Mercurial > mm7
diff stru10.cpp @ 0:9c0607679772
init
author | Ritor1 |
---|---|
date | Sat, 12 Jan 2013 09:45:18 +0600 |
parents | |
children | ecfb1b3c9a39 d4497b76a863 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/stru10.cpp Sat Jan 12 09:45:18 2013 +0600 @@ -0,0 +1,938 @@ +#include "stru10.h" +#include "Render.h" +#include "Indoor.h" +#include "Game.h" +#include "Party.h" + +#include "mm7_data.h" + + + + +//----- (0049CE9E) -------------------------------------------------------- +void stru10::_49CE9E(BLVFace *pFace, RenderVertexSoft *a2, signed int a3, RenderVertexSoft *a4) +{ + char *v5; // eax@1 + signed int v6; // edx@1 + unsigned int v7; // eax@3 + signed int v8; // ecx@11 + signed int v9; // esi@11 + RenderVertexSoft *v10; // edx@12 + double v11; // st6@14 + RenderVertexSoft *v12; // edx@19 + signed int v13; // ecx@19 + signed int v14; // esi@19 + RenderVertexSoft *v15; // edi@20 + double v16; // st6@22 + signed int v17; // ecx@27 + signed int v18; // edi@27 + char *v19; // esi@28 + double v20; // st6@30 + signed int v21; // ecx@35 + signed int v22; // edi@35 + char *v23; // esi@36 + double v24; // st7@38 + signed int v25; // ecx@45 + signed int v26; // esi@45 + RenderVertexSoft *v27; // edx@46 + double v28; // st6@48 + signed int v29; // ecx@53 + signed int v30; // esi@53 + RenderVertexSoft *v31; // edi@54 + double v32; // st6@56 + signed int v33; // ecx@61 + signed int v34; // edi@61 + char *v35; // esi@62 + double v36; // st6@64 + signed int v37; // edi@69 + char *v38; // esi@70 + double v39; // st7@72 + RenderVertexSoft *v40; // esi@77 + signed int v41; // ecx@79 + signed int v42; // esi@79 + char *v43; // edx@80 + double v44; // st6@82 + RenderVertexSoft *v45; // eax@87 + signed int v46; // ecx@87 + signed int v47; // edi@87 + char *v48; // esi@88 + double v49; // st6@90 + signed int v50; // ecx@96 + signed int v51; // edi@96 + char *v52; // esi@97 + double v53; // st6@99 + signed int v54; // ecx@105 + signed int v55; // edi@105 + char *v56; // esi@106 + double v57; // st7@108 + RenderVertexSoft a2a[64]; // [sp+0h] [bp-C18h]@1 + float v59; // [sp+C00h] [bp-18h]@4 + float v60; // [sp+C04h] [bp-14h]@9 + float v61; // [sp+C08h] [bp-10h]@4 + float v62; // [sp+C0Ch] [bp-Ch]@9 + float v63; // [sp+C10h] [bp-8h]@4 + float v64; // [sp+C14h] [bp-4h]@4 + float a1a; // [sp+C20h] [bp+8h]@11 + float a1b; // [sp+C20h] [bp+8h]@19 + float a1c; // [sp+C20h] [bp+8h]@27 + float a1d; // [sp+C20h] [bp+8h]@35 + float a1e; // [sp+C20h] [bp+8h]@45 + float a1f; // [sp+C20h] [bp+8h]@53 + float a1g; // [sp+C20h] [bp+8h]@61 + float a1h; // [sp+C20h] [bp+8h]@69 + float a1i; // [sp+C20h] [bp+8h]@79 + float a1j; // [sp+C20h] [bp+8h]@87 + float a1k; // [sp+C20h] [bp+8h]@96 + float a1l; // [sp+C20h] [bp+8h]@105 + + v5 = (char *)&a2a[0].flt_2C; + v6 = 64; + do + { + *(float *)v5 = 0.0; + v5 += 48; + --v6; + } + while ( v6 ); + stru10::CalcPolygonBoundingBox(pFace, a2a); + v7 = pFace->uAttributes; + if ( v7 & 0x100 ) + { + v63 = a2a[0].vWorldPosition.x; + v59 = a2a[2].vWorldPosition.x; + v61 = a2a[1].vWorldPosition.y; + v64 = a2a[3].vWorldPosition.y; + goto LABEL_10; + } + if ( v7 & 0x200 ) + { + v63 = a2a[0].vWorldPosition.x; + v59 = a2a[2].vWorldPosition.x; + } + else + { + if ( !