Mercurial > mm7
diff mm7_3.cpp @ 1854:a02d72dd7653
Merge
author | Grumpy7 |
---|---|
date | Mon, 14 Oct 2013 00:24:57 +0200 |
parents | 4359a15360e3 |
children | a86c60679949 |
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line diff
--- a/mm7_3.cpp Mon Oct 14 00:24:28 2013 +0200 +++ b/mm7_3.cpp Mon Oct 14 00:24:57 2013 +0200 @@ -4958,10 +4958,12 @@ //rotate skydome(вращение купола неба)-------------------------------------- // В игре принята своя система измерения углов. Полный угол (180). Значению угла 0 соответствует // направление на север и/или юг (либо на восток и/или запад), значению 65536 еденицам(0х10000) соответствует угол 90. - v39 = (unsigned __int64)(pSkyPolygon.ptr_38->field_14 * (signed __int64)(v33 * (v30 - array_50AC10[i].vWorldViewProjY))) >> 16; + // две переменные хранят данные по углу обзора. field_14 по западу и востоку. field_20 по югу и северу + // от -25080 до 25080 + v39 = (unsigned __int64)(pSkyPolygon.ptr_38->viewing_angle_from_west_east * (signed __int64)(v33 * (v30 - array_50AC10[i].vWorldViewProjY))) >> 16; v35 = v39 + pSkyPolygon.ptr_38->angle_from_north; - v39 = (unsigned __int64)(pSkyPolygon.ptr_38->viewing_angle * (signed __int64)(v33 * (v30 - array_50AC10[i].vWorldViewProjY))) >> 16; + v39 = (unsigned __int64)(pSkyPolygon.ptr_38->viewing_angle_from_north_south * (signed __int64)(v33 * (v30 - array_50AC10[i].vWorldViewProjY))) >> 16; v36 = v39 + pSkyPolygon.ptr_38->angle_from_east; v38 = pSkyPolygon.v_18.z; @@ -5002,7 +5004,7 @@ } LODWORD(v17) = LODWORD(v34) << 16; HIDWORD(v17) = v34 >> 16; - v40 = v17 / v38; + //v40 = v17 / v38; v18 = v17 / v38; if ( v18 < 0 ) v18 = pODMRenderParams->shading_dist_mist; @@ -5725,13 +5727,13 @@ this->angle_from_north = fixpoint_mul(v17, v25) + fixpoint_mul(a4, v27); this->angle_from_west = fixpoint_mul(a3, v9) - fixpoint_mul(a2, v7); - this->field_14 = fixpoint_mul(a4, v25) - fixpoint_mul(v17, v27); + this->viewing_angle_from_west_east = fixpoint_mul(a4, v25) - fixpoint_mul(v17, v27); } else { this->angle_from_north = fixpoint_mul(a2, v9) + fixpoint_mul(a3, v7); this->angle_from_west = fixpoint_mul(a3, v9) - fixpoint_mul(a2, v7); - this->field_14 = a4; + this->viewing_angle_from_west_east = a4; } if (pGame->pIndoorCameraD3D->sRotationX) @@ -5740,25 +5742,25 @@ this->angle_from_east = fixpoint_mul(v19, v25) + fixpoint_mul(a7, v27); this->angle_from_south = fixpoint_mul(a6, v9) - fixpoint_mul(a5, v7); - this->viewing_angle = fixpoint_mul(a7, v25) - fixpoint_mul(v19, v27); + this->viewing_angle_from_north_south = fixpoint_mul(a7, v25) - fixpoint_mul(v19, v27); } else { this->angle_from_east = fixpoint_mul(a5, v9) + fixpoint_mul(a6, v7); this->angle_from_south = fixpoint_mul(a6, v9) - fixpoint_mul(a5, v7); - this->viewing_angle = a7; + this->viewing_angle_from_north_south = a7; } this->angle_from_east = -this->angle_from_east; this->angle_from_south = -this->angle_from_south; - this->viewing_angle = -this->viewing_angle; + this->viewing_angle_from_north_south = -this->viewing_angle_from_north_south; this->field_24 = fixpoint_dot(this->angle_from_north, this->field_0_party_dir_x, this->angle_from_west, this->field_4_party_dir_y, - this->field_14, this->field_8_party_dir_z); + this->viewing_angle_from_west_east, this->field_8_party_dir_z); this->field_28 = fixpoint_dot(this->angle_from_east, this->field_0_party_dir_x, this->angle_from_south, this->field_4_party_dir_y, - this->viewing_angle, this->field_8_party_dir_z); + this->viewing_angle_from_north_south, this->field_8_party_dir_z); } //----- (0048694B) -------------------------------------------------------- @@ -5766,14 +5768,14 @@ { this->angle_from_east = -this->angle_from_east; this->angle_from_south = -this->angle_from_south; - this->viewing_angle = -this->viewing_angle; + this->viewing_angle_from_north_south = -this->viewing_angle_from_north_south; this->field_24 = fixpoint_dot(this->angle_from_north, this->field_0_party_dir_x, this->angle_from_west, this->field_4_party_dir_y, - this->field_14, this->field_8_party_dir_z); + this->viewing_angle_from_west_east, this->field_8_party_dir_z); this->field_28 = fixpoint_dot(this->angle_from_east, this->field_0_party_dir_x, this->angle_from_south, this->field_4_party_dir_y, - this->viewing_angle, this->field_8_party_dir_z); + this->viewing_angle_from_north_south, this->field_8_party_dir_z); } //----- (0044100D) --------------------------------------------------------