comparison Engine/Graphics/stru10.cpp @ 2496:5abd8fc8f1c6

for ITEM_ARTIFACT_LADYS_ESCORT
author Ritor1
date Thu, 18 Sep 2014 17:38:54 +0600
parents
children 68cdef6879a0
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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 "stru10.h"
7 #include "Indoor.h"
8 #include "Game.h"
9 #include "Party.h"
10 #include "ErrorHandling.h"
11
12
13
14 int _49CE9E_sub0_x(RenderVertexSoft *pVertices, unsigned int uNumVertices, float test_val)
15 {
16 float max_val = FLT_MAX;
17 int idx = -1;
18
19 float temp_val;
20 for (uint i = 0; i < uNumVertices; ++i)
21 {
22 if (pVertices[i].vWorldPosition.x <= test_val)
23 temp_val = test_val - pVertices[i].vWorldPosition.x;
24 else
25 temp_val = pVertices[i].vWorldPosition.x - test_val;
26
27 if (temp_val < max_val)
28 {
29 max_val = temp_val;
30 idx = i;
31 }
32 }
33 return idx;
34 }
35
36
37 int _49CE9E_sub0_y(RenderVertexSoft *pVertices, unsigned int uNumVertices, float test_val)
38 {
39 float max_val = FLT_MAX;
40 int idx = -1;
41
42 float temp_val;
43 for (uint i = 0; i < uNumVertices; ++i)
44 {
45 if (pVertices[i].vWorldPosition.y <= test_val)
46 temp_val = test_val - pVertices[i].vWorldPosition.y;
47 else
48 temp_val = pVertices[i].vWorldPosition.y - test_val;
49
50 if (temp_val < max_val)
51 {
52 max_val = temp_val;
53 idx = i;
54 }
55 }
56 return idx;
57 }
58
59
60 int _49CE9E_sub0_z(RenderVertexSoft *pVertices, unsigned int uNumVertices, float test_val)
61 {
62 float max_val = FLT_MAX;
63 int idx = -1;
64
65 float temp_val;
66 for (uint i = 0; i < uNumVertices; ++i)
67 {
68 if (pVertices[i].vWorldPosition.z <= test_val)
69 temp_val = test_val - pVertices[i].vWorldPosition.z;
70 else
71 temp_val = pVertices[i].vWorldPosition.z - test_val;
72
73 if (temp_val < max_val)
74 {
75 max_val = temp_val;
76 idx = i;
77 }
78 }
79 return idx;
80 }
81
82 //----- (0049CE9E) --------------------------------------------------------
83 void stru10::_49CE9E(BLVFace *pFace, RenderVertexSoft *pVertices, unsigned int uNumVertices, RenderVertexSoft *pOutLimits)
84 {
85 Assert(sizeof(RenderVertexSoft) == 0x30);
86
87 RenderVertexSoft pLimits[64];
88 stru10::CalcPolygonLimits(pFace, pLimits);
89
90 if (pFace->uAttributes & FACE_XY_PLANE)
91 {
92 memcpy(&pOutLimits[0], &pVertices[_49CE9E_sub0_x(pVertices, uNumVertices, pLimits[0].vWorldPosition.x)], 0x30);
93 memcpy(&pOutLimits[2], &pVertices[_49CE9E_sub0_x(pVertices, uNumVertices, pLimits[2].vWorldPosition.x)], 0x30);
94 memcpy(&pOutLimits[1], &pVertices[_49CE9E_sub0_y(pVertices, uNumVertices, pLimits[1].vWorldPosition.y)], 0x30);
95 memcpy(&pOutLimits[3], &pVertices[_49CE9E_sub0_y(pVertices, uNumVertices, pLimits[3].vWorldPosition.y)], 0x30);
96 }
97 else if (pFace->uAttributes & FACE_XZ_PLANE)
98 {
99 memcpy(&pOutLimits[0], &pVertices[_49CE9E_sub0_x(pVertices, uNumVertices, pLimits[0].vWorldPosition.x)], 0x30);
100 memcpy(&pOutLimits[2], &pVertices[_49CE9E_sub0_x(pVertices, uNumVertices, pLimits[2].vWorldPosition.x)], 0x30);
101 memcpy(&pOutLimits[1], &pVertices[_49CE9E_sub0_z(pVertices, uNumVertices, pLimits[1].vWorldPosition.z)], 0x30);
102 memcpy(&pOutLimits[3], &pVertices[_49CE9E_sub0_z(pVertices, uNumVertices, pLimits[3].vWorldPosition.z)], 0x30);
103 }
104 else if (pFace->uAttributes & FACE_YZ_PLANE)
105 {
106 memcpy(&pOutLimits[0], &pVertices[_49CE9E_sub0_y(pVertices, uNumVertices, pLimits[0].vWorldPosition.y)], 0x30);
107 memcpy(&pOutLimits[2], &pVertices[_49CE9E_sub0_y(pVertices, uNumVertices, pLimits[2].vWorldPosition.y)], 0x30);
