Mercurial > mm7
diff Vis.cpp @ 742:bd611ae85d27
PickItemInBlv
author | Ritor1 |
---|---|
date | Fri, 22 Mar 2013 23:41:47 +0600 |
parents | 066e2b29b30f |
children | 0f56abdcce94 |
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--- a/Vis.cpp Fri Mar 22 19:59:03 2013 +0600 +++ b/Vis.cpp Fri Mar 22 23:41:47 2013 +0600 @@ -28,25 +28,8 @@ { char *v4; // eax@4 signed int v5; // ecx@4 - //BLVFace *v6; // ecx@7 - //unsigned int v7; // edi@7 - Vec3_short_ *v8; // eax@9 - char *v9; // edx@9 - signed int v10; // esi@10 - //Vec3_int_ **v11; // edx@13 - //char *v12; // eax@13 - //double v13; // st7@14 - //signed int v14; // ebx@14 - //Vis *v15; // ebx@15 - //Vis_ObjectInfo *result; // eax@21 - //Vis_ObjectInfo *v17; // ecx@24 RenderVertexSoft pRay[2]; // [sp+20h] [bp-70h]@17 int v20; // [sp+84h] [bp-Ch]@10 - //int v21; // [sp+88h] [bp-8h]@16 - //int v22; // [sp+8Ch] [bp-4h]@16 - signed int v23; // [sp+98h] [bp+8h]@7 - - //auto ecx0 = this; static Vis_SelectionList static_sub_4C1026_stru_F8FE00; static_sub_4C1026_stru_F8FE00.uNumPointers = 0; @@ -60,28 +43,16 @@ static_sub_4C1026_array_F8F200[i].flt_2C = 0.0f; } - //v6 = a2; - v23 = 0; - //v7 = face->uNumVertices; if (uCurrentlyLoadedLevelType == LEVEL_Indoor) { - __debugbreak(); // refactor for BLV picking if ( (signed int)face->uNumVertices > 0 ) { - v8 = pIndoor->pVertices; - v9 = (char *)&static_sub_4C1026_array_F8F200[0].vWorldPosition.y; - do + for ( int i = 0; i < face->uNumVertices; i++) { - v10 = v23++; - v20 = v8[face->pVertexIDs[v10]].x; - *((float *)v9 - 1) = (double)v20; - v20 = v8[face->pVertexIDs[v10]].y; - *(float *)v9 = (double)v20; - v9 += 48; - v20 = v8[face->pVertexIDs[v10]].z; - *((float *)v9 - 11) = (double)v20; + static_sub_4C1026_array_F8F200[i].vWorldPosition.x = (double)pIndoor->pVertices[face->pVertexIDs[i]].x; + static_sub_4C1026_array_F8F200[i].vWorldPosition.y = (double)pIndoor->pVertices[face->pVertexIDs[i]].y; + static_sub_4C1026_array_F8F200[i].vWorldPosition.z = (double)pIndoor->pVertices[face->pVertexIDs[i]].z; } - while ( v23 < (signed int)face->uNumVertices ); } } else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) @@ -329,53 +300,45 @@ void Vis::PickIndoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter) { int v5; // eax@1 - signed int v6; // edi@2 - signed int v7; // esi@4 + signed int pFaceID; // edi@2 int v8; // ecx@7 int v9; // eax@7 unsigned int *pNumPointers; // eax@7 unsigned int v11; // ecx@7 Vis_ObjectInfo *v12; // edi@7 RenderVertexSoft a1; // [sp+Ch] [bp-44h]@1 - BLVFace *v14; // [sp+3Ch] [bp-14h]@7 + BLVFace *pFace; // [sp+3Ch] [bp-14h]@7 void *v15; // [sp+40h] [bp-10h]@7 - int v16; // [sp+44h] [bp-Ch]@7 int v17; // [sp+48h] [bp-8h]@1 - Vis *thisa; // [sp+4Ch] [bp-4h]@1 - - - __debugbreak(); // refactor for BLV picking v5 = 0; - thisa = this; v17 = 0; for ( a1.flt_2C = 