TombEngine/TR5Main/Renderer/Renderer11Helper.cpp

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#include "framework.h"
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#include "Renderer/Renderer11.h"
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#include "Specific/configuration.h"
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#include "Game/camera.h"
#include "Game/animation.h"
#include "Specific/setup.h"
#include "Specific/level.h"
#include "Game/control/control.h"
#include "Game/Lara/lara.h"
#include "Game/collision/sphere.h"
#include "Scripting/Flow/ScriptInterfaceFlowHandler.h"
#include "Renderer\RenderView\RenderView.h"
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#include "Objects/TR3/Vehicles/quad.h"
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#include "Objects/TR3/Vehicles/rubberboat.h"
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#include "Objects/TR3/Vehicles/upv.h"
#include "Objects/TR3/Vehicles/biggun.h"
#include "Objects/TR4/Vehicles/jeep.h"
#include "Objects/TR4/Vehicles/motorbike.h"
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#include <algorithm>
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#include "Game/itemdata/creature_info.h"
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#include "Objects/TR3/Vehicles/quad_info.h"
#include "Objects/TR4/Vehicles/jeep_info.h"
#include "Objects/TR4/Vehicles/motorbike_info.h"
#include "Objects/TR3/Vehicles/rubberboat_info.h"
#include "Objects/TR3/Vehicles/upv_info.h"
#include "Objects/TR3/Vehicles/biggun_info.h"
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#include "Game/items.h"
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extern GameConfiguration g_Configuration;
extern ScriptInterfaceFlowHandler *g_GameFlow;
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namespace TEN::Renderer
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{
using std::pair;
using std::vector;
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bool Renderer11::IsRoomUnderwater(short roomNumber)
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{
return (g_Level.Rooms[roomNumber].flags & ENV_FLAG_WATER);
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}
bool Renderer11::IsInRoom(int x, int y, int z, short roomNumber)
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{
ROOM_INFO* r = &g_Level.Rooms[roomNumber];
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return (x >= r->x && x <= r->x + r->xSize * 1024.0f &&
y >= r->maxceiling && y <= r->minfloor &&
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z >= r->z && z <= r->z + r->zSize * 1024.0f);
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}
std::vector<TEN::Renderer::RendererVideoAdapter>* Renderer11::GetAdapters()
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{
return &m_adapters;
}
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void Renderer11::UpdateEffects(RenderView& view)
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{
for (auto room : view.roomsToDraw)
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{
for (auto fx : room->EffectsToDraw)
{
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Matrix translation = Matrix::CreateTranslation(fx->Effect->pos.Position.x, fx->Effect->pos.Position.y, fx->Effect->pos.Position.z);
Matrix rotation = Matrix::CreateFromYawPitchRoll(TO_RAD(fx->Effect->pos.Orientation.y), TO_RAD(fx->Effect->pos.Orientation.x), TO_RAD(fx->Effect->pos.Orientation.z));
fx->World = rotation * translation;
}
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}
}
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void Renderer11::UpdateAnimation(RendererItem *item, RendererObject& obj, ANIM_FRAME** frmptr, short frac, short rate, int mask, bool useObjectWorldRotation)
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{
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static std::vector<int> boneIndexList;
boneIndexList.clear();
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RendererBone *Bones[32] = {};
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int nextBone = 0;
Matrix rotation;
Matrix *transforms = (item == NULL ? obj.AnimationTransforms.data() : &item->AnimationTransforms[0]);
