Mercurial > mm7
view Vis.cpp @ 2430:cb66a1082fcf
* ITrack, IMovie now properly propogate destructors
* VideoPlayer correctly deallocates memory after playing a movie
author | a.parshin |
---|---|
date | Wed, 23 Jul 2014 20:28:28 +0300 |
parents | f4af3b203f65 |
children | 0f17a30149ec |
line wrap: on
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#define _CRTDBG_MAP_ALLOC #include <stdlib.h> #include <crtdbg.h> #define _CRT_SECURE_NO_WARNINGS #include "Vis.h" #include "Sprites.h" #include "Lod.h" #include "Outdoor.h" #include "BSPModel.h" #include "Game.h" #include "Actor.h" #include "Outdoor_stuff.h" #include "Viewport.h" #include "OurMath.h" #include "Log.h" #include "ErrorHandling.h" #include "mm7_data.h" #include "mm7_unsorted_subs.h" #include "MM7.h" #include "Level/Decoration.h" static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8; Vis_SelectionFilter vis_sprite_filter_1 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E1C Vis_SelectionFilter vis_sprite_filter_2 = {VisObjectType_Sprite, OBJECT_Decoration, 0, 0, 2}; // 00F93E30 Vis_SelectionFilter vis_face_filter = {VisObjectType_Face, OBJECT_Any, -1, 0, 0}; // 00F93E44 Vis_SelectionFilter vis_door_filter = {VisObjectType_Face, OBJECT_BLVDoor, -1, 0x100000, 0}; // 00F93E58 Vis_SelectionFilter vis_sprite_filter_3 = {VisObjectType_Sprite, OBJECT_Decoration, -1, 0, 4}; // 00F93E6C Vis_SelectionFilter vis_sprite_filter_4 = {VisObjectType_Any, OBJECT_Item, -1, 0, 0}; // static to sub_44EEA7 //----- (004C1026) -------------------------------------------------------- Vis_ObjectInfo *Vis::DetermineFacetIntersection(BLVFace *face, unsigned int pid, float pick_depth) { // char *v4; // eax@4 // signed int v5; // ecx@4 RenderVertexSoft pRay[2]; // [sp+20h] [bp-70h]@17 // int v20; // [sp+84h] [bp-Ch]@10 static Vis_SelectionList SelectedPointersList;//stru_F8FE00 SelectedPointersList.uNumPointers = 0; static bool _init_flag = false; static RenderVertexSoft static_DetermineFacetIntersection_array_F8F200[64]; if (!_init_flag) { _init_flag = true; for (uint i = 0; i < 64; ++i) static_DetermineFacetIntersection_array_F8F200[i].flt_2C = 0.0f; } if (uCurrentlyLoadedLevelType == LEVEL_Indoor) { if ( (signed int)face->uNumVertices > 0 ) { for ( int i = 0; i < face->uNumVertices; i++) { static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = (double)pIndoor->pVertices[face->pVertexIDs[i]].x; static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = (double)pIndoor->pVertices[face->pVertexIDs[i]].y; static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = (double)pIndoor->pVertices[face->pVertexIDs[i]].z; } } } else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) { uint bmodel_id = pid >> 9; Vec3_int_* v = (Vec3_int_ *)pOutdoor->pBModels[bmodel_id].pVertices.pVertices; for (uint i = 0; i < face->uNumVertices; ++i) { static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.x = v[face->pVertexIDs[i]].x; static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.y = v[face->pVertexIDs[i]].y; static_DetermineFacetIntersection_array_F8F200[i].vWorldPosition.z = v[face->pVertexIDs[i]].z; } } else assert(false); pGame->pIndoorCameraD3D->ViewTransform(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices); pGame->pIndoorCameraD3D->Project(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, 1); SortVectors_x(static_DetermineFacetIntersection_array_F8F200, 0, face->uNumVertices - 1); if (static_DetermineFacetIntersection_array_F8F200[0].vWorldViewPosition.x > pick_depth) return nullptr; float screenspace_center_x, screenspace_center_y; GetPolygonScreenSpaceCenter(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, &screenspace_center_x, &screenspace_center_y); if (IsPolygonOccludedByBillboard(static_DetermineFacetIntersection_array_F8F200, face->uNumVertices, screenspace_center_x, screenspace_center_y)) return nullptr; CastPickRay(pRay, screenspace_center_x, screenspace_center_y, pick_depth); if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) PickOutdoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter, true); else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) PickIndoorFaces_Mouse(pick_depth, pRay, &SelectedPointersList, &vis_face_filter); else assert(false); SelectedPointersList.create_object_pointers(); sort_object_pointers(SelectedPointersList.object_pointers, 0, SelectedPointersList.uNumPointers - 1); if (!SelectedPointersList.uNumPointers) return nullptr; if (!SelectedPointersList.SelectionPointers(VisObjectType_Face, pid)) return nullptr; if (SelectedPointersList.uNumPointers) return SelectedPointersList.object_pointers[0]; else return nullptr; } // F91E08: using guessed type char static_DetermineFacetIntersection_byte_F91E08__init_flags; //----- (004C12C3) -------------------------------------------------------- bool Vis::IsPolygonOccludedByBillboard(RenderVertexSoft *vertices, int num_vertices, float x, float y) { //signed int v5; // esi@1 //RenderBillboardD3D *v6; // edi@2 //double v7; // st7@9 //int v8; // edx@9 //RenderVertexSoft *v9; // ecx@10 //char result; // al@24 //Vis *thisa; // [sp+10h] [bp-8h]@1 //float thisb; // [sp+10h] [bp-8h]@9 //signed int v13; // [sp+14h] [bp-4h]@1 //float a3a; // [sp+28h] [bp+10h]@9 //float a4a; // [sp+2Ch] [bp+14h]@9 int v13 = -1; //v5 = 0; //thisa = this; //v6 = pRenderer->pBillboardRenderListD3D; for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) { RenderBillboardD3D* billboard = &pRenderer->pBillboardRenderListD3D[i]; if (IsPointInsideD3DBillboard(billboard, x, y)) { if (v13 == -1) v13 = i; else if (pBillboardRenderList[billboard->sParentBillboardID].sZValue < pBillboardRenderList[pRenderer->pBillboardRenderListD3D[v13].sParentBillboardID].sZValue) v13 = i; } } if ( v13 == -1 ) return false; //v8 = num_vertices; //v7 = 3.4028235e38; float min_x = FLT_MAX; //a4a = 3.4028235e38; float min_y = FLT_MAX; //a3a = -3.4028235e38; float max_x = -FLT_MAX; //thisb = -3.4028235e38; float max_y = -FLT_MAX; for (int i = 0; i < num_vertices; ++i) { //v9 = a1; //do //{ RenderVertexSoft* v = &vertices[i]; if (v->vWorldViewProjX < min_x) min_x = v->vWorldViewProjX; if (v->vWorldViewProjX > max_x) max_x = v->vWorldViewProjX; if (v->vWorldViewProjY < min_y) min_y = v->vWorldViewProjY; if (v->vWorldViewProjY > max_y) max_y = v->vWorldViewProjY; //++v9; //--v8; //} //while ( v8 ); } if (min_x < pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.x || pRenderer->pBillboardRenderListD3D[v13].pQuads[0].pos.y > min_y || pRenderer->pBillboardRenderListD3D[v13].pQuads[3].pos.x < max_x || pRenderer->pBillboardRenderListD3D[v13].pQuads[1].pos.y < max_y) return false; return true; } //----- (004C1417) -------------------------------------------------------- void Vis::GetPolygonCenter(RenderVertexD3D3 *pVertices, unsigned int uNumVertices, float *pCenterX, float *pCenterY) { static RenderVertexD3D3 unk_F8EA00[64]; memcpy(unk_F8EA00, pVertices, 32 * uNumVertices); SortVerticesByX(unk_F8EA00, 0, uNumVertices - 1); *pCenterX = (unk_F8EA00[uNumVertices - 1].pos.x - unk_F8EA00[0].pos.x) * 0.5 + unk_F8EA00[0].pos.x; SortVerticesByY(unk_F8EA00, 0, uNumVertices - 1); *pCenterY = (unk_F8EA00[uNumVertices - 1].pos.y - unk_F8EA00[0].pos.y) * 0.5 + unk_F8EA00[0].pos.y; } //----- (004C1495) -------------------------------------------------------- void Vis::GetPolygonScreenSpaceCenter(RenderVertexSoft *vertices, int num_vertices, float *out_center_x, float *out_center_y) { // char *v5; // eax@2 // signed int v6; // ecx@2 // float *result; // eax@5 static RenderVertexSoft static_sub_4C1495_array_F8DDF8[64]; memcpy(static_sub_4C1495_array_F8DDF8, vertices, 48 * num_vertices); SortByScreenSpaceX(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1); *out_center_x = (static_sub_4C1495_array_F8DDF8[num_vertices - 1].vWorldViewProjX - static_sub_4C1495_array_F8DDF8[0].vWorldViewProjX) * 0.5 + static_sub_4C1495_array_F8DDF8[0].vWorldViewProjX; SortByScreenSpaceY(static_sub_4C1495_array_F8DDF8, 0, num_vertices - 1); *out_center_y = (static_sub_4C1495_array_F8DDF8[num_vertices - 1].vWorldViewProjY - static_sub_4C1495_array_F8DDF8[0].vWorldViewProjY) * 0.5 + static_sub_4C1495_array_F8DDF8[0].vWorldViewProjY; } //----- (004C1542) -------------------------------------------------------- void Vis::PickBillboards_Mouse(float fPickDepth, float fX, float fY, Vis_SelectionList *list, Vis_SelectionFilter *filter) { for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) { RenderBillboardD3D* d3d_billboard = &pRenderer->pBillboardRenderListD3D[i]; if (is_part_of_selection((void *)i, filter) && IsPointInsideD3DBillboard(d3d_billboard, fX, fY)) { if (DoesRayIntersectBillboard(fPickDepth, i)) { RenderBillboard* billboard = &pBillboardRenderList[d3d_billboard->sParentBillboardID]; list->AddObject((void *)d3d_billboard->sParentBillboardID, VisObjectType_Sprite, billboard->sZValue); } } } } //----- (004C1607) -------------------------------------------------------- bool Vis::IsPointInsideD3DBillboard(RenderBillboardD3D *a1, float x, float y) { /*Not the original implementation. This function is redone to use Grayface's mouse pick implementation to take only the visible parts of billboards into account - I don't really have too much of an idea how it actually works*/ float drX; // st7@2 float drY; // ecx@2 float drH; // [sp+4h] [bp-8h]@2 float drW; // [sp+14h] [bp+8h]@2 if ( a1->sParentBillboardID == -1 ) return false; drX = a1->pQuads[0].pos.x; drW = a1->pQuads[3].pos.x - drX; drY = a1->pQuads[0].pos.y; drH = a1->pQuads[1].pos.y - drY; Sprite* ownerSprite = nullptr; for (int i = 0; i < pSprites_LOD->uNumLoadedSprites; ++i) { if (pSprites_LOD->pHardwareSprites[i].pTexture == a1->pTexture) { ownerSprite = &pSprites_LOD->pHardwareSprites[i]; break; } } if (ownerSprite == nullptr) return false; int i = ownerSprite->uAreaX + int(ownerSprite->uAreaWidth * (x - drX) / drW); int j = ownerSprite->uAreaY + int(ownerSprite->uAreaHeight * (y - drY) / drH); LODSprite* spriteHeader = nullptr; for (int i = 0; i < MAX_LOD_SPRITES; ++i) { if (strcmp(pSprites_LOD->pSpriteHeaders[i].pName, ownerSprite->pName) == 0) { spriteHeader = &pSprites_LOD->pSpriteHeaders[i]; break; } } if (j < 0 || j >= spriteHeader->uHeight) return false; if (spriteHeader->pSpriteLines[j].a1 < 0 || i > spriteHeader->pSpriteLines[j].a2 || i < spriteHeader->pSpriteLines[j].a1) { return false; } return *(spriteHeader->pSpriteLines[j].pos + i - spriteHeader->pSpriteLines[j].a1) != 0; } //----- (004C16B4) -------------------------------------------------------- void Vis::PickIndoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter) { int v5; // eax@1 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 *pFace; // [sp+3Ch] [bp-14h]@7 void *v15; // [sp+40h] [bp-10h]@7 int v17; // [sp+48h] [bp-8h]@1 v5 = 0; v17 = 0; for ( a1.flt_2C = 0.0; v17 < (signed int)pBspRenderer->num_faces; ++v17 ) { pFaceID = pBspRenderer->faces[v5].uFaceID; if ( pFaceID >= 0 ) { if ( pFaceID < (signed int)pIndoor->uNumFaces ) { BLVFace* face = &pIndoor->pFaces[pFaceID]; if ( is_part_of_selection(face, filter) ) { if ( !pGame->pIndoorCameraD3D->IsCulled(face) ) { if ( Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &a1, face, 0xFFFFFFFFu) ) { pGame->pIndoorCameraD3D->ViewTransform(&a1, 1); v9 = fixpoint_from_float(/*v8, */a1.vWorldViewPosition.x); LOWORD(v9) = 0; v15 = (void *)((PID(OBJECT_BModel,pFaceID)) + v9); pNumPointers = &list->uNumPointers; //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 = 2; ++*pNumPointers; } } } if (face->uAttributes & FACE_PICKED) face->uAttributes |= FACE_OUTLINED; else face->uAttributes &= ~FACE_OUTLINED; face->uAttributes &= ~FACE_PICKED; } } v5 = v17 + 1; } } //----- (004C17CF) -------------------------------------------------------- void Vis::PickOutdoorFaces_Mouse(float fDepth, RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter, bool only_reachable) { if (!pOutdoor) return; for (int i = 0; i < pOutdoor->uNumBModels; ++i) { int reachable; if (!IsBModelVisible(i, &reachable)) continue; if (!reachable && only_reachable) continue; BSPModel* bmodel = &pOutdoor->pBModels[i]; for (int j = 0; j < bmodel->uNumFaces; ++j) { ODMFace* face = &bmodel->pFaces[j]; if (is_part_of_selection(face, filter)) { BLVFace