0.0; v17 < (signed int)pBspRenderer->num_faces; ++v17 ) { - v6 = pBspRenderer->faces[v5].uFaceID; - if ( v6 >= 0 ) + pFaceID = pBspRenderer->faces[v5].uFaceID; + if ( pFaceID >= 0 ) { - if ( v6 < (signed int)pIndoor->uNumFaces ) + if ( pFaceID < (signed int)pIndoor->uNumFaces ) { - v7 = v6; - if ( is_part_of_selection(&pIndoor->pFaces[v6], filter) ) + if ( is_part_of_selection(&pIndoor->pFaces[pFaceID], filter) ) { - if ( !pGame->pIndoorCameraD3D->IsCulled(&pIndoor->pFaces[v7]) ) + if ( !pGame->pIndoorCameraD3D->IsCulled(&pIndoor->pFaces[pFaceID]) ) { - if ( Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &a1, &pIndoor->pFaces[v7], 0xFFFFFFFFu) ) + if ( Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &a1, &pIndoor->pFaces[pFaceID], 0xFFFFFFFFu) ) { - pGame->pIndoorCameraD3D->ViewTransform(&a1, 1u); + pGame->pIndoorCameraD3D->ViewTransform(&a1, 1); v9 = _48B561_mess_with_scaling_along_z(/*v8, */a1.vWorldViewPosition.x); LOWORD(v9) = 0; - v15 = (void *)((8 * v6 | 6) + v9); + v15 = (void *)((8 * pFaceID | 6) + v9); pNumPointers = &list->uNumPointers; - v16 = 2; - v11 = list->uNumPointers; - v14 = &pIndoor->pFaces[v7]; - v12 = &list->object_pool[v11]; - v12->object = &pIndoor->pFaces[v7]; + //v16 = 2; + //v11 = list->uNumPointers; + pFace = &pIndoor->pFaces[pFaceID]; + v12 = &list->object_pool[list->uNumPointers]; + v12->object = &pIndoor->pFaces[pFaceID]; v12 = (Vis_ObjectInfo *)((char *)v12 + 4); v12->object = v15; - v12->sZValue = v16; + v12->sZValue = 2; ++*pNumPointers; } } @@ -1837,33 +1800,28 @@ void Vis::PickIndoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) { int result; // eax@1 - signed int v5; // esi@2 - BLVFace *v6; // edi@4 + signed int pFaceID; // esi@2 + BLVFace *pFace; // edi@4 unsigned int v7; // eax@6 Vis_ObjectInfo *v8; // eax@6 - //int v9; // ST18_4@7 - //unsigned int v10; // ST1C_4@7 - //unsigned int v11; // ecx@7 signed int i; // [sp+18h] [bp-8h]@1 - Vis *thisa; // [sp+1Ch] [bp-4h]@1 result = 0; - thisa = this; for ( i = 0; i < (signed int)pBspRenderer->num_faces; ++i ) { - v5 = pBspRenderer->faces[result].uFaceID; - if ( v5 >= 0 ) + pFaceID = pBspRenderer->faces[result].uFaceID; + if ( pFaceID >= 0 ) { - if ( v5 < (signed int)pIndoor->uNumFaces ) + if ( pFaceID < (signed int)pIndoor->uNumFaces ) { - v6 = &pIndoor->pFaces[v5]; - if ( !pGame->pIndoorCameraD3D->IsCulled(&pIndoor->pFaces[v5]) ) + pFace = &pIndoor->pFaces[pFaceID]; + if ( !pGame->pIndoorCameraD3D->IsCulled(&pIndoor->pFaces[pFaceID]) ) { - if ( is_part_of_selection(v6, filter) ) + if ( is_part_of_selection(pFace, filter) ) { - v7 = 8 * v5; - LOBYTE(v7) = 8 * v5 | OBJECT_BModel; - v8 = _4C1026(v6, v7, pick_depth); + v7 = 8 * pFaceID; + LOBYTE(v7) = 8 * pFaceID | OBJECT_BModel; + v8 = _4C1026(pFace, v7, pick_depth); if ( v8 ) list->AddObject(v8->object, v8->object_type, v8->sZValue); }