108 memcpy(&pOutLimits[1], &pVertices[_49CE9E_sub0_z(pVertices, uNumVertices, pLimits[1].vWorldPosition.z)], 0x30);
109 memcpy(&pOutLimits[3], &pVertices[_49CE9E_sub0_z(pVertices, uNumVertices, pLimits[3].vWorldPosition.z)], 0x30);
110 }
111 }
112
113 //----- (0049D379) --------------------------------------------------------
114 void stru10::CalcPolygonLimits(BLVFace *pFace, RenderVertexSoft *pOutVertices)
115 {
116 struct
117 {
118 float x;
119 float y;
120 int c;
121 } v46[40]; //[sp+0C];
122
123 if (pFace->uAttributes & FACE_XY_PLANE)
124 {
125 for (uint i = 0; i < pFace->uNumVertices; ++i)
126 {
127 v46[i].x = pIndoor->pVertices[pFace->pVertexIDs[i]].x + pFace->pXInterceptDisplacements[i];
128 v46[i].y = pIndoor->pVertices[pFace->pVertexIDs[i]].y + pFace->pYInterceptDisplacements[i];
129 v46[i].c = i;
130 }
131 }
132 if (pFace->uAttributes & FACE_XZ_PLANE)
133 {
134 for (uint i = 0; i < pFace->uNumVertices; ++i)
135 {
136 v46[i].x = pIndoor->pVertices[pFace->pVertexIDs[i]].x + pFace->pXInterceptDisplacements[i];
137 v46[i].y = pIndoor->pVertices[pFace->pVertexIDs[i]].z + pFace->pZInterceptDisplacements[i];
138 v46[i].c = i;
139 }
140 }
141 if (pFace->uAttributes & FACE_YZ_PLANE)
142 {
143 for (uint i = 0; i < pFace->uNumVertices; ++i)
144 {
145 v46[i].x = pIndoor->pVertices[pFace->pVertexIDs[i]].y + pFace->pYInterceptDisplacements[i];
146 v46[i].y = pIndoor->pVertices[pFace->pVertexIDs[i]].z + pFace->pZInterceptDisplacements[i];
147 v46[i].c = i;
148 }
149 }
150
151 float x_min = v46[0].x;
152 uint x_min_idx = 0;
153
154 float x_max = v46[0].x;
155 uint x_max_idx = 0;
156
157 float y_min = v46[0].y;
158 uint y_min_idx = 0;
159
160 float y_max = v46[0].y;
161 uint y_max_idx = 0;
162
163 for (uint i = 0; i < pFace->uNumVertices; ++i)
164 {
165 if (v46[i].x < x_min)
166 {
167 x_min = v46[i].x;
168 x_min_idx = v46[i].c;
169 }
170 if (v46[i].x > x_max)
171 {
172 x_max = v46[i].x;
173 x_max_idx = v46[i].c;
174 }
175
176 if (v46[i].y < y_min)
177 {
178 y_min = v46[i].y;
179 y_min_idx = v46[i].c;
180 }
181 if (v46[i].y > y_max)
182 {
183 y_max = v46[i].y;
184 y_max_idx = v46[i].c;
185 }
186 }
187
188 RenderVertexSoft v1; // [sp+30Ch] [bp-54h]@24
189 v1.vWorldPosition.x = (float)pIndoor->pVertices[pFace->pVertexIDs[x_min_idx]].x;
190 v1.vWorldPosition.y = (float)pIndoor->pVertices[pFace->pVertexIDs[x_min_idx]].y;
191 v1.vWorldPosition.z = (float)pIndoor->pVertices[pFace->pVertexIDs[x_min_idx]].z;
192 memcpy(&pOutVertices[0], &v1, sizeof(RenderVertexSoft));
193
194 RenderVertexSoft v2; // [sp+30Ch] [bp-54h]@24
195 v2.vWorldPosition.x = (float)pIndoor->pVertices[pFace->pVertexIDs[y_min_idx]].x;
196 v2.vWorldPosition.y = (float)pIndoor->pVertices[pFace->pVertexIDs[y_min_idx]].y;
197 v2.vWorldPosition.z = (float)pIndoor->pVertices[pFace->pVertexIDs[y_min_idx]].z;
198 memcpy(&pOutVertices[1], &v2, sizeof(RenderVertexSoft));
199
200 RenderVertexSoft v3; // [sp+30Ch] [bp-54h]@24
201 v3.vWorldPosition.x = (float)pIndoor->pVertices[pFace->pVertexIDs[x_max_idx]].x;
202 v3.vWorldPosition.y = (float)pIndoor->pVertices[pFace->pVertexIDs[x_max_idx]].y;
203 v3.vWorldPosition.z = (float)pIndoor->pVertices[pFace->pVertexIDs[x_max_idx]].z;
204 memcpy(&pOutVertices[2], &v3, sizeof(RenderVertexSoft));
205
206 RenderVertexSoft v4; // [sp+30Ch] [bp-54h]@24
207 v4.vWorldPosition.x = (double)pIndoor->pVertices[pFace->pVertexIDs[y_max_idx]].x;