blv_face; blv_face.FromODM(face); RenderVertexSoft intersection; if (Intersect_Ray_Face(pRay, pRay + 1, &fDepth, &intersection, &blv_face, i)) { pGame->pIndoorCameraD3D->ViewTransform(&intersection, 1); int v13 = fixpoint_from_float(/*v12, */intersection.vWorldViewPosition.x); v13 &= 0xFFFF0000; v13 += PID(OBJECT_BModel, j | (i << 6)); list->AddObject(face, VisObjectType_Face, v13); } if (blv_face.uAttributes & FACE_PICKED) face->uAttributes |= FACE_OUTLINED; else face->uAttributes &= ~FACE_OUTLINED; blv_face.uAttributes &= ~FACE_PICKED; } } } } //----- (004C1930) -------------------------------------------------------- //bool Vis::j_DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx) //{return DoesRayIntersectBillboard(fDepth, uD3DBillboardIdx);} //----- (004C1944) -------------------------------------------------------- int Vis::PickClosestActor(int object_id, unsigned int pick_depth, int a4, int a5, int a6) { Vis_SelectionFilter v8; // [sp+18h] [bp-20h]@3 static Vis_SelectionList Vis_static_sub_4C1944_stru_F8BDE8; v8.object_type = VisObjectType_Sprite; v8.object_id = object_id; v8.at_ai_state = a6; v8.no_at_ai_state = a5; v8.select_flags = a4; Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers = 0; PickBillboards_Keyboard(pick_depth, &Vis_static_sub_4C1944_stru_F8BDE8, &v8); Vis_static_sub_4C1944_stru_F8BDE8.create_object_pointers(Vis_SelectionList::Unique); sort_object_pointers(Vis_static_sub_4C1944_stru_F8BDE8.object_pointers, 0, Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers - 1); if (!Vis_static_sub_4C1944_stru_F8BDE8.uNumPointers) return -1; return Vis_static_sub_4C1944_stru_F8BDE8.object_pointers[0]->sZValue; } //----- (004C1A02) -------------------------------------------------------- void Vis::_4C1A02() { RenderVertexSoft v1; // [sp+8h] [bp-C0h]@1 RenderVertexSoft v2; // [sp+38h] [bp-90h]@1 RenderVertexSoft v3; // [sp+68h] [bp-60h]@1 RenderVertexSoft v4; // [sp+98h] [bp-30h]@1 v4.flt_2C = 0.0; v4.vWorldPosition.x = 0.0; v4.vWorldPosition.y = 65536.0; v4.vWorldPosition.z = 0.0; v3.flt_2C = 0.0; v3.vWorldPosition.x = 65536.0; v3.vWorldPosition.y = 0.0; v3.vWorldPosition.z = 0.0; memcpy(&v1, &v3, sizeof(v1)); v3.flt_2C = 0.0; v3.vWorldPosition.x = 0.0; v3.vWorldPosition.y = 65536.0; v3.vWorldPosition.z = 0.0; memcpy(&v2, &v4, sizeof(v2)); v4.flt_2C = 0.0; v4.vWorldPosition.x = 65536.0; v4.vWorldPosition.y = 0.0; v4.vWorldPosition.z = 0.0; memcpy(&this->stru_200C, &v1, 0x60u); memcpy(&v1, &v4, sizeof(v1)); memcpy(&v2, &v3, sizeof(v2)); memcpy(&this->stru_206C, &v1, 0x60u); } //----- (004C1ABA) -------------------------------------------------------- void Vis::SortVectors_x(RenderVertexSoft *pArray, int start, int end) { int left_sort_index; // ebx@2 int right_sort_index; // ecx@2 RenderVertexSoft temp_array; // [sp+4h] [bp-6Ch]@8 RenderVertexSoft max_array; // [sp+34h] [bp-3Ch]@2 if ( end > start ) { left_sort_index = start - 1; right_sort_index = end; memcpy(&max_array, &pArray[end], sizeof(max_array)); while ( 1 ) { do { ++left_sort_index; } while ( pArray[left_sort_index].vWorldViewPosition.x < (double)max_array.vWorldViewPosition.x ); do { --right_sort_index; } while ( pArray[right_sort_index].vWorldViewPosition.x > (double)max_array.vWorldViewPosition.x ); if ( left_sort_index >= right_sort_index ) break; memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); } memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); memcpy(&pArray[left_sort_index], &pArray[end], sizeof(pArray[left_sort_index])); memcpy(&pArray[end], &temp_array, sizeof(pArray[end])); SortVectors_x(pArray, start, left_sort_index - 1); SortVectors_x(pArray, left_sort_index + 1, end); } } //----- (004C1BAA) -------------------------------------------------------- int Vis::get_object_zbuf_val(Vis_ObjectInfo *info) { switch (info->object_type) { case VisObjectType_Sprite: case VisObjectType_Face: return info->sZValue; default: MessageBoxW(nullptr, L"Undefined type requested for: CVis::get_object_zbuf_val()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1037", 0); return -1; } } //----- (004C1BF1) -------------------------------------------------------- int Vis::get_picked_object_zbuf_val() { if (!default_list.uNumPointers) return -1; return get_object_zbuf_val(default_list.object_pointers[0]); } //----- (004C1C0C) -------------------------------------------------------- bool Vis::Intersect_Ray_Face(RenderVertexSoft *pRayStart, RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *Intersection, BLVFace *pFace, signed int pBModelID) { float c1; // st5@6 float c2; // st7@11 Vec3_short_ IntersectPoint; // ST04_6@11 if (pFace->Portal() || pFace->Invisible()) return false; int ray_dir_x = pRayEnd->vWorldPosition.x - pRayStart->vWorldPosition.x,//calculate the direction vector of the line(вычислим вектор направления линий) ray_dir_y = pRayEnd->vWorldPosition.y - pRayStart->vWorldPosition.y, ray_dir_z = pRayEnd->vWorldPosition.z - pRayStart->vWorldPosition.z; //c1 = -d-(n*p0) c1 = -pFace->pFacePlane.dist -(pFace->pFacePlane.vNormal.x * pRayStart->vWorldPosition.x + pFace->pFacePlane.vNormal.y * pRayStart->vWorldPosition.y + pFace->pFacePlane.vNormal.z * pRayStart->vWorldPosition.z); if (c1 > 0) return false; #define EPSILON 1e-6 //c2 = n*u c2 = pFace->pFacePlane.vNormal.x * ray_dir_y// get length of the line(Это дает нам длину линии) + pFace->pFacePlane.vNormal.y * ray_dir_x + pFace->pFacePlane.vNormal.z * ray_dir_z; if (c2 > -EPSILON && c2 < EPSILON) // ray faces face's normal ( > 0) or parallel ( == 0) return false; //t = -d-(n*p0)/n*u float t = c1 / c2;//How far is crossing the line in percent for 0 to 1(Как далеко пересечение линии в процентах от 0 до 1 ) if (t < 0 || t > 1) return false; // p(t) = p0 + tu; Intersection->vWorldPosition.x = pRayStart->vWorldPosition.x + t * ray_dir_y;// add the interest to the start line(прибавляем процент линии к линии старта) Intersection->vWorldPosition.y = pRayStart->vWorldPosition.y + t * ray_dir_x; Intersection->vWorldPosition.z = pRayStart->vWorldPosition.z + t * ray_dir_z; IntersectPoint.x = Intersection->vWorldPosition.x; IntersectPoint.y = Intersection->vWorldPosition.y; IntersectPoint.z = Intersection->vWorldPosition.z; if ( !CheckIntersectBModel(pFace, IntersectPoint, pBModelID) ) return false; *pDepth = t;//Record the distance from the origin of the ray (Записываем дистанцию от начала луча) return true; } //----- (004C1D2B) -------------------------------------------------------- bool Vis::CheckIntersectBModel(BLVFace *pFace, Vec3_short_ IntersectPoint, signed int sModelID) { int v5; // esi@10 bool v6; // edi@10 signed int v10; // ebx@14 // int v15; // [sp+10h] [bp-Ch]@10 signed int v16; // [sp+18h] [bp-4h]@10 int a = 0, b = 0; if (IntersectPoint.x < pFace->pBounding.x1 || IntersectPoint.x > pFace->pBounding.x2 || IntersectPoint.y < pFace->pBounding.y1 || IntersectPoint.y > pFace->pBounding.y2 || IntersectPoint.z < pFace->pBounding.z1 || IntersectPoint.z > pFace->pBounding.z2 ) return false; if (sModelID != -1) ODM_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a.data(), intersect_face_vertex_coords_list_b.data(), &IntersectPoint, pFace, sModelID); else BLV_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a.data(), intersect_face_vertex_coords_list_b.data(), &IntersectPoint, pFace); v5 = 2 * pFace->uNumVertices; v16 = 0; intersect_face_vertex_coords_list_a[v5] = intersect_face_vertex_coords_list_a[0]; intersect_face_vertex_coords_list_b[v5] = intersect_face_vertex_coords_list_b[0]; v6 = intersect_face_vertex_coords_list_b[0] >= b; if (v5 <= 0) return false; for ( int i = 0; i < v5; ++i ) { if ( v16 >= 2 ) break; if ( v6 ^ (intersect_face_vertex_coords_list_b[i + 1] >= b) ) { if ( intersect_face_vertex_coords_list_a[i + 1] >= a ) v10 = 0; else v10 = 2; v10 |= intersect_face_vertex_coords_list_a[i] < a ? 1 : 0; if ( v10 != 3 ) { if ( !v10) ++v16; else { int _v1 = fixpoint_div(intersect_face_vertex_coords_list_a[i + 1] - intersect_face_vertex_coords_list_a[i], intersect_face_vertex_coords_list_b[i + 1] - intersect_face_vertex_coords_list_b[i]); int _v2 = fixpoint_mul(b - intersect_face_vertex_coords_list_b[i], _v1) + 32768; if (intersect_face_vertex_coords_list_a[i] + (_v2 >> 16) >= a) ++v16; } } } v6 = intersect_face_vertex_coords_list_b[i + 1] >= b; } if ( v16 != 1 ) return false; if ( show_picked_face ) pFace->uAttributes |= FACE_PICKED; return true; /* int v5; // esi@10 bool v6; // edi@10 signed int v10; // ebx@14 int v11; // edi@16 signed int v12; // ST28_4@18 signed __int64 v13; // qtt@18 signed int result; // eax@21 int v15; // [sp+10h] [bp-Ch]@10 signed int v16; // [sp+18h] [bp-4h]@10 int a = 0, b = 0; if (IntersectPoint.x < pFace->pBounding.x1 || IntersectPoint.x > pFace->pBounding.x2 || IntersectPoint.y < pFace->pBounding.y1 || IntersectPoint.y > pFace->pBounding.y2 || IntersectPoint.z < pFace->pBounding.z1 || IntersectPoint.z > pFace->pBounding.z2 ) return false; pFace->uAttributes |= 0x80000000; if (uModelID != -1) ODM_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a, intersect_face_vertex_coords_list_b, &IntersectPoint, pFace, uModelID); else BLV_CreateIntersectFacesVertexCoordList(&a, &b, intersect_face_vertex_coords_list_a, intersect_face_vertex_coords_list_b, &IntersectPoint, pFace); v5 = 2 * pFace->uNumVertices; v16 = 0; intersect_face_vertex_coords_list_a[v5] = intersect_face_vertex_coords_list_a[0]; intersect_face_vertex_coords_list_b[v5] = intersect_face_vertex_coords_list_b[0]; v6 = intersect_face_vertex_coords_list_b[0] >= b; if (v5 <= 0) return false; for ( uint i = 0; i < v5; ++i ) { if ( v16 >= 2 ) break; if ( v6 ^ intersect_face_vertex_coords_list_b[i + 1] >= b ) { if ( intersect_face_vertex_coords_list_a[i + 1] >= a ) v10 = 0; else v10 = 2; v11 = v10 | intersect_face_vertex_coords_list_a[i] < a; if ( v11 != 3 ) { if ( !v11 || (v12 = intersect_face_vertex_coords_list_a[i + 1] - intersect_face_vertex_coords_list_a[i], LODWORD(v13) = v12 << 16, HIDWORD(v13) = v12 >> 16, intersect_face_vertex_coords_list_a[i] + ((signed int)(((unsigned __int64)(v13 / (intersect_face_vertex_coords_list_b[i + 1] - intersect_face_vertex_coords_list_b[i]) * (signed int)((b - intersect_face_vertex_coords_list_b[i]) << 16)) >> 16) + 32768) >> 16) >= a) ) ++v16; } } v6 = intersect_face_vertex_coords_list_b[i + 1] >= b; } result = true; if ( v16 != 1 ) result = false; return result; }*/ } //----- (004C1EE5) -------------------------------------------------------- void Vis::BLV_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, __int16 *intersect_face_vertex_coords_list_b, Vec3_short_ *IntersectPoint, BLVFace *pFace) { if (pFace->uAttributes & FACE_XY_PLANE) { *a = IntersectPoint->x; *b = IntersectPoint->y; for (uint i = 0; i < pFace->uNumVertices; ++i) { intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].x; intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pXInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].x; intersect_face_vertex_coords_list_b[2 * i] = pFace->pYInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].y; intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pYInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].y; } } else if (pFace->uAttributes & FACE_XZ_PLANE) { *a = IntersectPoint->x; *b = IntersectPoint->z; for (uint i = 0; i < pFace->uNumVertices; ++i) { intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].x; intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pXInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].x; intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].z; intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pZInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].z; } } else if (pFace->uAttributes & FACE_YZ_PLANE) { *a = IntersectPoint->y; *b = IntersectPoint->z; for (uint i = 0; i < pFace->uNumVertices; ++i) { intersect_face_vertex_coords_list_a[2 * i] = pFace->pYInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].y; intersect_face_vertex_coords_list_a[2 * i + 1] = pFace->pYInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].y; intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pIndoor->pVertices[pFace->pVertexIDs[i]].z; intersect_face_vertex_coords_list_b[2 * i + 1] = pFace->pZInterceptDisplacements[i + 1] + pIndoor->pVertices[pFace->pVertexIDs[i + 1]].z; } } else assert(false); } //----- (004C2186) -------------------------------------------------------- void Vis::ODM_CreateIntersectFacesVertexCoordList(int *a, int *b, __int16 *intersect_face_vertex_coords_list_a, __int16 *intersect_face_vertex_coords_list_b, Vec3_short_ *IntersectPoint, BLVFace *pFace, unsigned int uModelID) { if (pFace->uAttributes & FACE_XY_PLANE) { *a = IntersectPoint->x; *b = IntersectPoint->y; for (int i = 0; i < pFace->uNumVertices; ++i) { intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x; intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pXInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x; intersect_face_vertex_coords_list_b[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y; intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pYInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y; } } else if (pFace->uAttributes & FACE_XZ_PLANE) { *a = IntersectPoint->x; *b = IntersectPoint->z; for (int i = 0; i < pFace->uNumVertices; ++i) { intersect_face_vertex_coords_list_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x; intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pXInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x; intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].z; intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z; } } else if (pFace->uAttributes & FACE_YZ_PLANE) { *a = IntersectPoint->y; *b = IntersectPoint->z; for (int i = 0; i < pFace->uNumVertices; ++i) { intersect_face_vertex_coords_list_a[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y; intersect_face_vertex_coords_list_a[i * 2 + 1] = pFace->pYInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y; intersect_face_vertex_coords_list_b[2 * i] = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].z; intersect_face_vertex_coords_list_b[i * 2 + 1] = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z; } } else assert(false); } //----- (0046A0A1) -------------------------------------------------------- int UnprojectX(int x) { int v3; // [sp-4h] [bp-8h]@5 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { //if ( pRenderer->pRenderD3D ) v3 = pGame->pIndoorCameraD3D->fov; //else // v3 = pIndoorCamera->fov_rad; } else { v3 = pODMRenderParams->int_fov_rad; } return stru_5C6E00->Atan2(x - pViewport->uScreenCenterX, v3) - stru_5C6E00->uIntegerHalfPi; } //----- (0046A0F6) -------------------------------------------------------- int UnprojectY(int y) { int v3; // [sp-4h] [bp-8h]@5 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) { //if ( pRenderer->pRenderD3D ) v3 = pGame->pIndoorCameraD3D->fov; //else // v3 = pIndoorCamera->fov_rad; } else { v3 = pODMRenderParams->int_fov_rad; } return stru_5C6E00->Atan2(y - pViewport->uScreenCenterY, v3) - stru_5C6E00->uIntegerHalfPi; } //----- (004C248E) -------------------------------------------------------- void Vis::CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth) { int pRotY; // esi@1 Vec3_int_ pStartR; // ST08_12@1 int pRotX; // ST04_4@1 int pDepth; // eax@1 RenderVertexSoft v11[2]; // [sp+2Ch] [bp-74h]@1 int outx; int outz; // [sp+94h] [bp-Ch]@1 int outy; // [sp+98h] [bp-8h]@1 pRotY = pGame->pIndoorCameraD3D->sRotationY + UnprojectX(fMouseX); pRotX = pGame->pIndoorCameraD3D->sRotationX + UnprojectY(fMouseY); pStartR.z = pGame->pIndoorCameraD3D->vPartyPos.z; pStartR.x = pGame->pIndoorCameraD3D->vPartyPos.x; pStartR.y = pGame->pIndoorCameraD3D->vPartyPos.y; v11[1].vWorldPosition.x = (double)pGame->pIndoorCameraD3D->vPartyPos.x; v11[1].vWorldPosition.y = (double)pGame->pIndoorCameraD3D->vPartyPos.y; v11[1].vWorldPosition.z = (double)pGame->pIndoorCameraD3D->vPartyPos.z; pDepth = fixpoint_from_float(fPickDepth); Vec3_int_::Rotate(pDepth, pRotY, pRotX, pStartR, &outx, &outy, &outz); v11[0].vWorldPosition.x = (double)outx; v11[0].vWorldPosition.y = (double)outy; v11[0].vWorldPosition.z = (double)outz; memcpy(pRay + 0, &v11[1], sizeof(RenderVertexSoft)); memcpy(pRay + 1, &v11[0], sizeof(RenderVertexSoft)); } //----- (004C2551) -------------------------------------------------------- Vis_ObjectInfo *Vis_SelectionList::SelectionPointers(int pVisObjectType, int pid) { //unsigned int v3; // esi@1 //signed int v4; // edx@1 //char *v5; // eax@2 //Vis_ObjectInfo *result; // eax@6 //v3 = this->uNumPointers; if ( this->uNumPointers > 0 ) { for ( uint i = 0; i < this->uNumPointers; ++i ) { if ( this->object_pool[i].object_type == pVisObjectType && (this->object_pool[i].sZValue & 0xFFFF) == pid ) return &this->object_pool[i]; } } return nullptr; /*v4 = 0; if ( this->uNumPointers <= 0 ) return false; else { //v5 = (char *)&this->object_pool[0].sZValue; while ( this->object_pool[v4].object_type != a2 || (this->object_pool[v4].sZValue & 0xFFFF) != a3 ) { ++v4; //v5 += 12; if ( v4 >= this->uNumPointers ) return false; } result = &this->object_pool[v4]; } return result;*/ } //----- (004C2591) -------------------------------------------------------- void Vis_SelectionList::create_object_pointers(PointerCreationType type) { switch (type) { case All: { for (uint i = 0; i < uNumPointers; ++i) object_pointers[i] = &object_pool[i]; } break; case Unique: // seems quite retarted; the inner if condition will never trigger, since we compare pointers, not values. pointers will always be unique { // but it may be decompilation error thou bool create = true; for (uint i = 0; i < uNumPointers; ++i) { for (uint j = 0; j < i; ++j) { if (object_pointers[j] == &object_pool[i]) { create = false; break; } } if (create) object_pointers[i] = &object_pool[i]; } } break; default: MessageBoxW(nullptr, L"Unknown pointer creation flag passed to ::create_object_pointers()", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:1358", 0); } } //----- (004C264A) -------------------------------------------------------- void Vis::sort_object_pointers( Vis_ObjectInfo **pPointers, int start, int end )//сортировка { int sort_start; // edx@1 int forward_sort_index; // esi@2 signed int backward_sort_index; // ecx@2 unsigned int last_z_val; // eax@3 unsigned int more_lz_val; // ebx@4 unsigned int less_lz_val; // ebx@6 Vis_ObjectInfo *temp_pointer; // eax@7 // Vis_ObjectInfo *a3a; // [sp+14h] [bp+Ch]@2 sort_start = start; if ( end > start ) { do { forward_sort_index = sort_start - 1; backward_sort_index = end; do { last_z_val = pPointers[end]->sZValue & 0xFFFF0000; do { ++forward_sort_index; more_lz_val = pPointers[forward_sort_index]->sZValue & 0xFFFF0000; } while ( more_lz_val < last_z_val ); do { if ( backward_sort_index < 1 ) break; --backward_sort_index; less_lz_val = pPointers[backward_sort_index]->sZValue & 0xFFFF0000; } while ( less_lz_val > last_z_val ); temp_pointer = pPointers[forward_sort_index]; if ( forward_sort_index >= backward_sort_index ) { pPointers[forward_sort_index] = pPointers[end]; pPointers[end] = temp_pointer; } else { pPointers[forward_sort_index] = pPointers[backward_sort_index]; pPointers[backward_sort_index] = temp_pointer; } } while ( forward_sort_index < backward_sort_index ); sort_object_pointers(pPointers, sort_start, forward_sort_index - 1); sort_start = forward_sort_index + 1; } while ( end > forward_sort_index + 1 ); } } //----- (004C26D0) -------------------------------------------------------- void Vis::SortVerticesByX(RenderVertexD3D3 *pArray, unsigned int uStart, unsigned int uEnd) { unsigned int left_sort_index; // ebx@2 RenderVertexD3D3 temp_array; // [sp+4h] [bp-4Ch]@8 RenderVertexD3D3 max_array; // [sp+24h] [bp-2Ch]@2 unsigned int right_sort_index; // [sp+4Ch] [bp-4h]@2 if ( (signed int)uEnd > (signed int)uStart ) { left_sort_index = uStart - 1; right_sort_index = uEnd; while ( 1 ) { memcpy(&max_array, &pArray[uEnd], sizeof(max_array)); do { ++left_sort_index; } while ( pArray[left_sort_index].pos.x < (double)max_array.pos.x ); do { --right_sort_index; } while ( pArray[right_sort_index].pos.x > (double)max_array.pos.x ); if ( (signed int)left_sort_index >= (signed int)right_sort_index ) break; memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); } memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); memcpy(&pArray[left_sort_index], &pArray[uEnd], sizeof(pArray[left_sort_index])); memcpy(&pArray[uEnd], &temp_array, sizeof(pArray[uEnd])); SortVerticesByX(pArray, uStart, left_sort_index - 1); SortVerticesByX(pArray, left_sort_index + 1, uEnd); } } //----- (004C27AD) -------------------------------------------------------- void Vis::SortVerticesByY(RenderVertexD3D3 *pArray, unsigned int uStart, unsigned int uEnd) { unsigned int left_sort_index; // ebx@2 RenderVertexD3D3 temp_array; // [sp+4h] [bp-4Ch]@8 RenderVertexD3D3 max_array; // [sp+24h] [bp-2Ch]@2 unsigned int right_sort_index; // [sp+4Ch] [bp-4h]@2 if ( (signed int)uEnd > (signed int)uStart ) { left_sort_index = uStart - 1; right_sort_index = uEnd; while ( 1 ) { memcpy(&max_array, &pArray[uEnd], sizeof(max_array)); do { ++left_sort_index; } while ( pArray[left_sort_index].pos.y < (double)max_array.pos.y ); do { --right_sort_index; } while ( pArray[right_sort_index].pos.y > (double)max_array.pos.y ); if ( (signed int)left_sort_index >= (signed int)right_sort_index ) break; memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); } memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); memcpy(&pArray[left_sort_index], &pArray[uEnd], sizeof(pArray[left_sort_index])); memcpy(&pArray[uEnd], &temp_array, sizeof(pArray[uEnd])); SortVerticesByY(pArray, uStart, left_sort_index - 1); SortVerticesByY(pArray, left_sort_index + 1, uEnd); } } //----- (004C288E) -------------------------------------------------------- void Vis::SortByScreenSpaceX(RenderVertexSoft *pArray, int start, int end)//сортировка по возрастанию экранных координат х { int left_sort_index; // ebx@2 int right_sort_index; // ecx@2 RenderVertexSoft temp_array; // [sp+4h] [bp-6Ch]@8 RenderVertexSoft max_array; // [sp+34h] [bp-3Ch]@2 if ( end > start ) { left_sort_index = start - 1; right_sort_index = end; memcpy(&max_array, &pArray[end], sizeof(max_array)); while ( 1 ) { do { ++left_sort_index; } while ( pArray[left_sort_index].vWorldViewProjX < (double)max_array.vWorldViewProjX ); do { --right_sort_index; } while ( pArray[right_sort_index].vWorldViewProjX > (double)max_array.vWorldViewProjX ); if ( left_sort_index >= right_sort_index ) break; memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); } memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); memcpy(&pArray[left_sort_index], &pArray[end], sizeof(pArray[left_sort_index])); memcpy(&pArray[end], &temp_array, sizeof(pArray[end])); Vis::SortByScreenSpaceX(pArray, start, left_sort_index - 1); Vis::SortByScreenSpaceX(pArray, left_sort_index + 1, end); } } //----- (004C297E) -------------------------------------------------------- void Vis::SortByScreenSpaceY(RenderVertexSoft *pArray, int start, int end) { int left_sort_index; // ebx@2 int right_sort_index; // ecx@2 RenderVertexSoft temp_array; // [sp+4h] [bp-6Ch]@8 RenderVertexSoft max_array; // [sp+34h] [bp-3Ch]@2 if ( end > start ) { left_sort_index = start - 1; right_sort_index = end; memcpy(&max_array, &pArray[end], sizeof(max_array)); while ( 1 ) { do { ++left_sort_index; } while ( pArray[left_sort_index].vWorldViewProjY < (double)max_array.vWorldViewProjY ); do { --right_sort_index; } while ( pArray[right_sort_index].vWorldViewProjY > (double)max_array.vWorldViewProjY ); if ( left_sort_index >= right_sort_index ) break; memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); memcpy(&pArray[left_sort_index], &pArray[right_sort_index], sizeof(pArray[left_sort_index])); memcpy(&pArray[right_sort_index], &temp_array, sizeof(pArray[right_sort_index])); } memcpy(&temp_array, &pArray[left_sort_index], sizeof(temp_array)); memcpy(&pArray[left_sort_index], &pArray[end], sizeof(pArray[left_sort_index])); memcpy(&pArray[end], &temp_array, sizeof(pArray[end])); Vis::SortByScreenSpaceY(pArray, start, left_sort_index - 1); Vis::SortByScreenSpaceY(pArray, left_sort_index + 1, end); } } //----- (004C04AF) -------------------------------------------------------- Vis::Vis() { RenderVertexSoft v3; // [sp+Ch] [bp-60h]@1 RenderVertexSoft v4; // [sp+3Ch] [bp-30h]@1 v3.flt_2C = 0.0; v3.vWorldPosition.x = 0.0; v3.vWorldPosition.y = 65536.0; v3.vWorldPosition.z = 0.0; v4.flt_2C = 0.0; v4.vWorldPosition.x = 65536.0; v4.vWorldPosition.y = 0.0; v4.vWorldPosition.z = 0.0; memcpy(&stru_200C, &v4, sizeof(stru_200C)); v4.flt_2C = 0.0; v4.vWorldPosition.x = 0.0; v4.vWorldPosition.y = 65536.0; v4.vWorldPosition.z = 0.0; memcpy(&stru_203C, &v3, sizeof(stru_203C)); v3.flt_2C = 0.0; v3.vWorldPosition.x = 65536.0; v3.vWorldPosition.y = 0.0; v3.vWorldPosition.z = 0.0; memcpy(&stru_206C, &v3, sizeof(stru_206C)); memcpy(&stru_209C, &v4, sizeof(stru_209C)); keyboard_pick_depth = 512; } //----- (004C055C) -------------------------------------------------------- Vis_SelectionList::Vis_SelectionList() { for (uint i = 0; i < 512; ++i) { object_pool[i].object = nullptr; object_pool[i].sZValue = -1; object_pool[i].object_type = VisObjectType_Any; } uNumPointers = 0; } //----- (004C05CC) -------------------------------------------------------- bool Vis::PickKeyboard(Vis_SelectionList *list, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) { if (!list) list = &default_list; list->uNumPointers = 0; PickBillboards_Keyboard(keyboard_pick_depth, list, sprite_filter); if (uCurrentlyLoadedLevelType == LEVEL_Indoor) PickIndoorFaces_Keyboard(keyboard_pick_depth, list, face_filter); else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) PickOutdoorFaces_Keyboard(keyboard_pick_depth, list, face_filter); else assert(false); list->create_object_pointers(Vis_SelectionList::Unique); sort_object_pointers(list->object_pointers, 0, list->uNumPointers - 1); return true; } //----- (004C0646) -------------------------------------------------------- bool Vis::PickMouse(float fDepth, float fMouseX, float fMouseY, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter) { RenderVertexSoft pMouseRay[2]; // [sp+1Ch] [bp-60h]@1 default_list.uNumPointers = 0; CastPickRay(pMouseRay, fMouseX, fMouseY, fDepth); PickBillboards_Mouse(fDepth, fMouseX, fMouseY, &default_list, sprite_filter); if (uCurrentlyLoadedLevelType == LEVEL_Indoor) PickIndoorFaces_Mouse(fDepth, pMouseRay, &default_list, face_filter); else if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) PickOutdoorFaces_Mouse(fDepth, pMouseRay, &default_list, face_filter, false); else { Log::Warning(L"Picking mouse in undefined level"); // picking in main menu is default (buggy) game behaviour. should've returned false in Game::PickMouse return false; } default_list.create_object_pointers(Vis_SelectionList::All); sort_object_pointers(default_list.object_pointers, 0, default_list.uNumPointers - 1); return true; } //----- (004C06F8) -------------------------------------------------------- void Vis::PickBillboards_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) { for (uint i = 0; i < pRenderer->uNumBillboardsToDraw; ++i) { RenderBillboardD3D* d3d_billboard = &pRenderer->pBillboardRenderListD3D[i]; if (is_part_of_selection((void *)i, filter)) { if (DoesRayIntersectBillboard(pick_depth, i)) { RenderBillboard* billboard = &pBillboardRenderList[d3d_billboard->sParentBillboardID]; list->AddObject((void *)d3d_billboard->sParentBillboardID, VisObjectType_Sprite, billboard->sZValue); } } } } // tests the object against selection filter to determine whether it can be picked or not //----- (004C0791) -------------------------------------------------------- bool Vis::is_part_of_selection(void *uD3DBillboardIdx_or_pBLVFace_or_pODMFace, Vis_SelectionFilter *filter) { //stru157 *v3; // esi@1 //int result; // eax@1 //int v5; // edx@2 //int v6; // ecx@2 //char v7; // zf@3 //int v8; // esi@5 // std::string *v9; // ecx@7 //Actor *v10; // edi@18 //const char *v12; // [sp-20h] [bp-2Ch]@7 // int v13; // [sp-1Ch] [bp-28h]@7 //std::string v14; // [sp-18h] [bp-24h]@7 //const char *v15; // [sp-8h] [bp-14h]@7 // int v16; // [sp-4h] [bp-10h]@7 switch (filter->object_type) { case VisObjectType_Any: return true; case VisObjectType_Sprite: { //v5 = filter->select_flags; int object_idx = PID_ID(pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].sParentBillboardID].object_pid); int object_type = PID_TYPE(pBillboardRenderList[pRenderer->pBillboardRenderListD3D[(int)uD3DBillboardIdx_or_pBLVFace_or_pODMFace].sParentBillboardID].object_pid); if ( filter->select_flags & 2 ) { if (object_type == filter->object_id) return false; return true; } if ( filter->select_flags & 4 ) { //v8 = filter->object_id; if ( object_type != filter->object_id) return true; if (filter->object_id != OBJECT_Decoration) { MessageBoxA(nullptr, "Unsupported \"exclusion if no event\" type in CVis::is_part_of_selection", "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:207", 0); return true; } if (pLevelDecorations[object_idx].uCog || pLevelDecorations[object_idx].uEventID) return true; return pLevelDecorations[object_idx].IsInteractive(); } if (object_type == filter->object_id) { if (object_type != OBJECT_Actor) { MessageBoxA(nullptr, "Default case reached in VIS", "E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Vis.cpp:245", 0); return true; } //v10 = &pActors[object_idx]; int result = 1 << LOBYTE(pActors[object_idx].uAIState); if ( result & filter->no_at_ai_state || !(result & filter->at_ai_state) || filter->select_flags & 8 && (result = MonsterStats::BelongsToSupertype(pActors[object_idx].pMonsterInfo.uID, MONSTER_SUPERTYPE_UNDEAD)) == 0 ) return false; if ( !