// Push
Bones[nextBone++] = obj.Skeleton;
while (nextBone != 0)
{
// Pop the last bone in the stack
RendererBone *bone = Bones[--nextBone];
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if (!bone) return;//otherwise inventory crashes mm
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bool calculateMatrix = (mask >> bone->Index) & 1;
if (calculateMatrix)
{
Vector3 p = Vector3(frmptr[0]->offsetX, frmptr[0]->offsetY, frmptr[0]->offsetZ);
rotation = Matrix::CreateFromQuaternion(frmptr[0]->angles[bone->Index]);
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//FromTrAngle(&rotation, frmptr[0], bone->Index);
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if (frac)
{
Vector3 p2 = Vector3(frmptr[1]->offsetX, frmptr[1]->offsetY, frmptr[1]->offsetZ);
p = Vector3::Lerp(p, p2, frac / ((float)rate));
Matrix rotation2 = Matrix::CreateFromQuaternion(frmptr[1]->angles[bone->Index]);
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//FromTrAngle(&rotation2, frmptr[1], bone->Index);
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Quaternion q1, q2, q3;
q1 = Quaternion::CreateFromRotationMatrix(rotation);
q2 = Quaternion::CreateFromRotationMatrix(rotation2);
q3 = Quaternion::Slerp(q1, q2, frac / ((float)rate));
rotation = Matrix::CreateFromQuaternion(q3);
}
Matrix translation;
if (bone == obj.Skeleton)
translation = Matrix::CreateTranslation(p.x, p.y, p.z);
Matrix extraRotation;
extraRotation = Matrix::CreateFromYawPitchRoll(bone->ExtraRotation.y, bone->ExtraRotation.x, bone->ExtraRotation.z);
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if (useObjectWorldRotation)
{
Quaternion invertedQuat;
auto scale = Vector3{};
auto translation = Vector3{};
transforms[bone->Parent->Index].Invert().Decompose(scale, invertedQuat, translation);
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rotation = rotation * extraRotation * Matrix::CreateFromQuaternion(invertedQuat);
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}
else
{
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rotation = extraRotation * rotation;
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}
if (bone != obj.Skeleton)
transforms[bone->Index] = rotation * bone->Transform;
else
transforms[bone->Index] = rotation * translation;
if (bone != obj.Skeleton)
transforms[bone->Index] = transforms[bone->Index] * transforms[bone->Parent->Index];
}
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boneIndexList.push_back(bone->Index);
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for (int i = 0; i < bone->Children.size(); i++)
{
// Push
Bones[nextBone++] = bone->Children[i];
}
}
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// Apply mutations on top
if (item)
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{
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ItemInfo* nativeItem = &g_Level.Items[item->ItemNumber];
if (nativeItem->Animation.Mutator.size() == boneIndexList.size())
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{
for (int i : boneIndexList)
{
auto mutator = nativeItem->Animation.Mutator[i];
if (mutator.IsEmpty())
continue;
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auto m = Matrix::CreateFromYawPitchRoll(mutator.Rotation.y, mutator.Rotation.x, mutator.Rotation.z);
auto s = Matrix::CreateScale(mutator.Scale);
auto t = Matrix::CreateTranslation(mutator.Offset);
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transforms[i] = m * s * t * transforms[i];
}
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}
}
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}
void Renderer11::UpdateItemAnimations(int itemNumber, bool force)
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{
RendererItem* itemToDraw = &m_items[itemNumber];
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ItemInfo* nativeItem = &g_Level.Items[itemNumber];
// TODO: hack for fixing a bug, check again if needed
itemToDraw->ItemNumber = itemNumber;
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// Lara has her own routine
if (nativeItem->ObjectNumber == ID_LARA)
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return;
// Has been already done?