(v7 & 0x400) ) + goto LABEL_10; + v61 = a2a[0].vWorldPosition.y; + v64 = a2a[2].vWorldPosition.y; + } + v62 = a2a[1].vWorldPosition.z; + v60 = a2a[3].vWorldPosition.z; +LABEL_10: + if ( v7 & 0x100 ) + { + v8 = -1; + a1a = 3.4028235e38; + v9 = 0; + if ( a3 > 0 ) + { + v10 = a2; + do + { + if ( v10->vWorldPosition.x <= (double)v63 ) + v11 = v63 - v10->vWorldPosition.x; + else + v11 = v10->vWorldPosition.x - v63; + if ( v11 < a1a ) + { + a1a = v11; + v8 = v9; + } + ++v9; + ++v10; + } + while ( v9 < a3 ); + } + v12 = a4; + a1b = 3.4028235e38; + memcpy(a4, &a2[v8], 0x30u); + v13 = -1; + v14 = 0; + if ( a3 > 0 ) + { + v15 = a2; + do + { + if ( v15->vWorldPosition.x <= (double)v59 ) + v16 = v59 - v15->vWorldPosition.x; + else + v16 = v15->vWorldPosition.x - v59; + if ( v16 < a1b ) + { + a1b = v16; + v13 = v14; + } + ++v14; + ++v15; + } + while ( v14 < a3 ); + } + a1c = 3.4028235e38; + memcpy(&a4[2], &a2[v13], sizeof(a4[2])); + v17 = -1; + v18 = 0; + if ( a3 > 0 ) + { + v19 = (char *)&a2->vWorldPosition.y; + do + { + if ( *(float *)v19 <= (double)v61 ) + v20 = v61 - *(float *)v19; + else + v20 = *(float *)v19 - v61; + if ( v20 < a1c ) + { + a1c = v20; + v17 = v18; + } + ++v18; + v19 += 48; + } + while ( v18 < a3 ); + } + a1d = 3.4028235e38; + memcpy(&a4[1], &a2[v17], sizeof(a4[1])); + v21 = -1; + v22 = 0; + if ( a3 > 0 ) + { + v23 = (char *)&a2->vWorldPosition.y; + do + { + if ( *(float *)v23 <= (double)v64 ) + v24 = v64 - *(float *)v23; + else + v24 = *(float *)v23 - v64; + if ( v24 < a1d ) + { + a1d = v24; + v21 = v22; + } + ++v22; + v23 += 48; + } + while ( v22 < a3 ); + } +LABEL_77: + v40 = &a2[v21]; + goto LABEL_115; + } + if ( v7 & 0x200 ) + { + v25 = -1; + a1e = 3.4028235e38; + v26 = 0; + if ( a3 > 0 ) + { + v27 = a2; + do + { + if ( v27->vWorldPosition.x <= (double)v63 ) + v28 = v63 - v27->vWorldPosition.x; + else + v28 = v27->vWorldPosition.x - v63; + if ( v28 < a1e ) + { + a1e = v28; + v25 = v26; + } + ++v26; + ++v27; + } + while ( v26 < a3 ); + } + v12 = a4; + a1f = 3.4028235e38; + memcpy(a4, &a2[v25], 0x30u); + v29 = -1; + v30 = 0; + if ( a3 > 0 ) + { + v31 = a2; + do + { + if ( v31->vWorldPosition.x <= (double)v59 ) + v32 = v59 - v31->vWorldPosition.x; + else + v32 = v31->vWorldPosition.x - v59; + if ( v32 < a1f ) + { + a1f = v32; + v29 = v30; + } + ++v30; + ++v31; + } + while ( v30 < a3 ); + } + a1g = 3.4028235e38; + memcpy(&a4[2], &a2[v29], sizeof(a4[2])); + v33 = -1; + v34 = 0; + if ( a3 > 0 ) + { + v35 = (char *)&a2->vWorldPosition.z; + do + { + if ( *(float *)v35 <= (double)v62 ) + v36 = v62 - *(float *)v35; + else + v36 = *(float *)v35 - v62; + if ( v36 < a1g ) + { + a1g = v36; + v33 = v34; + } + ++v34; + v35 += 48; + } + while ( v34 < a3 ); + } + a1h = 3.4028235e38; + memcpy(&a4[1], &a2[v33], sizeof(a4[1])); + v21 = -1; + v37 = 0; + if ( a3 > 0 ) + { + v38 = (char *)&a2->vWorldPosition.z; + do + { + if ( *(float *)v38 <= (double)v60 ) + v39 = v60 - *(float *)v38; + else + v39 = *(float *)v38 - v60; + if ( v39 < a1h ) + { + a1h = v39; + v21 = v37; + } + ++v37; + v38 += 48; + } + while ( v37 < a3 ); + } + goto LABEL_77; + } + if ( !(v7 & 0x400) ) + return; + v41 = -1; + a1i = 3.4028235e38; + v42 = 0; + if ( a3 > 0 ) + { + v43 = (char *)&a2->vWorldPosition.y; + do + { + if ( *(float *)v43 <= (double)v61 ) + v44 = v61 - *(float *)v43; + else + v44 = *(float *)v43 - v61; + if ( v44 < a1i ) + { + a1i = v44; + v41 = v42; + } + ++v42; + v43 += 48; + } + while ( v42 < a3 ); + } + v45 = a2; + v12 = a4; + a1j = 3.4028235e38; + memcpy(a4, &a2[v41], 0x30u); + v46 = -1; + v47 = 0; + if ( a3 > 0 ) + { + v48 = (char *)&a2->vWorldPosition.y; + do + { + if ( *(float *)v48 <= (double)v64 ) + v49 = v64 - *(float *)v48; + else + v49 = *(float *)v48 - v64; + if ( v49 < a1j ) + { + a1j = v49; + v46 = v47; + } + ++v47; + v48 += 48; + } + while ( v47 < a3 ); + v45 = a2; + } + a1k = 3.4028235e38; + memcpy(&a4[2], &v45[v46], sizeof(a4[2])); + v50 = -1; + v51 = 0; + if ( a3 > 0 ) + { + v52 = (char *)&v45->vWorldPosition.z; + do + { + if ( *(float *)v52 <= (double)v62 ) + v53 = v62 - *(float *)v52; + else + v53 = *(float *)v52 - v62; + if ( v53 < a1k ) + { + a1k = v53; + v50 = v51; + } + ++v51; + v52 += 48; + } + while ( v51 < a3 ); + v45 = a2; + } + a1l = 3.4028235e38; + memcpy(&a4[1], &v45[v50], sizeof(a4[1])); + v54 = -1; + v55 = 0; + if ( a3 > 0 ) + { + v56 = (char *)&v45->vWorldPosition.z; + do + { + if ( *(float *)v56 <= (double)v60 ) + v57 = v60 - *(float *)v56; + else + v57 = *(float *)v56 - v60; + if ( v57 < a1l ) + { + a1l = v57; + v54 = v55; + } + ++v55; + v56 += 48; + } + while ( v55 < a3 ); + v45 = a2; + } + v40 = &v45[v54]; +LABEL_115: + memcpy(&v12[3], v40, sizeof(v12[3])); +} + +//----- (0049D379) -------------------------------------------------------- +void stru10::CalcPolygonBoundingBox(BLVFace *pFace, RenderVertexSoft *pOutVertices) +{ + struct + { + float x; + float y; + int c; + } v46[40]; //[sp+0C]; + + if (pFace->uAttributes & 0x0100) + { + for (uint i = 0; i < pFace->uNumVertices; ++i) + { + v46[i].x = pIndoor->pVertices[pFace->pVertexIDs[i]].x + pFace->pXInterceptDisplacements[i]; + v46[i].y = pIndoor->pVertices[pFace->pVertexIDs[i]].y + pFace->pYInterceptDisplacements[i]; + v46[i].c = i; + } + } + if (pFace->uAttributes & 0x0200) + { + for (uint i = 0; i < pFace->uNumVertices; ++i) + { + v46[i].x = pIndoor->pVertices[pFace->pVertexIDs[i]].x + pFace->pXInterceptDisplacements[i]; + v46[i].y = pIndoor->pVertices[pFace->pVertexIDs[i]].y + pFace->pZInterceptDisplacements[i]; + v46[i].c = i; + } + } + if (pFace->uAttributes & 0x0400) + { + for (uint i = 0; i < pFace->uNumVertices; ++i) + { + v46[i].x = pIndoor->pVertices[pFace->pVertexIDs[i]].x + pFace->pYInterceptDisplacements[i]; + v46[i].y = pIndoor->pVertices[pFace->pVertexIDs[i]].y + pFace->pZInterceptDisplacements[i]; + v46[i].c = i; + } + } + + float x_min = FLT_MAX; + uint x_min_idx = 0; + + float x_max = FLT_MIN; + uint x_max_idx = 0; + + float y_min = FLT_MAX; + uint y_min_idx = 0; + + float y_max = FLT_MIN; + uint y_max_idx = 0; + + for (uint i = 0; i < pFace->uNumVertices; ++i) + { + if (v46[i].x < x_min) + { + x_min = v46[i].x; + x_min_idx = v46[i].c; + } + if (v46[i].x > x_max) + { + x_max = v46[i].x; + x_max_idx = v46[i].c; + } + + if (v46[i].y < y_min) + { + y_min = v46[i].y; + y_min_idx = v46[i].c; + } + if (v46[i].y > y_max) + { + y_max = v46[i].y; + y_max_idx = v46[i].c; + } + } + + + + auto p1 = &pIndoor->pVertices[pFace->pVertexIDs[x_min_idx]]; + RenderVertexSoft v1; // [sp+30Ch] [bp-54h]@24 + v1.vWorldPosition.x = (float)p1->x; + v1.vWorldPosition.y = (float)p1->y; + v1.vWorldPosition.z = (float)p1->z; + memcpy(pOutVertices + 0, &v1, sizeof(RenderVertexSoft)); + + auto p2 = &pIndoor->pVertices[pFace->pVertexIDs[y_min_idx]]; + RenderVertexSoft v2; // [sp+30Ch] [bp-54h]@24 + v2.vWorldPosition.x = (float)p2->x; + v2.vWorldPosition.y = (float)p2->y; + v2.vWorldPosition.z = (float)p2->z; + memcpy(pOutVertices + 1, &v2, sizeof(RenderVertexSoft)); + + auto p3 = &pIndoor->pVertices[pFace->pVertexIDs[x_max_idx]]; + RenderVertexSoft v3; // [sp+30Ch] [bp-54h]@24 + v3.vWorldPosition.x = (float)p3->x; + v3.vWorldPosition.y = (float)p3->y; + v3.vWorldPosition.z = (float)p3->z; + memcpy(pOutVertices + 2, &v3, sizeof(RenderVertexSoft)); + + auto p4 = &pIndoor->pVertices[pFace->pVertexIDs[y_max_idx]]; + RenderVertexSoft v4; // [sp+30Ch] [bp-54h]@24 + v4.vWorldPosition.x = (double)p4->x; + v4.vWorldPosition.y = (double)p4->y; + v4.vWorldPosition.z = (double)p4->z; + memcpy(pOutVertices + 3, &v4, sizeof(RenderVertexSoft)); +} + + +//----- (0049C9E3) -------------------------------------------------------- +bool stru10::_49C9E3(BLVFace *pFace, RenderVertexSoft *pFaceBounding, unsigned int uNumVertices, RenderVertexSoft *arg0) +{ + //IndoorCameraD3D *v6; // edi@1 + //PolygonType v7; // al@1 + //unsigned int v8; // edx@7 + //char v10; // zf@10 + //float v13; // ST14_4@20 + //stru10 *v15; // ecx@21 + //RenderVertexSoft *v16; // ST0C_4@21 + //bool result; // eax@21 + //float v18; // ST14_4@24 + //stru10 *v19; // edi@29 + //float v20; // ST14_4@30 + //float v21; // ST14_4@30 + //float v22; // ST14_4@30 + //float