208 v4.vWorldPosition.y = (double)pIndoor->pVertices[pFace->pVertexIDs[y_max_idx]].y;
209 v4.vWorldPosition.z = (double)pIndoor->pVertices[pFace->pVertexIDs[y_max_idx]].z;
210 memcpy(&pOutVertices[3], &v4, sizeof(RenderVertexSoft));
211 }
212
213
214 //----- (0049C9E3) --------------------------------------------------------
215 bool stru10::CalcFaceBounding(BLVFace *pFace, RenderVertexSoft *pFaceLimits, unsigned int uNumVertices, RenderVertexSoft *pOutBounding)
216 {
217 //IndoorCameraD3D *v6; // edi@1
218 //PolygonType v7; // al@1
219 //unsigned int v8; // edx@7
220 //char v10; // zf@10
221 //float v13; // ST14_4@20
222 //stru10 *v15; // ecx@21
223 //RenderVertexSoft *v16; // ST0C_4@21
224 //bool result; // eax@21
225 //float v18; // ST14_4@24
226 //stru10 *v19; // edi@29
227 //float v20; // ST14_4@30
228 //float v21; // ST14_4@30
229 //float v22; // ST14_4@30
230 //float v23; // ST14_4@30
231 //float v24; // ST14_4@31
232 //RenderVertexSoft v25; // [sp+10h] [bp-90h]@24
233 //RenderVertexSoft v26; // [sp+40h] [bp-60h]@20
234 //IndoorCameraD3D *thisa; // [sp+70h] [bp-30h]@1
235 //stru10 *v31; // [sp+84h] [bp-1Ch]@1
236 //float v32; // [sp+88h] [bp-18h]@8
237 Vec3_float_ a1; // [sp+8Ch] [bp-14h]@1
238 //float v35; // [sp+9Ch] [bp-4h]@8
239
240 //auto a3 = pFace;
241 //auto arg4 = pFaceBounding;
242
243 //_ESI = a3;
244 //v31 = this;
245 //v6 = pGame->pIndoorCameraD3D;
246 //v7 = a3->uPolygonType;
247
248 a1.x = 0.0f;
249 a1.y = 0.0f;
250 a1.z = 0.0f;
251
252 float var_28;
253 float var_24;
254 switch (pFace->uPolygonType)
255 {
256 case POLYGON_VerticalWall:
257 a1.x = -pFace->pFacePlane.vNormal.y;// направление полигона
258 a1.y = pFace->pFacePlane.vNormal.x;
259 a1.z = 0.0f;
260 a1.Normalize();
261
262 var_28 = 0;
263 var_24 = 1;
264 break;
265
266 case POLYGON_Floor:
267 case POLYGON_Ceiling:
268 a1.x = 1;
269 a1.y = 0;
270 a1.z = 0.0f;
271
272 var_28 = 1;
273 var_24 = 0;
274 break;
275
276 default:
277 Error("Invalid polygon type (%u)", pFace->uPolygonType);
278 }
279
280
281 float face_center_x;
282 float face_center_y;
283 float face_center_z;
284 float a3;
285 float var_8;
286
287 if (pFace->uAttributes & FACE_XY_PLANE)
288 {
289 face_center_x = (pFaceLimits[0].vWorldPosition.x + pFaceLimits[2].vWorldPosition.x) / 2;
290 face_center_y = (pFaceLimits[3].vWorldPosition.y + pFaceLimits[1].vWorldPosition.y) / 2;
291 face_center_z = (pFaceLimits[0].vWorldPosition.z + pFaceLimits[2].vWorldPosition.z) / 2;
292
293 a3 = face_center_x - pFaceLimits[0].vWorldPosition.x;
294 var_8 = face_center_y - pFaceLimits[1].vWorldPosition.y;
295 }
296 if (pFace->uAttributes & FACE_XZ_PLANE)
297 {
298 face_center_x = (pFaceLimits[0].vWorldPosition.x + pFaceLimits[2].vWorldPosition.x) / 2;// центр полигона
299 face_center_y = (pFaceLimits[0].vWorldPosition.y + pFaceLimits[2].vWorldPosition.y) / 2;
300 face_center_z = (pFaceLimits[1].vWorldPosition.z + pFaceLimits[3].vWorldPosition.z) / 2;
301
302 a3 = face_center_x - pFaceLimits[0].vWorldPosition.x;//от центра до верхнего края
303 var_8 = face_center_z - pFaceLimits[1].vWorldPosition.z;// высота от центра
304
305 if (pFace->uPolygonType == POLYGON_VerticalWall)
306 a3 /= a1.x;
307 }
308 if (pFace->uAttributes & FACE_YZ_PLANE)
309 {
310 face_center_x = (pFaceLimits[0].vWorldPosition.x + pFaceLimits[2].vWorldPosition.x) / 2;
311 face_center_y = (pFaceLimits[0].vWorldPosition.y + pFaceLimits[2].vWorldPosition.y) / 2;
312 face_center_z = (pFaceLimits[1].vWorldPosition.z + pFaceLimits[3].vWorldPosition.z) / 2;
