Mercurial > mm7
view stru10.cpp @ 1637:2c71fa8913d2
class OutdoorCamera -> ODMRenderParams
author | Nomad |
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date | Tue, 17 Sep 2013 14:10:41 +0200 |
parents | c4ab816fcc5e |
children | afc1c3514dd5 |
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#include "stru10.h" #include "Render.h" #include "Indoor.h" #include "Game.h" #include "Party.h" #include "ErrorHandling.h" #include "mm7_data.h" int _49CE9E_sub0_x(RenderVertexSoft *pVertices, unsigned int uNumVertices, float test_val) { float max_val = FLT_MAX; int idx = -1; float temp_val; for (uint i = 0; i < uNumVertices; ++i) { if (pVertices[i].vWorldPosition.x <= test_val) temp_val = test_val - pVertices[i].vWorldPosition.x; else temp_val = pVertices[i].vWorldPosition.x - test_val; if (temp_val < max_val) { max_val = temp_val; idx = i; } } return idx; } int _49CE9E_sub0_y(RenderVertexSoft *pVertices, unsigned int uNumVertices, float test_val) { float max_val = FLT_MAX; int idx = -1; float temp_val; for (uint i = 0; i < uNumVertices; ++i) { if (pVertices[i].vWorldPosition.y <= test_val) temp_val = test_val - pVertices[i].vWorldPosition.y; else temp_val = pVertices[i].vWorldPosition.y - test_val; if (temp_val < max_val) { max_val = temp_val; idx = i; } } return idx; } int _49CE9E_sub0_z(RenderVertexSoft *pVertices, unsigned int uNumVertices, float test_val) { float max_val = FLT_MAX; int idx = -1; float temp_val; for (uint i = 0; i < uNumVertices; ++i) { if (pVertices[i].vWorldPosition.z <= test_val) temp_val = test_val - pVertices[i].vWorldPosition.z; else temp_val = pVertices[i].vWorldPosition.z - test_val; if (temp_val < max_val) { max_val = temp_val; idx = i; } } return idx; } //----- (0049CE9E) -------------------------------------------------------- void stru10::_49CE9E(BLVFace *pFace, RenderVertexSoft *pVertices, unsigned int uNumVertices, RenderVertexSoft *pOutLimits) { Assert(sizeof(RenderVertexSoft) == 0x30); RenderVertexSoft pLimits[64]; stru10::CalcPolygonLimits(pFace, pLimits); if (pFace->uAttributes & FACE_XY_PLANE) { memcpy(&pOutLimits[0], &pVertices[_49CE9E_sub0_x(pVertices, uNumVertices, pLimits[0].vWorldPosition.x)], 0x30); memcpy(&pOutLimits[2], &pVertices[_49CE9E_sub0_x(pVertices, uNumVertices, pLimits[2].vWorldPosition.x)], 0x30); memcpy(&pOutLimits[1], &pVertices[_49CE9E_sub0_y(pVertices, uNumVertices, pLimits[1].vWorldPosition.y)], 0x30); memcpy(&pOutLimits[3], &pVertices[_49CE9E_sub0_y(pVertices, uNumVertices, pLimits[3].vWorldPosition.y)], 0x30); } else if (pFace->uAttributes & FACE_XZ_PLANE) { memcpy(&pOutLimits[0], &pVertices[_49CE9E_sub0_x(pVertices, uNumVertices, pLimits[0].vWorldPosition.x)], 0x30); memcpy(&pOutLimits[2], &pVertices[_49CE9E_sub0_x(pVertices, uNumVertices, pLimits[2].vWorldPosition.x)], 