if (!force && itemToDraw->DoneAnimations)
return;
OBJECT_INFO* obj = &Objects[nativeItem->ObjectNumber];
RendererObject& moveableObj = *m_moveableObjects[nativeItem->ObjectNumber];
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// Update animation matrices
if (obj->animIndex != -1 /*&& item->objectNumber != ID_HARPOON*/)
{
// Apply extra rotations
int lastJoint = 0;
for (int j = 0; j < moveableObj.LinearizedBones.size(); j++)
{
RendererBone *currentBone = moveableObj.LinearizedBones[j];
currentBone->ExtraRotation = Vector3(0.0f, 0.0f, 0.0f);
nativeItem->Data.apply(
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[&j, &currentBone](QuadInfo& quad)
{
if (j == 3 || j == 4)
currentBone->ExtraRotation.x = TO_RAD(quad.RearRot);
else if (j == 6 || j == 7)
currentBone->ExtraRotation.x = TO_RAD(quad.FrontRot);
},
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[&j, &currentBone](JeepInfo& jeep)
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{
switch(j)
{
case 9:
currentBone->ExtraRotation.x = TO_RAD(jeep.rot1);
break;
case 10:
currentBone->ExtraRotation.x = TO_RAD(jeep.rot2);
break;
case 12:
currentBone->ExtraRotation.x = TO_RAD(jeep.rot3);
break;
case 13:
currentBone->ExtraRotation.x = TO_RAD(jeep.rot4);
break;
}
},
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[&j, &currentBone](MotorbikeInfo& bike)
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{
switch (j)
{
case 2:
case 4:
currentBone->ExtraRotation.x = TO_RAD(bike.wheelRight);
break;
case 10:
currentBone->ExtraRotation.x = TO_RAD(bike.wheelLeft);
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}
},
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[&j, &currentBone](RubberBoatInfo& boat)
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{
if (j == 2)
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currentBone->ExtraRotation.z = TO_RAD(boat.PropellerRotation);
},
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[&j, &currentBone](UPVInfo& upv)
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{
if (j == 3)
currentBone->ExtraRotation.z = TO_RAD(upv.FanRot);
},
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[&j, &currentBone](BigGunInfo& biggun)
{
if (j == 2)
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currentBone->ExtraRotation.z = biggun.BarrelZRotation;
},
[&j, &currentBone, &lastJoint](CreatureInfo& creature)
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{
if (currentBone->ExtraRotationFlags & ROT_Y)
{
currentBone->ExtraRotation.y = TO_RAD(creature.JointRotation[lastJoint]);
lastJoint++;
}
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if (currentBone->ExtraRotationFlags & ROT_X)
{
currentBone->ExtraRotation.x = TO_RAD(creature.JointRotation[lastJoint]);
lastJoint++;
}
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if (currentBone->ExtraRotationFlags & ROT_Z)
{
currentBone->ExtraRotation.z = TO_RAD(creature.JointRotation[lastJoint]);
lastJoint++;
}
}
);
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}
ANIM_FRAME* framePtr[2];
int rate;
int frac = GetFrame(nativeItem, framePtr, &rate);
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UpdateAnimation(itemToDraw, moveableObj, framePtr, frac, rate, 0xFFFFFFFF);
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for (int m = 0; m < obj->nmeshes; m++)
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itemToDraw->AnimationTransforms[m] = itemToDraw->AnimationTransforms[m];
}
itemToDraw->DoneAnimations = true;
}
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void Renderer11::UpdateItemsAnimations(RenderView& view)
{
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Matrix translation;
Matrix rotation;
for (auto room : view.roomsToDraw)
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{
for (auto itemToDraw : room->ItemsToDraw)
{
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ItemInfo* nativeItem = &g_Level.Items[itemToDraw->ItemNumber];
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// Lara has her own routine
if (nativeItem->ObjectNumber == ID_LARA)
continue;
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UpdateItemAnimations(itemToDraw->ItemNumber, false);
}
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}
}
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void Renderer11::FromTrAngle(Matrix *matrix, short *frameptr, int index)
{