313
314 a3 = face_center_y - pFaceLimits[0].vWorldPosition.y;
315 var_8 = face_center_z - pFaceLimits[1].vWorldPosition.z;
316 // [0.5]
317 if (pFace->uPolygonType == POLYGON_VerticalWall)
318 {
319 if (a1.x != 1.0f)
320 a3 /= a1.y;
321 }
322 }
323
324
325
326
327 //_EBX = arg0;
328 //v15 = v31;
329 //v16 = arg0;
330 //float var_20 = var_8 * var_24;
331 //var_8 = a3 * a1.z;
332 //float arg_0 = var_8 + var_4;
333
334 /*
335
336
337
338 .text:0049CBB3 fld [ebp+var_8] 0 var8
339 .text:0049CBB6 1 fmul ds:flt_4D84E8 0 var8 * flt_4D84E8
340
341 .text:0049CBBC 1 fld [ebp+var_8] 0 var8
342 1 var8 * flt_4D84E8
343
344 .text:0049CBBF 2 fmul [ebp+var_28] 0 var8 * var28
345 1 var8 * flt_4D84E8
346
347 .text:0049CBC2 2 fld [ebp+var_8] 0 var8
348 1 var8 * var28
349 2 var8 * flt_4D84E8
350
351 .text:0049CBC5 3 fmul [ebp+var_24] 0 var8 * var24 768
352 1 var8 * var28 0
353 2 var8 * flt_4D84E8 0
354
355 .text:0049CBD5 3 fst [ebp+var_20] 0 var8 * var24 768
356 1 var8 * var28 0
357 2 var8 * flt_4D84E8 0
358 [var20] var8 * var24 768
359
360 .text:0049CBD8 3 fld [ebp+a3] 0 a3 -1984
361 1 var8 * var24 768
362 2 var8 * var28 0
363 3 var8 * flt_4D84E8 0
364
365 .text:0049CBDB 4 fmul [ebp+a1.x] 0 a3 * a1.x 1984
366 1 var8 * var24 768
367 2 var8 * var28 0
368 3 var8 * flt_4D84E8 0
369
370 .text:0049CBDE 4 fld [ebp+a3] 0 a3
371 1 a3 * a1.x 1984
372 2 var8 * var24 768
373 3 var8 * var28 0
374 4 var8 * flt_4D84E8 0
375
376 .text:0049CBE1 5 fmul [ebp+a1.y] 0 a3 * a1.y 0
377 1 a3 * a1.x 1984
378 2 var8 * var24 768
379 3 var8 * var28 0
380 4 var8 * flt_4D84E8 0
381 .text:0049CBE4 5 fld [ebp+a3]
382 .text:0049CBE7 6 fmul [ebp+a1.z] 0 a3 * a1.z 0
383 1 a3 * a1.y 0
384 2 a3 * a1.x 1984
385 3 var8 * var24 768
386 4 var8 * var28 0
387 5 var8 * flt_4D84E8 0
388
389 .text:0049CBEC 6 fstp [ebp+var_8]
390 var8 <- a3 * a1.z 0
391
392 .text:0049CBEF 5 fld [ebp+arg4] 0 arg4 -1700
393 1 a3 * a1.y 0
394 2 a3 * a1.x 1984
395 3 var8 * var24 768
396 4 var8 * var28 0
397 5 var8 * flt_4D84E8 0
398
399 .text:0049CBF2 6 fsub st, st(2) 0 arg4 - a3 * a1.x -3684
400 1 a3 * a1.y 0
401 2 a3 * a1.x 1984
402 3 var8 * var24 768
403 4 var8 * var28 0
404 5 var8 * flt_4D84E8 0
405
406 .text:0049CBF4 6 fld st 0 arg4 - a3 * a1.x -3684
407 1 arg4 - a3 * a1.x -3684
408 2 a3 * a1.y 0
409 3 a3 * a1.x 1984
410 4 var8 * var24 768
411 5 var8 * var28 0
412 6 var8 * flt_4D84E8 0
413
414 .text:0049CBF6 7 fadd st, st(6) 0 arg4 - a3 * a1.x + var8 * flt_4D84E8 -3684
415 1 arg4 - a3 * a1.x -3684
416 2 a3 * a1.y 0
417 3 a3 * a1.x 1984
418 4 var8 * var24 768
419 5 var8 * var28 0
420 6 var8 * flt_4D84E8 0
421 .text:0049CBF8 7 fstp dword ptr [ebx]
422 [0].x <- arg4 - a3 * a1.x + var8 * flt_4D84E8 -3684
423
424 .text:0049CBFA 6 fld [ebp+var_18] 0 var18 1480
425 1 arg4 - a3 * a1.x -3684
426 2 a3 * a1.y 0
427 3 a3 * a1.x 1984
428 4 var8 * var24 768
429 5 var8 * var28 0
430 6 var8 * flt_4D84E8 0
431
432 .text:0049CBFD 7 fsub st, st(2) 0 var18 - a3 * a1.y 1480
433 1 arg4 - a3 * a1.x -3684
434 2 a3 * a1.y 0
435 3 a3 * a1.x 1984
436 4 var8 * var24 768
437 5 var8 * var28 0
438 6 var8 * flt_4D84E8 0
439
440 .text:0049CBFF 7 fld st 0 var18 - a3 * a1.y 1480
441 1 var18 - a3 * a1.y 1480
442 2 arg4 - a3 * a1.x -3684
443 3 a3 * a1.y 0
444 4 a3 * a1.x 1984
445 5 var8 * var24 768
446 6 var8 * var28 0
447 7 var8 * flt_4D84E8 0
448
449 .text:0049CC01 8 fadd st, st(6) 0 var18 - a3 * a1.y + var8 * var28 1480
450 1 var18 - a3 * a1.y 1480
451 2 arg4 - a3 * a1.x -3684
452 3 a3 * a1.y 0
453 4 a3 * a1.x 1984