v23; // ST14_4@30 + //float v24; // ST14_4@31 + //RenderVertexSoft v25; // [sp+10h] [bp-90h]@24 + //RenderVertexSoft v26; // [sp+40h] [bp-60h]@20 + //IndoorCameraD3D *thisa; // [sp+70h] [bp-30h]@1 + //stru10 *v31; // [sp+84h] [bp-1Ch]@1 + float v32; // [sp+88h] [bp-18h]@8 + Vec3_float_ a1; // [sp+8Ch] [bp-14h]@1 + float v35; // [sp+9Ch] [bp-4h]@8 + + //auto a3 = pFace; + //auto arg4 = pFaceBounding; + + //_ESI = a3; + //v31 = this; + //v6 = pGame->pIndoorCameraD3D; + //v7 = a3->uPolygonType; + + a1.x = 0.0f; + a1.y = 0.0f; + a1.z = 0.0f; + + float var_28; + float var_24; + if (pFace->uPolygonType == POLYGON_VerticalWall) + { + a1.x = -pFace->pFacePlane.vNormal.y; + a1.y = pFace->pFacePlane.vNormal.x; + a1.z = 0.0f; + a1.Normalize(); + + var_28 = 0; + var_24 = 1; + } + else if (pFace->uPolygonType == POLYGON_Floor || + pFace->uPolygonType == POLYGON_Ceiling) + { + a1.x = 1; + a1.y = 0; + a1.z = 0.0f; + + var_28 = 1; + var_24 = 0; + } + + + float arg_4; + float var_18; + float var_4; + float a3; + float var_8; + //v8 = _ESI->uAttributes; + //_ECX = pFaceBounding; + //__asm { fld 0.5 } + if (pFace->uAttributes & 0x0100) + { + arg_4 = (pFaceBounding[0].vWorldPosition.x + pFaceBounding[2].vWorldPosition.x) / 2; + var_18 = (pFaceBounding[3].vWorldPosition.y + pFaceBounding[1].vWorldPosition.y) / 2; + var_4 = (pFaceBounding[0].vWorldPosition.z + pFaceBounding[2].vWorldPosition.z) / 2; + + a3 = arg_4 - pFaceBounding[0].vWorldPosition.x; + var_8 = var_18 - pFaceBounding[1].vWorldPosition.y; + } + if (pFace->uAttributes & 0x0200) + { + arg_4 = (pFaceBounding[0].vWorldPosition.x + pFaceBounding[2].vWorldPosition.x) / 2; + var_18 = (pFaceBounding[0].vWorldPosition.y + pFaceBounding[2].vWorldPosition.y) / 2; + var_4 = (pFaceBounding[1].vWorldPosition.z + pFaceBounding[3].vWorldPosition.z) / 2; + + a3 = arg_4 - pFaceBounding[0].vWorldPosition.x; + var_8 = var_4 - pFaceBounding[1].vWorldPosition.z; + + if (pFace->uPolygonType == POLYGON_VerticalWall) + a3 /= a1.x; + } + if (pFace->uAttributes & 0x0400) + { + arg_4 = (pFaceBounding[0].vWorldPosition.x + pFaceBounding[2].vWorldPosition.x) / 2; + var_18 = (pFaceBounding[0].vWorldPosition.y + pFaceBounding[2].vWorldPosition.y) / 2; + var_4 = (pFaceBounding[1].vWorldPosition.z + pFaceBounding[3].vWorldPosition.z) / 2; + + a3 = var_18 - pFaceBounding[0].vWorldPosition.y; + var_8 = var_4 - pFaceBounding[1].vWorldPosition.z; + // [0.5] + if (pFace->uPolygonType == POLYGON_VerticalWall) + { + if (a1.x != 1.0f) + a3 /= a1.y; + } + } + + + if ( byte_4D864C && pGame->uFlags & 8 ) + { + RenderVertexSoft v26; // [sp+40h] [bp-60h]@20 + v26.vWorldPosition.x = arg_4; + v26.vWorldPosition.y = v32; + v26.vWorldPosition.z = v35; + + pGame->pIndoorCameraD3D->do_draw_debug_line_sw(pFaceBounding, 0xFF00u, &v26, 0xFF0000u, 0, 0); + } + + //_EBX = arg0; + //v15 = v31; + //v16 = arg0; + float var_20 = var_8 * var_24; + var_8 = a3 * a1.z; + float arg_0 = var_8 + var_4; + + arg0[0].vWorldPosition.x = arg_4 - a3 * a1.x + var_8 * flt_4D84E8; + arg0[0].vWorldPosition.y = var_18 - a3 * a1.y + var_8 * var_28; + arg0[0].vWorldPosition.z = var_4 - var_8 + var_8 * var_24; + arg0[1].vWorldPosition.x = arg_4 - a3 * a1.x - var_8 * flt_4D84E8; + arg0[1].vWorldPosition.y = var_18 - a3 * a1.y - var_8 * var_28; + arg0[1].vWorldPosition.z = (var_4 - var_8) - var_8 * var_24; + arg0[2].vWorldPosition.x = a3 * a1.x + arg_4 - var_8 * flt_4D84E8; + arg0[2].vWorldPosition.y = a3 * a1.y + var_18 - var_8 * var_28; + arg0[2].vWorldPosition.z = var_8 + var_4 - var_20; + arg0[3].vWorldPosition.x = (a3 * a1.x + arg_4) + var_8 * flt_4D84E8; + arg0[3].vWorldPosition.y = a3 * a1.y + var_18 + var_8 * var_28; + arg0[3].vWorldPosition.z = arg_0 + var_20; + + a3 = (var_4 - var_8); + a3 = (a3 * a1.x + arg_4); + + a1.x = 0.0f; + a1.y = 0.0f; + a1.z = 0.0f; + + if (!_49C8DC(arg0, &a1, &a3)) + return false; + + + if ( byte_4D864C ) + { + if ( pGame->uFlags & 8 ) + { + RenderVertexSoft v25; // [sp+10h] [bp-90h]@20 + RenderVertexSoft v26; // [sp+40h] [bp-60h]@20 + + v25.vWorldPosition.x = arg_4; + v25.vWorldPosition.y = v32; + v25.vWorldPosition.z = v35; + + v26.vWorldPosition.x = a1.x * 30.0f; + v26.vWorldPosition.y = a1.y * 30.0f; + v26.vWorldPosition.z = a1.z * 30.0f; + + pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v25, 0xFFFFFFFFu, &v26, 0xFFFF00u, 0, 0); + } + } + + + RenderVertexSoft v25; // [sp+10h] [bp-90h]@20 + memcpy(&v25, arg0, sizeof(RenderVertexSoft)); + + float _dp = (v25.vWorldPosition.x - pBLVRenderParams->vPartyPos.x) * a1.x + + (v25.vWorldPosition.y - pBLVRenderParams->vPartyPos.y) * a1.y + + (v25.vWorldPosition.z - pBLVRenderParams->vPartyPos.z) * a1.z; + if (fabs(_dp) < 1e-6f) + { + memcpy(&v25, arg0 + 1, sizeof(RenderVertexSoft)); + memcpy(arg0 + 1, arg0 + 3, sizeof(RenderVertexSoft)); + memcpy(arg0 + 3, &v25, sizeof(RenderVertexSoft)); + } + + if ( byte_4D864C && pGame->uFlags & 8 ) + { + RenderVertexSoft v26; // [sp+40h] [bp-60h]@20 + if ( !LOBYTE(field_4) ) + { + v26.vWorldPosition.x = pParty->vPosition.x; + v26.vWorldPosition.y = pParty->vPosition.y; + v26.vWorldPosition.z = pParty->vPosition.z + pParty->sEyelevel; + + pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFF0000u, arg0, 0xFF0000u, 0, 0); + pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFF00u, arg0 + 1, 0xFF00u, 0, 0); + pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFFu, arg0 + 2, 0xFFu, 0, 0); + pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFFFFFFu, arg0 + 3, 0xFFFFFFu, 0, 0); + LOBYTE(field_4) = 1; + } + pGame->pIndoorCameraD3D->debug_outline_sw(arg0, uNumVertices, 0x1EFF1Eu, 0.00019999999); + } + return true; +} + + + +//----- (0049C5B0) -------------------------------------------------------- +stru10::stru10() +{ + LOBYTE(this->field_4) = 0; +} + +//----- (0049C5BD) -------------------------------------------------------- +stru10::~stru10() +{ +} + +//----- (0049C5DA) -------------------------------------------------------- +char stru10::_49C5DA(BLVFace *a2, RenderVertexSoft *a3, int *a4, IndoorCameraD3D_Vec4 *a5, RenderVertexSoft *a6) +{ + stru10 *v6; // edi@1 + char *v7; // eax@1 + signed int v8; // ecx@1 + IndoorCameraD3D *v9; // esi@3 + char result; // al@6 + RenderVertexSoft a4a[4]; // [sp+Ch] [bp-C0h]@1 + + v6 = this; + v7 = (char *)&a4a[0].flt_2C; + v8 = 4; + do + { + *(float *)v7 = 0.0; + v7 += 48; + --v8; + } + while ( v8 ); + v9 = pGame->pIndoorCameraD3D; + _49CE9E(a2, a3, *a4, a4a); + if ( byte_4D864C && pGame->uFlags & 8 ) + pGame->pIndoorCameraD3D->debug_outline_sw(a4a, 4u, 0xFF1E1Eu, 0.000099999997); + result = _49C9E3(a2, a4a, 4u, a6); + if ( result ) + result = _49C720(a6, a5); + return result; +} +// 4D864C: using guessed type char byte_4D864C; + +//----- (0049C681) -------------------------------------------------------- +char stru10::_49C681_DrawDebugStuff(BLVFace *pFace, IndoorCameraD3D_Vec4 *a3, RenderVertexSoft *pArrayOf4) +{ + RenderVertexSoft pBounding[4]; // [sp+Ch] [bp-C0h]@1 + + CalcPolygonBoundingBox(pFace, pBounding); + if ( byte_4D864C && pGame->uFlags & 8 ) + pGame->pIndoorCameraD3D->debug_outline_sw(pBounding, 4, 0xFF1E1E, 0.000099999997); + if (_49C9E3(pFace, pBounding, 4, pArrayOf4)) + return _49C720(pArrayOf4, a3); + return false; +} +// 4D864C: using guessed type char byte_4D864C; + +//----- (0049C720) -------------------------------------------------------- +char stru10::_49C720(RenderVertexSoft *a2, IndoorCameraD3D_Vec4 *a4) +{ + char result; // al@2 + Vec3_float_ a3; // [sp+4h] [bp-34h]@1 + float v5; // [sp+30h] [bp-8h]@1 + stru10 *thisa; // [sp+34h] [bp-4h]@1 + + v5 = 0.0; + a3.x = (double)pBLVRenderParams->vPartyPos.x; + a3.y = (double)pBLVRenderParams->vPartyPos.y; + thisa = this; + a3.z = (double)pBLVRenderParams->vPartyPos.z; + if ( _49C7C5(a2, a2 + 1, &a3, a4) + && _49C7C5(a2 + 1, a2 + 2, &a3, a4 + 1) + && _49C7C5(a2 + 2, a2 + 3, &a3, a4 + 2) ) + result = _49C7C5(a2 + 3, a2, &a3, a4 + 3) != 0; + else + result = 0; + return result; +} + +//----- (0049C7C5) -------------------------------------------------------- +bool stru10::_49C7C5(RenderVertexSoft *a1, RenderVertexSoft *a2, Vec3_float_ *a3, IndoorCameraD3D_Vec4 *a4) +{ + double v5; // st7@1 + double v6; // st6@1 + double v7; // st5@1 + Vec3_float_ *result; // eax@1 + __int16 v9; // fps@3 + char v10; // c0@3 + char v11; // c2@3 + char v12; // c3@3 + float v13; // ecx@5 + double v14; // st7@5 + double v15; // st6@5 + Vec3_float_ v1; // [sp+4h] [bp-48h]@1 + Vec3_float_ v2; // [sp+10h] [bp-3Ch]@1 + float v18; // [sp+20h] [bp-2Ch]@1 + float v19; // [sp+24h] [bp-28h]@1 + Vec3_float_ v20; // [sp+28h] [bp-24h]@1 + Vec3_float_ v21; // [sp+34h] [bp-18h]@1 + Vec3_float_ a1a; // [sp+40h] [bp-Ch]@1 + + a1a.x = 0.0; + a1a.y = 0.0; + a1a.z = 0.0; + v21.x = a3->x; + v21.y = a3->y; + v21.z = a3->z; + v5 = a1->vWorldPosition.x; + v6 = a1->vWorldPosition.y; + v2.z = a1->vWorldPosition.z; + v7 = a2->vWorldPosition.x; + v18 = a2->vWorldPosition.y; + v19 = a2->vWorldPosition.z; + v20.x = v5 - v21.x; + v20.y = v6 - v21.y; + v20.z = v2.z - v21.z; + LODWORD(v1.x) = (int)v20.x; + v1.y = v20.y; + v1.z = v20.z; + v20.x = v7 - v5; + v20.y = v18 - v6; + v20.z = v19 - v2.z; + result = Vec3_float_::Cross(&v1, &v2, v20.x, v20.y, v20.z); + a1a.x = result->x; + a1a.y = result->y; + a1a.z = result->z; + if ( a1a.x != 0.0 + || a1a.y != 0.0 + || (/*UNDEF(v9),*/ v10 = a1a.z < 0.0, v11 = 0, v12 = a1a.z == 0.0, BYTE1(result) = HIBYTE(v9), a1a.z != 0.0) ) + { + a1a.Normalize(); + result = (Vec3_float_ *)a4; + v13 = a1a.y; + a4->x = a1a.x; + v14 = v21.z * a1a.z; + v15 = v21.y * a1a.y; + a4->y = v13; + a4->z = a1a.z; + a4->dot = v14 + v15 + v21.x * a1a.x; + LOBYTE(result) = 1; + } + else + { + LOBYTE(result) = 0; + } + return (bool)result; +} + +//----- (0049C8DC) -------------------------------------------------------- +bool stru10::_49C8DC(RenderVertexSoft *arg0, Vec3_float_ *a2, float *a3) +{ + double v4; // st7@1 + double v5; // st6@1 + double v6; // st5@1 + Vec3_float_ *result; // eax@1 + __int16 v8; // fps@3 + char v9; // c0@3 + char v10; // c2@3 + char v11; // c3@3 + float v12; // ecx@5 + double v13; // st7@5 + double v14; // st6@5 + Vec3_float_ v1; // [sp+8h] [bp-3Ch]@1 + Vec3_float_ v2; // [sp+14h] [bp-30h]@1 + float v17; // [sp+24h] [bp-20h]@1 + float v18; // [sp+28h] [bp-1Ch]@1 + float v19; // [sp+2Ch] [bp-18h]@1 + float v20; // [sp+30h] [bp-14h]@1 + float v21; // [sp+34h] [bp-10h]@1 + Vec3_float_ a1; // [sp+38h] [bp-Ch]@1 + + v19 = arg0->vWorldPosition.x; + v20 = arg0->vWorldPosition.y; + v21 = arg0->vWorldPosition.z; + v4 = arg0[1].vWorldPosition.x; + v5 = arg0[1].vWorldPosition.y; + v2.z = arg0[1].vWorldPosition.z; + v6 = arg0[2].vWorldPosition.x; + v17 = arg0[2].vWorldPosition.y; + v18 = arg0[2].vWorldPosition.z; + a1.x = v4 - v19; + a1.y = v5 - v20; + a1.z = v2.z - v21; + LODWORD(v1.x) = (int)a1.x; + v1.y = a1.y; + v1.z = a1.z; + a1.x = v6 - v4; + a1.y = v17 - v5; + a1.z = v18 - v2.z; + result = Vec3_float_::Cross(&v1, &v2, a1.x, a1.y, a1.z); + a1.x = result->x; + a1.y = result->y; + a1.z = result->z; + if ( a1.x != 0.0 + || a1.y != 0.0 + || (/*UNDEF(v8),*/ v9 = a1.z < 0.0, v10 = 0, v11 = a1.z == 0.0, /*BYTE1(result) = HIBYTE(v8),*/ a1.z != 0.0) ) + { + a1.Normalize(); + v12 = a1.y; + a2->x = a1.x; + v13 = v21 * a1.z; + v14 = v20 * a1.y; + a2->y = v12; + a2->z = a1.z; + result = (Vec3_float_ *)a3; + *a3 = -(v13 + v14 + v19 * a1.x); + return true; + } + return false; +}