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short *ptr = &frameptr[0];
ptr += 9;
for (int i = 0; i < index; i++)
ptr += ((*ptr & 0xc000) == 0 ? 2 : 1);
int rot0 = *ptr++;
int frameMode = (rot0 & 0xc000);
int rot1;
int rotX;
int rotY;
int rotZ;
switch (frameMode)
{
case 0:
rot1 = *ptr++;
rotX = ((rot0 & 0x3ff0) >> 4);
rotY = (((rot1 & 0xfc00) >> 10) | ((rot0 & 0xf) << 6) & 0x3ff);
rotZ = ((rot1)&0x3ff);
*matrix = Matrix::CreateFromYawPitchRoll(rotY * (360.0f / 1024.0f) * RADIAN,
rotX * (360.0f / 1024.0f) * RADIAN,
rotZ * (360.0f / 1024.0f) * RADIAN);
break;
case 0x4000:
*matrix = Matrix::CreateRotationX((rot0 & 0xfff) * (360.0f / 4096.0f) * RADIAN);
break;
case 0x8000:
*matrix = Matrix::CreateRotationY((rot0 & 0xfff) * (360.0f / 4096.0f) * RADIAN);
break;
case 0xc000:
*matrix = Matrix::CreateRotationZ((rot0 & 0xfff) * (360.0f / 4096.0f) * RADIAN);
break;
}
}
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void Renderer11::BuildHierarchyRecursive(RendererObject *obj, RendererBone *node, RendererBone *parentNode) {
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node->GlobalTransform = node->Transform * parentNode->GlobalTransform;
obj->BindPoseTransforms[node->Index] = node->GlobalTransform;
obj->Skeleton->GlobalTranslation = Vector3(0.0f, 0.0f, 0.0f);
node->GlobalTranslation = node->Translation + parentNode->GlobalTranslation;
for (int j = 0; j < node->Children.size(); j++)
{
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BuildHierarchyRecursive(obj, node->Children[j], node);
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}
}
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void Renderer11::BuildHierarchy(RendererObject *obj) {
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obj->Skeleton->GlobalTransform = obj->Skeleton->Transform;
obj->BindPoseTransforms[obj->Skeleton->Index] = obj->Skeleton->GlobalTransform;
obj->Skeleton->GlobalTranslation = Vector3(0.0f, 0.0f, 0.0f);
for (int j = 0; j < obj->Skeleton->Children.size(); j++)
{
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BuildHierarchyRecursive(obj, obj->Skeleton->Children[j], obj->Skeleton);
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}
}
bool Renderer11::IsFullsScreen() {
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return (!Windowed);
}
void Renderer11::UpdateCameraMatrices(CAMERA_INFO *cam, float roll, float fov)
{
gameCamera = RenderView(cam, roll, fov, 32, 102400, g_Configuration.Width, g_Configuration.Height);
}
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bool Renderer11::SphereBoxIntersection(Vector3 boxMin, Vector3 boxMax, Vector3 sphereCentre, float sphereRadius)
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{
Vector3 centre = (boxMin + boxMax) / 2.0f;
Vector3 extens = boxMax - centre;
BoundingBox box = BoundingBox(centre, extens);
BoundingSphere sphere = BoundingSphere(sphereCentre, sphereRadius);
return box.Intersects(sphere);
}
void Renderer11::GetLaraBonePosition(Vector3 *pos, int bone) {}
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void Renderer11::FlipRooms(short roomNumber1, short roomNumber2)
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{
std::swap(m_rooms[roomNumber1], m_rooms[roomNumber2]);
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m_rooms[roomNumber1].RoomNumber = roomNumber1;
m_rooms[roomNumber2].RoomNumber = roomNumber2;
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}
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RendererMesh* Renderer11::GetMesh(int meshIndex)
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{
return m_meshes[meshIndex];
}
void Renderer11::GetLaraAbsBonePosition(Vector3 *pos, int joint)
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{
Matrix world = m_moveableObjects[ID_LARA]->AnimationTransforms[joint];
world = world * m_LaraWorldMatrix;
*pos = Vector3::Transform(*pos, world);
}
void Renderer11::GetItemAbsBonePosition(int itemNumber, Vector3 *pos, int joint)
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{
RendererItem *rendererItem = &m_items[itemNumber];
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ItemInfo* nativeItem = &g_Level.Items[itemNumber];
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rendererItem->ItemNumber = itemNumber;
if (!rendererItem)
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return;
if (!rendererItem->DoneAnimations)
{