454 5 var8 * var24 768
455 6 var8 * var28 0
456 7 var8 * flt_4D84E8 0
457
458 .text:0049CC03 8 fstp dword ptr [ebx+4]
459 [0].y <- var18 - a3 * a1.y + var8 * var28 1480
460
461 .text:0049CC06 7 fld [ebp+var_4]
462 .text:0049CC09 8 fsub [ebp+var_8] 0 var4 - a3 * a1.z 768
463 1 var18 - a3 * a1.y 1480
464 2 arg4 - a3 * a1.x -3684
465 3 a3 * a1.y 0
466 4 a3 * a1.x 1984
467 5 var8 * var24 768
468 6 var8 * var28 0
469 7 var8 * flt_4D84E8 0
470 .text:0049CC0C 8 fst [ebp+a3]
471 a3 <- var4 - a3 * a1.z 768
472
473 .text:0049CC0F 8 fadd st, st(5)
474 .text:0049CC11 8 fstp dword ptr [ebx+8]
475 [0].z <- var4 - a3 * a1.z + var8 * var24 1536
476
477 0 var18 - a3 * a1.y 1480
478 1 arg4 - a3 * a1.x -3684
479 2 a3 * a1.y 0
480 3 a3 * a1.x 1984
481 4 var8 * var24 768
482 5 var8 * var28 0
483 6 var8 * flt_4D84E8 0
484
485
486
487
488 [var20] var8 * var24 768
489 [var8] a3 * a1.z
490 [a3] var4 - a3 * a1.z 768
491
492
493 .text:0049CC14 7 fld st(1)
494 .text:0049CC16 8 fsub st, st(7) 0 arg4 - a3 * a1.x - var8 * flt_4D84E8 -3684
495 1 var18 - a3 * a1.y 1480
496 2 arg4 - a3 * a1.x -3684
497 3 a3 * a1.y 0
498 4 a3 * a1.x 1984
499 5 var8 * var24 768
500 6 var8 * var28 0
501 7 var8 * flt_4D84E8 0
502 .text:0049CC18 8 fstp dword ptr [ebx+30h]
503 [1].x <- arg4 - a3 * a1.x - var8 * flt_4D84E8 -3684
504
505 0 var18 - a3 * a1.y 1480
506 1 arg4 - a3 * a1.x -3684
507 2 a3 * a1.y 0
508 3 a3 * a1.x 1984
509 4 var8 * var24 768
510 5 var8 * var28 0
511 6 var8 * flt_4D84E8 0
512 .text:0049CC1B 7 fsub st, st(5)
513 .text:0049CC1D 7 fstp dword ptr [ebx+34h]
514 [1].y <- var18 - a3 * a1.y - var8 * var28 1480
515 .text:0049CC20 6 fstp st
516 0 a3 * a1.y 0
517 1 a3 * a1.x 1984
518 2 var8 * var24 768
519 3 var8 * var28 0
520 4 var8 * flt_4D84E8 0
521
522
523 [var20] var8 * var24 768
524 [var8] a3 * a1.z
525 [a3] var4 - a3 * a1.z 768
526
527 .text:0049CC22 5 fld [ebp+a3] 0 var4 - a3 * a1.z 768
528 1 a3 * a1.y 0
529 2 a3 * a1.x 1984
530 3 var8 * var24 768
531 4 var8 * var28 0
532 5 var8 * flt_4D84E8 0
533 .text:0049CC25 6 fsub st, st(3)
534 .text:0049CC27 6 fstp dword ptr [ebx+38h]
535 [1].z <- var4 - a3 * a1.z - var8 * var24 768 - 768 = 0
536
537 0 a3 * a1.y 0
538 1 a3 * a1.x 1984
539 2 var8 * var24 768
540 3 var8 * var28 0
541 4 var8 * flt_4D84E8 0
542
543
544 .text:0049CC2A fld st(1)
545 .text:0049CC2C 6 fadd [ebp+arg4] 0 arg4 + a3 * a1.x 284
546 1 a3 * a1.y 0
547 2 a3 * a1.x 1984
548 3 var8 * var24 768
549 4 var8 * var28 0
550 5 var8 * flt_4D84E8 0
551 .text:0049CC2F 6 fst [ebp+a3]
552
553 [var20] var8 * var24 768
554 [var8] a3 * a1.z
555 [a3] arg4 + a3 * a1.x 284
556 .text:0049CC32 6 fsub st, st(5)
557 .text:0049CC34 6 fstp dword ptr [ebx+60h]
558 [2].x <- arg4 + a3 * a1.x - var8 * flt_4D84E8 284
559
560 0 a3 * a1.y 0
561 1 a3 * a1.x 1984
562 2 var8 * var24 768
563 3 var8 * var28 0
564 4 var8 * flt_4D84E8 0
565
566 .text:0049CC37 5 fadd [ebp+var_18] 0 var18 + a3 * a1.y 1480
567 1 a3 * a1.x 1984
568 2 var8 * var24 768
569 3 var8 * var28 0
570 4 var8 * flt_4D84E8 0
571
572 .text:0049CC3A 5 fstp st(2) 0 a3 * a1.x 1984
573 1 var18 + a3 * a1.y 1480
574 2 var8 * var28 0
575 3 var8 * flt_4D84E8 0
576
577 .text:0049CC3C 4 fstp st 0 var18 + a3 * a1.y 1480
578 1 var8 * var28 0
579 2 var8 * flt_4D84E8 0
580
581 .text:0049CC3E 3 fld st 0 var18 + a3 * a1.y 1480
582 1 var18 + a3 * a1.y 1480
583 2 var8 * var28 0
584 3 var8 * flt_4D84E8 0
585 .text:0049CC40 4 fsub st, st(2)
586 .text:0049CC42 4 fstp dword ptr [ebx+64h]
587 [2].y <- var18 + a3 * a1.y - var8 * var28 1480
