 drW = a1->pQuads[3].pos.x - drX;
234 drY = a1->pQuads[0].pos.y;
235 drH = a1->pQuads[1].pos.y - drY;
236
237 Sprite* ownerSprite = nullptr;
238 for (int i = 0; i < pSprites_LOD->uNumLoadedSprites; ++i)
239 {
240 if (pSprites_LOD->pHardwareSprites[i].pTexture == a1->pTexture)
241 {
242 ownerSprite = &pSprites_LOD->pHardwareSprites[i];
243 break;
244 }
245 }
246
247 if (ownerSprite == nullptr)
248 return false;
249
250 int i = ownerSprite->uAreaX + int(ownerSprite->uAreaWidth * (x - drX) / drW);
251 int j = ownerSprite->uAreaY + int(ownerSprite->uAreaHeight * (y - drY) / drH);
252
253
254 LODSprite* spriteHeader = nullptr;
255
256 for (int i = 0; i < MAX_LOD_SPRITES; ++i)
257 {
258 if (strcmp(pSprites_LOD->pSpriteHeaders[i].pName, ownerSprite->pName) == 0)
259 {
260 spriteHeader = &pSprites_LOD->pSpriteHeaders[i];
261 break;
262 }
263 }
264
265 if (j < 0 || j >= spriteHeader->uHeight)
266 return false;
267
268 if (spriteHeader->pSpriteLines[j].a1 < 0 || i > spriteHeader->pSpriteLines[j].a2 || i < spriteHeader->pSpriteLines[j].a1)
269 {
270 return false;
271 }
272 return *(spriteHeader->pSpriteLines[j].pos + i - spriteHeader->pSpriteLines[j].a1) != 0;
273 }
274
275 //----- (004C16B4) --------------------------------------------------------
276 void Vis::PickIndoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter)
277 {
278 int v5; // eax@1
279 signed int pFaceID; // edi@2
280 int v9; // eax@7
281 unsigned int *pNumPointers; // eax@7
282 Vis_ObjectInfo *v12; // edi@7
283 RenderVertexSoft a1; // [sp+Ch] [bp-44h]@1
284 void *v15; // [sp+40h] [bp-10h]@7
285 int v17; // [sp+48h] [bp-8h]@1
286
287 v5 = 0;
288 v17 = 0;
289 for ( a1.flt_2C = 0.0; v17 < (signed int)pBspRenderer->num_faces; ++v17 )
290 {
291 pFaceID = pBspRenderer->faces[v5].uFaceID;
292 if ( pFaceID >= 0 )
293 {
294 if ( pFaceID < (signed int)pIndoor->uNumFaces )
295 {
296 BLVFace* face = &pIndoor->pFaces[pFaceID];
297 if ( is_part_of_selection(face, filter) )
298 {
299 if ( !pGame->pIndoorCameraD3D->IsCulled(face) )
300 {
301 if ( Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &a1, face, 0xFFFFFFFFu) )
302 {
303 pGame->pIndoorCameraD3D->ViewTransform(&a1, 1);
304 v9 = fixpoint_from_float(/*v8, */a1.vWorldViewPosition.x);
305 LOWORD(v9) = 0;
306 v15 = (void *)((PID(OBJECT_BModel,pFaceID)) + v9);
307 pNumPointers = &list->uNumPointers;
308 v12 = &list->object_pool[list->uNumPointers];
309 v12->object = &pIndoor->pFaces[pFaceID];
310 v12 = (Vis_ObjectInfo *) &v12->sZValue;
311 v12->object = v15;
312 v12->sZValue = 2;
313 ++*pNumPointers;
314 }
315 }
316 }
317
318 if (face->uAttributes & FACE_PICKED)
319 face->uAttributes |= FACE_OUTLINED;
320 else
321 face->uAttributes &= ~FACE_OUTLINED;
322 face->uAttributes &= ~FACE_PICKED;
323 }
324 }
325 v5 = v17 + 1;
326 }
327 }
328
329 //----- (004C17CF) --------------------------------------------------------
330 void Vis::PickOutdoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter, bool only_reachable)
331 {
332 if (!pOutdoor)
333 return;
334
335 for (int i = 0; i < pOutdoor->uNumBModels; ++i)
336 {
337 int reachable;
338 if (!IsBModelVisible(i, &reachable))
339 continue;
340 if (!reachable && only_reachable)
341 continue;
342
343 BSPModel* bmodel = &pOutdoor->pBModels[i];
344 for (int j = 0; j < bmodel->uNumFaces; ++j)
345 {
346 ODMFace* face = &bmodel->pFaces[j];
347 if (is_part_of_selection(face, filter))
348 {
349 BLVFace blv_face;
350 blv_face.FromODM(face);
351
352 RenderVertexSoft intersection;
353 if (Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &intersection, &blv_face, i))
354 {
355 pGame->pIndoorCameraD3D->ViewTransform(&intersection, 1);
356 int v13 = fixpoint_from_float(/*v12, */intersection.vWorldViewPosition.x);
357 v13 &= 0xFFFF0000;
358 v13 += PID(OBJECT_BModel, j | (i << 6));
359
360 list->AddObject(face, VisObjectType_Face, v13);
361 }
362
363 if (blv_face.uAttributes & FACE_PICKED)
364 face->uAttributes |= FACE_OUTLINED;
365 else
366 face->uAttributes &= ~FACE_OUTLINED;
367 blv_face.uAttributes &= ~FACE_PICKED;
368 }
369 }
370 }
371 }
372
373 //----- (004C1930) --------------------------------------------------------
374 //bool Vis::j_DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx)
375 //{return DoesRayIntersectBillboard(fDepth, uD3DBillboardIdx);}
376
377 //----- (004C1944) --------------------------------------------------------
378 int Vis::PickClosestActor(int object_id, unsigned int pick_depth, int a4, int a5, int a6)
379 {
380 Vis_SelectionFilter v8; // [sp+18h] [bp-20h]@3
381
382 static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8;
383
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(вычислим вектор направления линий)
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(Это дает нам длину линии)
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(Как далеко пересечение линии в процентах от 0 до 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(прибавляем процент линии к линии старта)
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 (Записываем дистанцию от начала луча)
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 )//сортировка
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)//сортировка по возрастанию экранных координат х
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 }