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if (itemNumber == Lara.ItemNumber)
UpdateLaraAnimations(false);
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else
UpdateItemAnimations(itemNumber, false);
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}
Matrix world = rendererItem->AnimationTransforms[joint] * rendererItem->World;
*pos = Vector3::Transform(*pos, world);
}
int Renderer11::getSpheres(short itemNumber, BoundingSphere *spheres, char worldSpace, Matrix local)
{
RendererItem* itemToDraw = &m_items[itemNumber];
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ItemInfo* nativeItem = &g_Level.Items[itemNumber];
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itemToDraw->ItemNumber = itemNumber;
if (!nativeItem)
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return 0;
if (!itemToDraw->DoneAnimations)
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{
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if (itemNumber == Lara.ItemNumber)
UpdateLaraAnimations(false);
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else
UpdateItemAnimations(itemNumber, false);
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}
Matrix world;
if (worldSpace & SPHERES_SPACE_WORLD)
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world = Matrix::CreateTranslation(nativeItem->Pose.Position.x, nativeItem->Pose.Position.y, nativeItem->Pose.Position.z) * local;
else
world = Matrix::Identity * local;
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world = Matrix::CreateFromYawPitchRoll(TO_RAD(nativeItem->Pose.Orientation.y), TO_RAD(nativeItem->Pose.Orientation.x), TO_RAD(nativeItem->Pose.Orientation.z)) * world;
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short objNum = nativeItem->ObjectNumber;
if (objNum == ID_LARA) objNum = ID_LARA_SKIN;
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RendererObject& moveable = *m_moveableObjects[objNum];
for (int i = 0; i< moveable.ObjectMeshes.size();i++)
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{
auto mesh = moveable.ObjectMeshes[i];
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Vector3 pos = mesh->Sphere.Center;
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if (worldSpace & SPHERES_SPACE_BONE_ORIGIN)
pos += moveable.LinearizedBones[i]->Translation;
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spheres[i].Center = Vector3::Transform(pos, (itemToDraw->AnimationTransforms[i] * world));
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spheres[i].Radius = mesh->Sphere.Radius;
// Spheres debug
// auto v1 = Vector3(spheres[i].Center.x - spheres[i].Radius, spheres[i].Center.y, spheres[i].Center.z);
// auto v2 = Vector3(spheres[i].Center.x + spheres[i].Radius, spheres[i].Center.y, spheres[i].Center.z);
// AddLine3D(v1, v2, Vector4::One);
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}
return moveable.ObjectMeshes.size();
}
void Renderer11::GetBoneMatrix(short itemNumber, int joint, Matrix *outMatrix)
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{
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if (itemNumber == Lara.ItemNumber)
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{
RendererObject& obj = *m_moveableObjects[ID_LARA];
*outMatrix = obj.AnimationTransforms[joint] * m_LaraWorldMatrix;
}
else
{
UpdateItemAnimations(itemNumber, true);
RendererItem* rendererItem = &m_items[itemNumber];
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ItemInfo* nativeItem = &g_Level.Items[itemNumber];
RendererObject& obj = *m_moveableObjects[nativeItem->ObjectNumber];
*outMatrix = obj.AnimationTransforms[joint] * rendererItem->World;
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}
}
Vector4 Renderer11::GetPortalRect(Vector4 v, Vector4 vp)
{
Vector4 sp = (v * Vector4(0.5f, 0.5f, 0.5f, 0.5f)
+ Vector4(0.5f, 0.5f, 0.5f, 0.5f))
* Vector4(vp.z, vp.w, vp.z, vp.w);
Vector4 s(sp.x + vp.x, sp.y + vp.y, sp.z + vp.x, sp.w + vp.y);
// expand
s.x -= 2;
s.y -= 2;
s.z += 2;
s.w += 2;
// clamp
s.x = std::max(s.x, vp.x);
s.y = std::max(s.y, vp.y);
s.z = std::min(s.z, vp.x + vp.z);
s.w = std::min(s.w, vp.y + vp.w);
// convert from bounds to x,y,w,h
s.z -= s.x;
s.w -= s.y;
// Use the viewport rect if one of the dimensions is the same size
// as the viewport. This may fix clipping bugs while still allowing
// impossible geometry tricks.
if (s.z - s.x >= vp.z - vp.x || s.w - s.y >= vp.w - vp.y)
{
return vp;
}
return s;
}
}