588
589 0 var18 + a3 * a1.y 1480
590 1 var8 * var28 0
591 2 var8 * flt_4D84E8 0
592
593 [var20] var8 * var24 768
594 [var8] a3 * a1.z
595 [a3] arg4 + a3 * a1.x 284
596 .text:0049CC45 3 fld [ebp+var_8]
597 .text:0049CC48 4 fadd [ebp+var_4] 0 var4 + a3 * a1.z 768
598 1 var18 + a3 * a1.y 1480
599 2 var8 * var28 0
600 3 var8 * flt_4D84E8 0
601
602 .text:0049CC4B 4 fst [ebp+arg0]
603 [var20] var8 * var24 768
604 [arg0] var4 + a3 * a1.z 768
605 [var8] a3 * a1.z 0
606 [a3] arg4 + a3 * a1.x 284
607
608 .text:0049CC4E 4 fsub [ebp+var_20]
609 .text:0049CC51 4 fstp dword ptr [ebx+68h]
610 [2].z <- var4 + a3 * a1.z - var8 * var24 0
611
612
613
614 [var20] var8 * var24 768
615 [arg0] var4 + a3 * a1.z 768
616 [var8] a3 * a1.z 0
617 [a3] arg4 + a3 * a1.x 284
618
619
620 0 var18 + a3 * a1.y 1480
621 1 var8 * var28 0
622 2 var8 * flt_4D84E8 0
623
624 .text:0049CC54 3 fld [ebp+a3]
625 .text:0049CC57 4 fadd st, st(3)
626 .text:0049CC59 4 fstp dword ptr [ebx+90h]
627 [3].x <- arg4 + a3 * a1.x + var8 * flt_4D84E8 284
628
629 .text:0049CC5F 3 fadd st, st(1)
630 .text:0049CC61 3 fstp dword ptr [ebx+94h]
631 [3].y <- var18 + a3 * a1.y + var8 * var28 1480
632
633 .text:0049CC67 2 fstp st
634 .text:0049CC69 1 fstp st
635 0 empty
636 .text:0049CC6B 0 fld [ebp+arg0]
637 .text:0049CC6E 1 fadd [ebp+var_20]
638 .text:0049CC71 1 fstp dword ptr [ebx+98h]
639 [3].z <- var4 + a3 * a1.z + var8 * var24 1536
640
641 0 empty
642 */
643
644 pOutBounding[0].vWorldPosition.x = face_center_x - a3 * a1.x + var_8 * flt_4D84E8;
645 pOutBounding[0].vWorldPosition.y = face_center_y - a3 * a1.y + var_8 * var_28;
646 pOutBounding[0].vWorldPosition.z = face_center_z - a3 * a1.z + var_8 * var_24;
647
648 pOutBounding[1].vWorldPosition.x = face_center_x - a3 * a1.x - var_8 * flt_4D84E8;
649 pOutBounding[1].vWorldPosition.y = face_center_y - a3 * a1.y - var_8 * var_28;
650 pOutBounding[1].vWorldPosition.z = face_center_z - a3 * a1.z - var_8 * var_24;
651
652 pOutBounding[2].vWorldPosition.x = face_center_x + a3 * a1.x - var_8 * flt_4D84E8;
653 pOutBounding[2].vWorldPosition.y = face_center_y + a3 * a1.y - var_8 * var_28;
654 pOutBounding[2].vWorldPosition.z = face_center_z + a3 * a1.z - var_8 * var_24;
655
656 pOutBounding[3].vWorldPosition.x = face_center_x + a3 * a1.x + var_8 * flt_4D84E8;
657 pOutBounding[3].vWorldPosition.y = face_center_y + a3 * a1.y + var_8 * var_28;
658 pOutBounding[3].vWorldPosition.z = face_center_z + a3 * a1.z + var_8 * var_24;
659
660 a1.x = 0.0f;
661 a1.y = 0.0f;
662 a1.z = 0.0f;
663 a3 = face_center_x + a3 * a1.x;
664
665 if (!FindFacePlane(pOutBounding, &a1, &a3))
666 return false;
667
668
669
670 RenderVertexSoft v25; // [sp+10h] [bp-90h]@20
671 memcpy(&v25, pOutBounding, sizeof(RenderVertexSoft));
672
673 float _dp = (v25.vWorldPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) * a1.x +
674 (v25.vWorldPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) * a1.y +
675 (v25.vWorldPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) * a1.z;
676 if (fabs(_dp) < 1e-6f)
677 {
678 memcpy(&v25, &pOutBounding[1], sizeof(RenderVertexSoft));
679 memcpy(&pOutBounding[1], &pOutBounding[3], sizeof(RenderVertexSoft));
680 memcpy(&pOutBounding[3], &v25, sizeof(RenderVertexSoft));
681 }
682
683 //if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS)
684 //{
685 RenderVertexSoft v26; // [sp+40h] [bp-60h]@20
686 if ( draw_portals_loops )
687 {
688 if (!bDoNotDrawPortalFrustum)
689 {