0x30); memcpy(&pOutLimits[1], &pVertices[_49CE9E_sub0_z(pVertices, uNumVertices, pLimits[1].vWorldPosition.z)], 0x30); memcpy(&pOutLimits[3], &pVertices[_49CE9E_sub0_z(pVertices, uNumVertices, pLimits[3].vWorldPosition.z)], 0x30); } else if (pFace->uAttributes & FACE_YZ_PLANE) { memcpy(&pOutLimits[0], &pVertices[_49CE9E_sub0_y(pVertices, uNumVertices, pLimits[0].vWorldPosition.y)], 0x30); memcpy(&pOutLimits[2], &pVertices[_49CE9E_sub0_y(pVertices, uNumVertices, pLimits[2].vWorldPosition.y)], 0x30); memcpy(&pOutLimits[1], &pVertices[_49CE9E_sub0_z(pVertices, uNumVertices, pLimits[1].vWorldPosition.z)], 0x30); memcpy(&pOutLimits[3], &pVertices[_49CE9E_sub0_z(pVertices, uNumVertices, pLimits[3].vWorldPosition.z)], 0x30); } } //----- (0049D379) -------------------------------------------------------- void stru10::CalcPolygonLimits(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]].z + 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]].y + pFace->pYInterceptDisplacements[i]; v46[i].y = pIndoor->pVertices[pFace->pVertexIDs[i]].z + pFace->pZInterceptDisplacements[i]; v46[i].c = i; } } float x_min = v46[0].x; uint x_min_idx = 0; float x_max = v46[0].x; uint x_max_idx = 0; float y_min = v46[0].y; uint y_min_idx = 0; float y_max = v46[0].y; 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; } } RenderVertexSoft v1; // [sp+30Ch] [bp-54h]@24 v1.vWorldPosition.x = (float)pIndoor->pVertices[pFace->pVertexIDs[x_min_idx]].x; v1.vWorldPosition.y = (float)pIndoor->pVertices[pFace->pVertexIDs[x_min_idx]].y; v1.vWorldPosition.z = (float)pIndoor->pVertices[pFace->pVertexIDs[x_min_idx]].z; memcpy(&pOutVertices[0], &v1, sizeof(RenderVertexSoft)); RenderVertexSoft v2; // [sp+30Ch] [bp-54h]@24 v2.vWorldPosition.x = (float)pIndoor->pVertices[pFace->pVertexIDs[y_min_idx]].x; v2.vWorldPosition.y = (float)pIndoor->pVertices[pFace->pVertexIDs[y_min_idx]].y; v2.vWorldPosition.z = (float)pIndoor->pVertices[pFace->pVertexIDs[y_min_idx]].z; memcpy(&pOutVertices[1], &v2, sizeof(RenderVertexSoft)); RenderVertexSoft v3; // [sp+30Ch] [bp-54h]@24 v3.vWorldPosition.x = (float)pIndoor->pVertices[pFace->pVertexIDs[x_max_idx]].x; v3.vWorldPosition.y = (float)pIndoor->pVertices[pFace->pVertexIDs[x_max_idx]].y; v3.vWorldPosition.z = (float)pIndoor->pVertices[pFace->pVertexIDs[x_max_idx]].z; memcpy(&pOutVertices[2], &v3, sizeof(RenderVertexSoft)); RenderVertexSoft v4; // [sp+30Ch] [bp-54h]@24 v4.vWorldPosition.x = (double)pIndoor->pVertices[pFace->pVertexIDs[y_max_idx]].x; v4.vWorldPosition.y = (double)pIndoor->pVertices[pFace->pVertexIDs[y_max_idx]].y; v4.vWorldPosition.z = (double)pIndoor->pVertices[pFace->pVertexIDs[y_max_idx]].z; memcpy(&pOutVertices[3], &v4, sizeof(RenderVertexSoft)); } //----- (0049C9E3) -------------------------------------------------------- bool