(filter->select_flags & 1) ) return true; result = pActors[object_idx].GetActorsRelation(nullptr); if (result == 0) return false; return true; } return false; } case VisObjectType_Face: { uint face_attrib = 0; bool no_event = true; if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) { ODMFace* face = (ODMFace *)uD3DBillboardIdx_or_pBLVFace_or_pODMFace; no_event = face->sCogTriggeredID == 0; face_attrib = face->uAttributes; } else if (uCurrentlyLoadedLevelType == LEVEL_Indoor) { BLVFace* face = (BLVFace *)uD3DBillboardIdx_or_pBLVFace_or_pODMFace; no_event = pIndoor->pFaceExtras[face->uFaceExtraID].uEventID == 0; face_attrib = face->uAttributes; } else assert(false); if (filter->object_id != OBJECT_BLVDoor) return true; if (no_event || face_attrib & filter->no_at_ai_state)//face_attrib = 0x2009408 incorrect return false; return (face_attrib & filter->at_ai_state) != 0; } default: assert(false); } } //----- (004C091D) -------------------------------------------------------- bool Vis::DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx) { int v3; // eax@3 //signed int v5; // ecx@4 //float v6; // ST04_4@6 //float v7; // ST00_4@7 //int v8; // eax@10 //unsigned int v9; // eax@12 // int v10; // eax@17 // double v11; // st6@18 // double v12; // st7@18 // double v13; // st4@18 // float v14; // ST0C_4@22 // float v15; // ST08_4@22 //float v16; // ST04_4@23 //float v17; // ST00_4@24 //signed int v18; // eax@27 //unsigned int v19; // eax@29 // double v20; // st6@32 // double v21; // st7@32 // int v22; // eax@32 // double v23; // st7@36 //void *v24; // esi@40 // float v25; // ST08_4@40 //float v26; // ST04_4@41 //float v27; // ST00_4@42 // int v28; // eax@45 // unsigned int v29; // eax@47 // char result; // al@48 struct RenderVertexSoft pPickingRay[2]; //int v31; // [sp+20h] [bp-DCh]@5 struct RenderVertexSoft local_80[2]; float test_x; float test_y; float t1_x; float t1_y; float t2_x; float t2_y; float swap_temp; // int v37; // [sp+F0h] [bp-Ch]@5 signed int v40; // [sp+108h] [bp+Ch]@17 static Vis_SelectionList Vis_static_stru_F91E10; Vis_static_stru_F91E10.uNumPointers = 0; v3 = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].sParentBillboardID; if (v3 == -1) return false; if (pBillboardRenderList[v3].GetFloatZ() > fDepth) return false; GetPolygonCenter(pRenderer->pBillboardRenderListD3D[v3].pQuads, 4, &test_x, &test_y); CastPickRay(pPickingRay, test_x, test_y, fDepth); if (uCurrentlyLoadedLevelType == LEVEL_Indoor) PickIndoorFaces_Mouse(fDepth, pPickingRay, &Vis_static_stru_F91E10, &vis_face_filter); else PickOutdoorFaces_Mouse(fDepth, pPickingRay, &Vis_static_stru_F91E10, &vis_face_filter, false); Vis_static_stru_F91E10.create_object_pointers(); sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); if (Vis_static_stru_F91E10.uNumPointers) { if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) return true; } else if ((double)(pViewport->uScreen_TL_X) <= test_x && (double)pViewport->uScreen_BR_X >= test_x && (double)pViewport->uScreen_TL_Y <= test_y && (double)pViewport->uScreen_BR_Y >= test_y) return true; for (v40 = 0; v40 < 4; ++v40) { test_x=pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[v40].pos.x; test_y= pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[v40].pos.y; if ((double)(pViewport->uScreen_TL_X) <= test_x && (double)pViewport->uScreen_BR_X >= test_x && (double)pViewport->uScreen_TL_Y <= test_y && (double)pViewport->uScreen_BR_Y >= test_y) { CastPickRay(local_80, test_x, test_y, fDepth); if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) PickIndoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter); else PickOutdoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter, false); Vis_static_stru_F91E10.create_object_pointers(); sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); if ( !Vis_static_stru_F91E10.uNumPointers ) return true; if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) return true; } } if ( v40 >= 4 ) { if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor ) return false; t1_x = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[0].pos.x; t2_x = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[3].pos.x; t1_y = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[0].pos.y; t2_y = pRenderer->pBillboardRenderListD3D[uD3DBillboardIdx].pQuads[1].pos.y; if ( t1_x > t2_x ) { swap_temp = t1_x; t1_x = t2_x; t2_x = swap_temp; } if ( t1_y > t2_y ) test_y = t1_y; else test_y = t2_y; Vis_static_stru_F91E10.uNumPointers = 0; test_x = (t2_x - t1_x) * 0.5; if ((double)(pViewport->uScreen_TL_X) <= test_x && (double)pViewport->uScreen_BR_X >= test_x && (double)pViewport->uScreen_TL_Y <= test_y && (double)pViewport->uScreen_BR_Y >= test_y) { CastPickRay(local_80, test_x, test_y, fDepth); if ( uCurrentlyLoadedLevelType == LEVEL_Indoor ) PickIndoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter); else PickOutdoorFaces_Mouse(fDepth, local_80, &Vis_static_stru_F91E10, &vis_face_filter, false); Vis_static_stru_F91E10.create_object_pointers(); sort_object_pointers(Vis_static_stru_F91E10.object_pointers, 0, Vis_static_stru_F91E10.uNumPointers - 1); if ( !Vis_static_stru_F91E10.uNumPointers ) return true; if (Vis_static_stru_F91E10.object_pointers[0]->actual_z > pBillboardRenderList[v3].actual_z) return true; } } return false; } // F93E18: using guessed type char static_byte_F93E18_init; //----- (004C0D32) -------------------------------------------------------- void Vis::PickIndoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) { int result; // eax@1 signed int pFaceID; // esi@2 BLVFace *pFace; // edi@4 //unsigned int v7; // eax@6 Vis_ObjectInfo *v8; // eax@6 signed int i; // [sp+18h] [bp-8h]@1 result = 0; for ( i = 0; i < (signed int)pBspRenderer->num_faces; ++i ) { pFaceID = pBspRenderer->faces[result].uFaceID; if ( pFaceID >= 0 ) { if ( pFaceID < (signed int)pIndoor->uNumFaces ) { pFace = &pIndoor->pFaces[pFaceID]; if ( !pGame->pIndoorCameraD3D->IsCulled(&pIndoor->pFaces[pFaceID]) ) { if ( is_part_of_selection(pFace, filter) ) { v8 = DetermineFacetIntersection(pFace, PID(OBJECT_BModel, pFaceID), pick_depth); if ( v8 ) list->AddObject(v8->object, v8->object_type, v8->sZValue); } } } } result = i + 1; } } //----- (004C0DEA) -------------------------------------------------------- void Vis::PickOutdoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter) { for (int i = 0; i < pOutdoor->uNumBModels; ++i) { int v17; if (!IsBModelVisible(i, &v17)) continue; if (!v17) continue; BSPModel* bmodel = &pOutdoor->pBModels[i]; for (int j = 0; j < bmodel->uNumFaces; ++j) { //ODMFace* face = &bmodel->pFaces[j]; if (is_part_of_selection(&bmodel->pFaces[j], filter) ) { BLVFace blv_face; blv_face.FromODM(&bmodel->pFaces[j]); int pid = PID(OBJECT_BModel, j | (i << 6)); if (Vis_ObjectInfo* object_info = DetermineFacetIntersection(&blv_face, pid, pick_depth)) list->AddObject(object_info->object, object_info->object_type, object_info->sZValue); } } } }