690 v26.vWorldPosition.x = pParty->vPosition.x;
691 v26.vWorldPosition.y = pParty->vPosition.y;
692 v26.vWorldPosition.z = pParty->vPosition.z + pParty->sEyelevel; // frustum
693
694 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFF0000u, &pOutBounding[0], 0xFF0000u, 0, 0);
695 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFF00u, &pOutBounding[1], 0xFF00u, 0, 0);
696 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFFu, &pOutBounding[2], 0xFFu, 0, 0);
697 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFFFFFFu, &pOutBounding[3], 0xFFFFFFu, 0, 0);
698 bDoNotDrawPortalFrustum = true;
699 }
700 pGame->pIndoorCameraD3D->debug_outline_sw(pOutBounding, uNumVertices, 0x1EFF1Eu, 0.00019999999); // bounding
701 }
702 //}
703
704 //pGame->pIndoorCameraD3D->debug_outline_sw(pFaceLimits, 4, 0xFFF14040, 0.000099999997); // limits
705
706 /*if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS)
707 {
708 RenderVertexSoft v26; // [sp+40h] [bp-60h]@20
709 v26.vWorldPosition.x = face_center_x; // corner to center
710 v26.vWorldPosition.y = face_center_y;
711 v26.vWorldPosition.z = face_center_z;
712
713 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(pFaceLimits, 0xFF00u, &v26, 0xFF0000u, 0, 0);
714 }*/
715
716
717 /*if ( byte_4D864C )
718 {
719 if ( pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS)*/
720 {
721 RenderVertexSoft v25; // [sp+10h] [bp-90h]@20
722 RenderVertexSoft v26; // [sp+40h] [bp-60h]@20
723
724 v25.vWorldPosition.x = face_center_x; // portal normal
725 v25.vWorldPosition.y = face_center_y;
726 v25.vWorldPosition.z = face_center_z;
727
728 v26.vWorldPosition.x = face_center_x + a1.x * 400.0f;
729 v26.vWorldPosition.y = face_center_y + a1.y * 400.0f;
730 v26.vWorldPosition.z = face_center_z + a1.z * 400.0f;
731
732 if ( draw_portals_loops )
733 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v25, -1, &v26, 0xFFFF00u, 0, 0);
734 }
735 //}
736
737 return true;
738 }
739
740
741
742 //----- (0049C5B0) --------------------------------------------------------
743 stru10::stru10()
744 {
745 this->bDoNotDrawPortalFrustum = false;
746 }
747
748 //----- (0049C5BD) --------------------------------------------------------
749 stru10::~stru10()
750 {
751 }
752
753 //----- (0049C5DA) --------------------------------------------------------
754 char stru10::_49C5DA(BLVFace *pFace, RenderVertexSoft *pVertices, unsigned int *pNumVertices, IndoorCameraD3D_Vec4 *a5, RenderVertexSoft *pOutBounding)
755 {
756 RenderVertexSoft pLimits[4]; // [sp+Ch] [bp-C0h]@1
757
758 _49CE9E(pFace, pVertices, *pNumVertices, pLimits);
759
760 //if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS)
761 // pGame->pIndoorCameraD3D->debug_outline_sw(a4a, 4u, 0xFF1E1Eu, 0.000099999997);
762 if (CalcFaceBounding(pFace, pLimits, 4, pOutBounding))
763 return _49C720(pOutBounding, a5);
764 return false;
765 }
766 // 4D864C: using guessed type char byte_4D864C;
767
768 //----- (0049C681) --------------------------------------------------------
769 bool stru10::CalcPortalShape(BLVFace *pFace, IndoorCameraD3D_Vec4 *pPortalDataFrustum, RenderVertexSoft *pOutBounding)
770 {
771 RenderVertexSoft pLimits[4]; // [sp+Ch] [bp-C0h]@1
772
773 CalcPolygonLimits(pFace, pLimits);//определение границ портала
774 //if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS)
775 // pGame->pIndoorCameraD3D->debug_outline_sw(pLimits, 4, 0xFF1E1E, 0.000099999997);
776 if (CalcFaceBounding(pFace, pLimits, 4, pOutBounding))