stru10::CalcFaceBounding(BLVFace *pFace, RenderVertexSoft *pFaceLimits, unsigned int uNumVertices, RenderVertexSoft *pOutBounding) { //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; switch (pFace->uPolygonType) { case POLYGON_VerticalWall: a1.x = -pFace->pFacePlane.vNormal.y;// направление полигона a1.y = pFace->pFacePlane.vNormal.x; a1.z = 0.0f; a1.Normalize(); var_28 = 0; var_24 = 1; break; case POLYGON_Floor: case POLYGON_Ceiling: a1.x = 1; a1.y = 0; a1.z = 0.0f; var_28 = 1; var_24 = 0; break; default: Error("Invalid polygon type (%u)", pFace->uPolygonType); } float face_center_x; float face_center_y; float face_center_z; float a3; float var_8; if (pFace->uAttributes & 0x0100) { face_center_x = (pFaceLimits[0].vWorldPosition.x + pFaceLimits[2].vWorldPosition.x) / 2; face_center_y = (pFaceLimits[3].vWorldPosition.y + pFaceLimits[1].vWorldPosition.y) / 2; face_center_z = (pFaceLimits[0].vWorldPosition.z + pFaceLimits[2].vWorldPosition.z) / 2; a3 = face_center_x - pFaceLimits[0].vWorldPosition.x; var_8 = face_center_y - pFaceLimits[1].vWorldPosition.y; } if (pFace->uAttributes & 0x0200) { face_center_x = (pFaceLimits[0].vWorldPosition.x + pFaceLimits[2].vWorldPosition.x) / 2;// центр полигона face_center_y = (pFaceLimits[0].vWorldPosition.y + pFaceLimits[2].vWorldPosition.y) / 2; face_center_z = (pFaceLimits[1].vWorldPosition.z + pFaceLimits[3].vWorldPosition.z) / 2; a3 = face_center_x - pFaceLimits[0].vWorldPosition.x;//от центра до верхнего края var_8 = face_center_z - pFaceLimits[1].vWorldPosition.z;// высота от центра if (pFace->uPolygonType == POLYGON_VerticalWall) a3 /= a1.x; } if (pFace->uAttributes & 0x0400) { face_center_x = (pFaceLimits[0].vWorldPosition.x + pFaceLimits[2].vWorldPosition.x) / 2; face_center_y = (pFaceLimits[0].vWorldPosition.y + pFaceLimits[2].vWorldPosition.y) / 2; face_center_z = (pFaceLimits[1].vWorldPosition.z + pFaceLimits[3].vWorldPosition.z) / 2; a3 = face_center_y - pFaceLimits[0].vWorldPosition.y; var_8 = face_center_z - pFaceLimits[1].vWorldPosition.z; // [0.5] if (pFace->uPolygonType == POLYGON_VerticalWall) { if (a1.x != 1.0f) a3 /= a1.y; } } //_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; /* .text:0049CBB3 fld [ebp+var_8] 0 var8 .text:0049CBB6 1 fmul ds:flt_4D84E8 0 var8 * flt_4D84E8 .text:0049CBBC 1 fld [ebp+var_8] 0 var8 1 var8 * flt_4D84E8 .text:0049CBBF 2 fmul [ebp+var_28] 0 var8 * var28 1 var8 * flt_4D84E8 .text:0049CBC2 2 fld [ebp+var_8] 0 var8 1 var8 * var28 2 var8 * flt_4D84E8 .text:0049CBC5 3 fmul [ebp+var_24] 0 var8 * var24 768 1 var8 * var28 0 2 var8 * flt_4D84E8 0 .text:0049CBD5 3 fst [ebp+var_20] 0 var8 * var24 768 1 var8 * var28 0 2 var8 * flt_4D84E8 0 [var20] var8 * var24 768 .text:0049CBD8 3 fld [ebp+a3] 0 a3 -1984 1 var8 * var24 768 2 var8 * var28 0 3 var8 * flt_4D84E8 0 .text:0049CBDB 4 fmul [ebp+a1.x] 0 a3 * a1.x 1984 1 var8 * var24 768 2 var8 * var28 0 3 var8 * flt_4D84E8 0 .text:0049CBDE 4 fld [ebp+a3] 0 a3 1 a3 * a1.x 1984 2 var8 * var24 768 3 var8 * var28 0 4 var8 * flt_4D84E8 0 .text:0049CBE1 5 fmul [ebp+a1.y] 0 a3 * a1.y 0 1 a3 * a1.x 1984 2 var8 * var24 768 3 var8 * var28 0 4 var8 * flt_4D84E8 0 .text:0049CBE4 5 fld [ebp+a3] .text:0049CBE7 6 fmul [ebp+a1.z] 0 a3 * a1.z 0 1 a3 * a1.y 0 2 a3 * a1.x 1984 3 var8 * var24 768 4 var8 * var28 0 5 var8 * flt_4D84E8 0 .text:0049CBEC 6 fstp [ebp+var_8] var8 <- a3 * a1.z 0 .text:0049CBEF 5 fld [ebp+arg4] 0 arg4 -1700 1 a3 * a1.y 0 2 a3 * a1.x 1984 3 var8 * var24 768 4 var8 * var28 0 5 var8 * flt_4D84E8 0 .text:0049CBF2 6 fsub st, st(2) 0 arg4 - a3 * a1.x -3684 1 a3 * a1.y 0 2 a3 * a1.x 1984 3 var8 * var24 768 4 var8 * var28 0 5 var8 * flt_4D84E8 0 .text:0049CBF4 6 fld st 0 arg4 - a3 * a1.x -3684 1 arg4 - a3 * a1.x -3684 2 a3 * a1.y 0 3 a3 * a1.x 1984 4 var8 * var24 768 5 var8 * var28 0 6 var8 * flt_4D84E8 0 .text:0049CBF6 7 fadd st, st(6) 0 arg4 - a3 * a1.x + var8 * flt_4D84E8 -3684 1 arg4 - a3 * a1.x -3684 2 a3 * a1.y 0 3 a3 * a1.x 1984 4 var8 * var24 768 5 var8 * var28 0 6 var8 * flt_4D84E8 0 .text:0049CBF8 7 fstp dword ptr [ebx] [0].x <- arg4 - a3 * a1.x + var8 * flt_4D84E8 -3684 .text:0049CBFA 6 fld [ebp+var_18] 0 var18 1480 1 arg4 - a3 * a1.x -3684 2 a3 * a1.y 0 3 a3 * a1.x 1984 4 var8 * var24 768 5 var8 * var28 0 6 var8 * flt_4D84E8 0 .text:0049CBFD 7 fsub st, st(2) 0 var18 - a3 * a1.y 1480 1 arg4 - a3 * a1.x -3684 2 a3 * a1.y 0 3 a3 * a1.x 1984 4 var8 * var24 768 5 var8 * var28 0 6 var8 * flt_4D84E8 0 .text:0049CBFF 7 fld st 0 var18 - a3 * a1.y 1480 1 var18 - a3 * a1.y 1480 2 arg4 - a3 * a1.x -3684 3 a3 * a1.y 0 4 a3 * a1.x 1984 5 var8 * var24 768 6 var8 * var28 0 7 var8 * flt_4D84E8 0 .text:0049CC01 8 fadd st, st(6) 0 var18 - a3 * a1.y + var8 * var28 1480 1 var18 - a3 * a1.y 1480 2 arg4 - a3 * a1.x -3684 3 a3 * a1.y 0 4 a3 * a1.x 1984 5 var8 * var24 768 6 var8 * var28 0 7 var8 * flt_4D84E8 0 .text:0049CC03 8 fstp dword ptr [ebx+4] [0].y <- var18 - a3 * a1.y + var8 * var28 1480 .text:0049CC06 7 fld [ebp+var_4] .text:0049CC09 8 fsub [ebp+var_8] 0 var4 - a3 * a1.z 768 1 var18 - a3 * a1.y 1480 2 arg4 - a3 * a1.x -3684 3 a3 * a1.y 0 4 a3 * a1.x 1984 5 var8 * var24 768 6 var8 * var28 0 7 var8 * flt_4D84E8 0 .text:0049CC0C 8 fst [ebp+a3] a3 <- var4 - a3 * a1.z 768 .text:0049CC0F 8 fadd st, st(5) .text:0049CC11 8 fstp dword ptr [ebx+8] [0].z <- var4 - a3 * a1.z + var8 * var24 1536 0 var18 - a3 * a1.y 1480 1 arg4 - a3 * a1.x -3684 2 a3 * a1.y 0 3 a3 * a1.x 1984 4 var8 * var24 768 5 var8 * var28 0 6 var8 * flt_4D84E8 0 [var20] var8 * var24 768 [var8] a3 * a1.z [a3] var4 - a3 * a1.z 768 .text:0049CC14 7 fld st(1) .text:0049CC16 8 fsub st, st(7) 0 arg4 - a3 * a1.x - var8 * flt_4D84E8 -3684 1 var18 - a3 * a1.y 1480 2 arg4 - a3 * a1.x -3684 3 a3 * a1.y 0 4 a3 * a1.x 1984 5 var8 * var24 768 6 var8 * var28 0 7 var8 * flt_4D84E8 0 .text:0049CC18 8 fstp dword ptr [ebx+30h] [1].x <- arg4 - a3 * a1.x - var8 * flt_4D84E8 -3684 0 var18 - a3 * a1.y 1480 1 arg4 - a3 * a1.x -3684 2 a3 * a1.y 0 3 a3 * a1.x 1984 4 var8 * var24 768 5 var8 * var28 0 6 var8 * flt_4D84E8 0 .text:0049CC1B 7 fsub st, st(5) .text:0049CC1D 7 fstp dword ptr [ebx+34h] [1].y <- var18 - a3 * a1.y - var8 * var28 1480 .text:0049CC20 6 fstp st 0 a3 * a1.y 0 1 a3 * a1.x 1984 2 var8 * var24 768 3 var8 * var28 0 4 var8 * flt_4D84E8 0 [var20] var8 * var24 768 [var8] a3 * a1.z [a3] var4 - a3 * a1.z 768 .text:0049CC22 5 fld [ebp+a3] 0 var4 - a3 * a1.z 768 1 a3 * a1.y 0 2 a3 * a1.x 1984 3 var8 * var24 768 4 var8 * var28 0 5 var8 * flt_4D84E8 0 .text:0049CC25 6 fsub st, st(3) .text:0049CC27 6 fstp dword ptr [ebx+38h] [1].z <- var4 - a3 * a1.z - var8 * var24 768 - 768 = 0 0 a3 * a1.y 0 1 a3 * a1.x 1984 2 var8 * var24 768 3 var8 * var28 0 4 var8 * flt_4D84E8 0 .text:0049CC2A fld st(1) .text:0049CC2C 6 fadd [ebp+arg4] 0 arg4 + a3 * a1.x 284 1 a3 * a1.y 0 2 a3 * a1.x 1984 3 var8 * var24 768 4 var8 * var28 0 5 var8 * flt_4D84E8 0 .text:0049CC2F 6 fst [ebp+a3] [var20] var8 * var24 768 [var8] a3 * a1.z [a3] arg4 + a3 * a1.x 284 .text:0049CC32 6 fsub st, st(5) .text:0049CC34 6 fstp dword ptr [ebx+60h] [2].x <- arg4 + a3 * a1.x - var8 * flt_4D84E8 284 0 a3 * a1.y 0 1 a3 * a1.x 1984 2 var8 * var24 768 3 var8 * var28 0 4 var8 * flt_4D84E8 0 .text:0049CC37 5 fadd [ebp+var_18] 0 var18 + a3 * a1.y 1480 1 a3 * a1.x 1984 2 var8 * var24 768 3 var8 * var28 0 4 var8 * flt_4D84E8 0 .text:0049CC3A 5 fstp st(2) 0 a3 * a1.x 1984 1 var18 + a3 * a1.y 1480 2 var8 * var28 0 3 var8 * flt_4D84E8 0 .text:0049CC3C 4 fstp st 0 var18 + a3 * a1.y 1480 1 var8 * var28 0 2 var8 * flt_4D84E8 0 .text:0049CC3E 3 fld st 0 var18 + a3 * a1.y 1480 1 var18 + a3 * a1.y 1480 2 var8 * var28 0 3 var8 * flt_4D84E8 0 .text:0049CC40 4 fsub st, st(2) .text:0049CC42 4 fstp dword ptr [ebx+64h] [2].y <- var18 + a3 * a1.y - var8 * var28 1480 0 var18 + a3 * a1.y 1480 1 var8 * var28 0 2 var8 * flt_4D84E8 0 [var20] var8 * var24 768 [var8] a3 * a1.z [a3] arg4 + a3 * a1.x 284 .text:0049CC45 3 fld [ebp+var_8] .text:0049CC48 4 fadd [ebp+var_4] 0 var4 + a3 * a1.z 768 1 var18 + a3 * a1.y 1480 2 var8 * var28 0 3 var8 * flt_4D84E8 0 .text:0049CC4B 4 fst [ebp+arg0] [var20] var8 * var24 768 [arg0] var4 + a3 * a1.z 768 [var8] a3 * a1.z 0 [a3] arg4 + a3 * a1.x 284 .text:0049CC4E 4 fsub [ebp+var_20] .text:0049CC51 4 fstp dword ptr [ebx+68h] [2].z <- var4 + a3 * a1.z - var8 * var24 0 [var20] var8 * var24 768 [arg0] var4 + a3 * a1.z 768 [var8] a3 * a1.z 0 [a3] arg4 + a3 * a1.x 284 0 var18 + a3 * a1.y 1480 1 var8 * var28 0 2 