777 return _49C720(pOutBounding, pPortalDataFrustum) != 0;
778 return false;
779 }
780
781 // 4D864C: using guessed type char byte_4D864C;
782
783 //----- (0049C720) --------------------------------------------------------
784 char stru10::_49C720(RenderVertexSoft *pFaceBounding, IndoorCameraD3D_Vec4 *pPortalDataFrustum)
785 {
786 Vec3_float_ pRayStart; // [sp+4h] [bp-34h]@1
787 pRayStart.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x;
788 pRayStart.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y;
789 pRayStart.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z;
790
791 if (FindFaceNormal(&pFaceBounding[0], &pFaceBounding[1], &pRayStart, &pPortalDataFrustum[0]) &&
792 FindFaceNormal(&pFaceBounding[1], &pFaceBounding[2], &pRayStart, &pPortalDataFrustum[1]) &&
793 FindFaceNormal(&pFaceBounding[2], &pFaceBounding[3], &pRayStart, &pPortalDataFrustum[2]) &&
794 FindFaceNormal(&pFaceBounding[3], &pFaceBounding[0], &pRayStart, &pPortalDataFrustum[3]))
795 return true;
796 return false;
797 }
798
799 //----- (0049C7C5) --------------------------------------------------------
800 bool stru10::FindFaceNormal(RenderVertexSoft *pFaceBounding1, RenderVertexSoft *pFaceBounding2, Vec3_float_ *pRayStart, IndoorCameraD3D_Vec4 *pPortalDataFrustum)
801 {
802 Vec3_float_ ray_dir; // [sp+4h] [bp-48h]@1
803 Vec3_float_ pRay2; // [sp+10h] [bp-3Ch]@1
804
805 ray_dir.x = pFaceBounding1->vWorldPosition.x - pRayStart->x;//get ray for cmera to bounding1
806 ray_dir.y = pFaceBounding1->vWorldPosition.y - pRayStart->y;
807 ray_dir.z = pFaceBounding1->vWorldPosition.z - pRayStart->z;
808 Vec3_float_::Cross(&ray_dir, &pRay2, pFaceBounding2->vWorldPosition.x - pFaceBounding1->vWorldPosition.x,
809 pFaceBounding2->vWorldPosition.y - pFaceBounding1->vWorldPosition.y,
810 pFaceBounding2->vWorldPosition.z - pFaceBounding1->vWorldPosition.z);
811
812 float sqr_mag = pRay2.x * pRay2.x + pRay2.y * pRay2.y + pRay2.z * pRay2.z;
813 if (fabsf(sqr_mag) > 1e-6f)
814 {
815 float inv_mag = 1.0f / sqrtf(sqr_mag);
816 pRay2.x *= inv_mag;
817 pRay2.y *= inv_mag;
818 pRay2.z *= inv_mag;
819 pRay2.Normalize();
820
821 pPortalDataFrustum->x = pRay2.x;
822 pPortalDataFrustum->y = pRay2.y;
823 pPortalDataFrustum->z = pRay2.z;
824 pPortalDataFrustum->dot = pRayStart->z * pRay2.z + pRayStart->y * pRay2.y + pRayStart->x * pRay2.x;
825 return true;
826 }
827 return false;
828 }
829
830 //----- (0049C8DC) --------------------------------------------------------
831 bool stru10::FindFacePlane(RenderVertexSoft *arg0, Vec3_float_ *a2, float *a3)
832 {
833 Vec3_float_ v1; // [sp+8h] [bp-3Ch]@1
834 Vec3_float_ v2; // [sp+14h] [bp-30h]@1
835
836 v1.x = arg0[1].vWorldPosition.x - arg0[0].vWorldPosition.x;
837 v1.y = arg0[1].vWorldPosition.y - arg0[0].vWorldPosition.y;
838 v1.z = arg0[1].vWorldPosition.z - arg0[0].vWorldPosition.z;
839
840 Vec3_float_::Cross(&v1, &v2, arg0[2].vWorldPosition.x - arg0[1].vWorldPosition.x,
841 arg0[2].vWorldPosition.y - arg0[1].vWorldPosition.y,
842 arg0[2].vWorldPosition.z - arg0[1].vWorldPosition.z);
843
844 float sqr_mag = v2.x * v2.x + v2.y * v2.y + v2.z * v2.z;
845 if (fabsf(sqr_mag) > 1e-6f)
846 {
847 //v2.Normalize();
848 float inv_mag = 1.0f / sqrtf(sqr_mag);
849 v2.x *= inv_mag;
850 v2.y *= inv_mag;
851 v2.z *= inv_mag;
852
853 a2->x = v2.x;
854 a2->y = v2.y;
855 a2->z = v2.z;
856 *a3 = -(arg0[0].vWorldPosition.z * v2.z + arg0[0].vWorldPosition.y * v2.y + arg0[0].vWorldPosition.x * v2.x);
857 return true;
858 }
859 return false;
860 }