var8 * flt_4D84E8 0 .text:0049CC54 3 fld [ebp+a3] .text:0049CC57 4 fadd st, st(3) .text:0049CC59 4 fstp dword ptr [ebx+90h] [3].x <- arg4 + a3 * a1.x + var8 * flt_4D84E8 284 .text:0049CC5F 3 fadd st, st(1) .text:0049CC61 3 fstp dword ptr [ebx+94h] [3].y <- var18 + a3 * a1.y + var8 * var28 1480 .text:0049CC67 2 fstp st .text:0049CC69 1 fstp st 0 empty .text:0049CC6B 0 fld [ebp+arg0] .text:0049CC6E 1 fadd [ebp+var_20] .text:0049CC71 1 fstp dword ptr [ebx+98h] [3].z <- var4 + a3 * a1.z + var8 * var24 1536 0 empty */ pOutBounding[0].vWorldPosition.x = face_center_x - a3 * a1.x + var_8 * flt_4D84E8; pOutBounding[0].vWorldPosition.y = face_center_y - a3 * a1.y + var_8 * var_28; pOutBounding[0].vWorldPosition.z = face_center_z - a3 * a1.z + var_8 * var_24; pOutBounding[1].vWorldPosition.x = face_center_x - a3 * a1.x - var_8 * flt_4D84E8; pOutBounding[1].vWorldPosition.y = face_center_y - a3 * a1.y - var_8 * var_28; pOutBounding[1].vWorldPosition.z = face_center_z - a3 * a1.z - var_8 * var_24; pOutBounding[2].vWorldPosition.x = face_center_x + a3 * a1.x - var_8 * flt_4D84E8; pOutBounding[2].vWorldPosition.y = face_center_y + a3 * a1.y - var_8 * var_28; pOutBounding[2].vWorldPosition.z = face_center_z + a3 * a1.z - var_8 * var_24; pOutBounding[3].vWorldPosition.x = face_center_x + a3 * a1.x + var_8 * flt_4D84E8; pOutBounding[3].vWorldPosition.y = face_center_y + a3 * a1.y + var_8 * var_28; pOutBounding[3].vWorldPosition.z = face_center_z + a3 * a1.z + var_8 * var_24; a1.x = 0.0f; a1.y = 0.0f; a1.z = 0.0f; a3 = face_center_x + a3 * a1.x; if (!FindFacePlane(pOutBounding, &a1, &a3)) return false; RenderVertexSoft v25; // [sp+10h] [bp-90h]@20 memcpy(&v25, pOutBounding, 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, &pOutBounding[1], sizeof(RenderVertexSoft)); memcpy(&pOutBounding[1], &pOutBounding[3], sizeof(RenderVertexSoft)); memcpy(&pOutBounding[3], &v25, sizeof(RenderVertexSoft)); } //if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS) //{ RenderVertexSoft v26; // [sp+40h] [bp-60h]@20 extern bool draw_debug_line; if ( draw_debug_line ) { if (!bDoNotDrawPortalFrustum) { v26.vWorldPosition.x = pParty->vPosition.x; v26.vWorldPosition.y = pParty->vPosition.y; v26.vWorldPosition.z = pParty->vPosition.z + pParty->sEyelevel; // frustum pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFF0000u, &pOutBounding[0], 0xFF0000u, 0, 0); pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFF00u, &pOutBounding[1], 0xFF00u, 0, 0); pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFFu, &pOutBounding[2], 0xFFu, 0, 0); pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFFFFFFu, &pOutBounding[3], 0xFFFFFFu, 0, 0); bDoNotDrawPortalFrustum = true; } pGame->pIndoorCameraD3D->debug_outline_sw(pOutBounding, uNumVertices, 0x1EFF1Eu, 0.00019999999); // bounding } //} //pGame->pIndoorCameraD3D->debug_outline_sw(pFaceLimits, 4, 0xFFF14040, 0.000099999997); // limits /*if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS) { RenderVertexSoft v26; // [sp+40h] [bp-60h]@20 v26.vWorldPosition.x = face_center_x; // corner to center v26.vWorldPosition.y = face_center_y; v26.vWorldPosition.z = face_center_z; pGame->pIndoorCameraD3D->do_draw_debug_line_sw(pFaceLimits, 0xFF00u, &v26, 0xFF0000u, 0, 0); }*/ /*if ( byte_4D864C ) { if ( pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS)*/ { RenderVertexSoft v25; // [sp+10h] [bp-90h]@20 RenderVertexSoft v26; // [sp+40h] [bp-60h]@20 v25.vWorldPosition.x = face_center_x; // portal normal v25.vWorldPosition.y = face_center_y; v25.vWorldPosition.z = face_center_z; v26.vWorldPosition.x = face_center_x + a1.x * 400.0f; v26.vWorldPosition.y = face_center_y + a1.y * 400.0f; v26.vWorldPosition.z = face_center_z + a1.z * 400.0f; extern bool draw_debug_line; if ( draw_debug_line ) pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v25, 0xFFFFFFFFu, &v26, 0xFFFF00u, 0, 0); } //} return true; } //----- (0049C5B0) -------------------------------------------------------- stru10::stru10() { this->bDoNotDrawPortalFrustum = false; } //----- (0049C5BD) -------------------------------------------------------- stru10::~stru10() { } //----- (0049C5DA) -------------------------------------------------------- char stru10::_49C5DA(BLVFace *pFace, RenderVertexSoft *pVertices, unsigned int *pNumVertices, IndoorCameraD3D_Vec4 *a5, RenderVertexSoft *pOutBounding) { RenderVertexSoft pLimits[4]; // [sp+Ch] [bp-C0h]@1 _49CE9E(pFace, pVertices, *pNumVertices, pLimits); //if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS) // pGame->pIndoorCameraD3D->debug_outline_sw(a4a, 4u, 0xFF1E1Eu, 0.000099999997); if (CalcFaceBounding(pFace, pLimits, 4, pOutBounding)) return _49C720(pOutBounding, a5); return false; } // 4D864C: using guessed type char byte_4D864C; //----- (0049C681) -------------------------------------------------------- bool stru10::CalcPortalShape(BLVFace *pFace, IndoorCameraD3D_Vec4 *pPortalDataFrustum, RenderVertexSoft *pOutBounding) { RenderVertexSoft pLimits[4]; // [sp+Ch] [bp-C0h]@1 CalcPolygonLimits(pFace, pLimits);//определение границ портала //if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS) // pGame->pIndoorCameraD3D->debug_outline_sw(pLimits, 4, 0xFF1E1E, 0.000099999997); if (CalcFaceBounding(pFace, pLimits, 4, pOutBounding)) return _49C720(pOutBounding, pPortalDataFrustum) != 0; return false; } // 4D864C: using guessed type char byte_4D864C; //----- (0049C720) -------------------------------------------------------- char stru10::_49C720(RenderVertexSoft *pFaceBounding, IndoorCameraD3D_Vec4 *pPortalDataFrustum) { Vec3_float_ pRayStart; // [sp+4h] [bp-34h]@1 pRayStart.x = (double)pBLVRenderParams->vPartyPos.x; pRayStart.y = (double)pBLVRenderParams->vPartyPos.y; pRayStart.z = (double)pBLVRenderParams->vPartyPos.z; if (FindFaceNormal(&pFaceBounding[0], &pFaceBounding[1], &pRayStart, &pPortalDataFrustum[0]) && FindFaceNormal(&pFaceBounding[1], &pFaceBounding[2], &pRayStart, &pPortalDataFrustum[1]) && FindFaceNormal(&pFaceBounding[2], &pFaceBounding[3], &pRayStart, &pPortalDataFrustum[2]) && FindFaceNormal(&pFaceBounding[3], &pFaceBounding[0], &pRayStart, &pPortalDataFrustum[3])) return true; return false; } //----- (0049C7C5) -------------------------------------------------------- bool stru10::FindFaceNormal(RenderVertexSoft *pFaceBounding1, RenderVertexSoft *pFaceBounding2, Vec3_float_ *pRayStart, IndoorCameraD3D_Vec4 *pPortalDataFrustum) { Vec3_float_ ray_dir; // [sp+4h] [bp-48h]@1 Vec3_float_ pRay2; // [sp+10h] [bp-3Ch]@1 ray_dir.x = pFaceBounding1->vWorldPosition.x - pRayStart->x;//get ray for cmera to bounding1 ray_dir.y = pFaceBounding1->vWorldPosition.y - pRayStart->y; ray_dir.z = pFaceBounding1->vWorldPosition.z - pRayStart->z; Vec3_float_::Cross(&ray_dir, &pRay2, pFaceBounding2->vWorldPosition.x - pFaceBounding1->vWorldPosition.x, pFaceBounding2->vWorldPosition.y - pFaceBounding1->vWorldPosition.y, pFaceBounding2->vWorldPosition.z - pFaceBounding1->vWorldPosition.z); float sqr_mag = pRay2.x * pRay2.x + pRay2.y * pRay2.y + pRay2.z * pRay2.z; if (fabsf(sqr_mag) > 1e-6f) { float inv_mag = 1.0f / sqrtf(sqr_mag); pRay2.x *= inv_mag; pRay2.y *= inv_mag; pRay2.z *= inv_mag; pRay2.Normalize(); pPortalDataFrustum->x = pRay2.x; pPortalDataFrustum->y = pRay2.y; pPortalDataFrustum->z = pRay2.z; pPortalDataFrustum->dot = pRayStart->z * pRay2.z + pRayStart->y * pRay2.y + pRayStart->x * pRay2.x; return true; } return false; } //----- (0049C8DC) -------------------------------------------------------- bool stru10::FindFacePlane(RenderVertexSoft *arg0, Vec3_float_ *a2, float *a3) { Vec3_float_ v1; // [sp+8h] [bp-3Ch]@1 Vec3_float_ v2; // [sp+14h] [bp-30h]@1 v1.x = arg0[1].vWorldPosition.x - arg0[0].vWorldPosition.x; v1.y = arg0[1].vWorldPosition.y - arg0[0].vWorldPosition.y; v1.z = arg0[1].vWorldPosition.z - arg0[0].vWorldPosition.z; Vec3_float_::Cross(&v1, &v2, arg0[2].vWorldPosition.x - arg0[1].vWorldPosition.x, arg0[2].vWorldPosition.y - arg0[1].vWorldPosition.y, arg0[2].vWorldPosition.z - arg0[1].vWorldPosition.z); float sqr_mag = v2.x * v2.x + v2.y * v2.y + v2.z * v2.z; if (fabsf(sqr_mag) > 1e-6f) { //v2.Normalize(); float inv_mag = 1.0f / sqrtf(sqr_mag); v2.x *= inv_mag; v2.y *= inv_mag; v2.z *= inv_mag; a2->x = v2.x; a2->y = v2.y; a2->z = v2.z; *a3 = -(arg0[0].vWorldPosition.z * v2.z + arg0[0].vWorldPosition.y * v2.y + arg0[0].vWorldPosition.x * v2.x); return true; } return false; }