#include "framework.h" #include "Renderer11.h" #include "configuration.h" #include "camera.h" #include "draw.h" #include "setup.h" #include "level.h" #include "control.h" #include "lara.h" #include "sphere.h" #include "GameFlowScript.h" #include extern GameConfiguration g_Configuration; extern GameFlow *g_GameFlow; namespace T5M::Renderer { using std::pair; using std::vector; bool Renderer11::isRoomUnderwater(short roomNumber) { return (m_rooms[roomNumber].Room->flags & ENV_FLAG_WATER); } bool Renderer11::isInRoom(int x, int y, int z, short roomNumber) { RendererRoom &const room = m_rooms[roomNumber]; ROOM_INFO *r = room.Room; return (x >= r->x && x <= r->x + r->xSize * 1024.0f && y >= r->maxceiling && y <= r->minfloor && z >= r->z && z <= r->z + r->ySize * 1024.0f); } vector *Renderer11::GetAdapters() { return &m_adapters; } void Renderer11::createBillboardMatrix(Matrix *out, Vector3 *particlePos, Vector3 *cameraPos, float rotation) { /* Vector3 look = *particlePos; look = look - *cameraPos; look.Normalize(); *out = Matrix::CreateBillboard(*particlePos, *cameraPos, cameraUp); Vector3 right; right = cameraUp.Cross(look); right.Normalize(); // Rotate right vector Matrix rightTransform = Matrix::CreateFromAxisAngle(look, rotation); right = Vector3::Transform(right, rightTransform); Vector3 up; up = look.Cross(right); up.Normalize(); *out = Matrix::Identity; out->_11 = right.x; out->_12 = right.y; out->_13 = right.z; out->_21 = up.x; out->_22 = up.y; out->_23 = up.z; out->_31 = look.x; out->_32 = look.y; out->_33 = look.z; out->_41 = particlePos->x; out->_42 = particlePos->y; out->_43 = particlePos->z; */ } void Renderer11::updateAnimatedTextures() { // Update room's animated textures for (int i = 0; i < g_Level.Rooms.size(); i++) { if (m_rooms.size() <= i) continue; RendererRoom &const room = m_rooms[i]; for (int bucketIndex = 0; bucketIndex < NUM_BUCKETS; bucketIndex++) { RendererBucket *bucket = &room.AnimatedBuckets[bucketIndex]; if (bucket->Vertices.size() == 0) continue; for (int p = 0; p < bucket->Polygons.size(); p++) { RendererPolygon *polygon = &bucket->Polygons[p]; RendererAnimatedTextureSet &const set = m_animatedTextureSets[polygon->AnimatedSet]; int textureIndex = -1; for (int j = 0; j < set.NumTextures; j++) { if (set.Textures[j].Id == polygon->TextureId) { textureIndex = j; break; } } if (textureIndex == -1) continue; if (textureIndex == set.NumTextures - 1) textureIndex = 0; else textureIndex++; polygon->TextureId = set.Textures[textureIndex].Id; for (int v = 0; v < (polygon->Shape == SHAPE_RECTANGLE ? 4 : 3); v++) { bucket->Vertices[polygon->Indices[v]].UV.x = set.Textures[textureIndex].UV[v].x; bucket->Vertices[polygon->Indices[v]].UV.y = set.Textures[textureIndex].UV[v].y; } } } } // Update waterfalls textures /*for (int i = ID_WATERFALL1; i <= ID_WATERFALLSS2; i++) { OBJECT_INFO* obj = &Objects[i]; if (obj->loaded) { RendererObject* waterfall = m_moveableObjects[i]; for (int m = 0; m < waterfall->ObjectMeshes.size(); m++) { RendererMesh* mesh = waterfall->ObjectMeshes[m]; RendererBucket* bucket = &mesh->Buckets[RENDERER_BUCKET_TRANSPARENT_DS]; for (int v = 0; v < bucket->Vertices.size(); v++) { RendererVertex* vertex = &bucket->Vertices[v]; int y = vertex->UV.y * TEXTURE_ATLAS_SIZE + 64; y %= 128; vertex->UV.y = (float)y / TEXTURE_ATLAS_SIZE; } } } }*/ } void Renderer11::updateEffects(RenderView& view) { for (int i = 0; i < view.effectsToDraw.size(); i++) { RendererEffect *fx = m_effectsToDraw[i]; Matrix translation = Matrix::CreateTranslation(fx->Effect->pos.xPos, fx->Effect->pos.yPos, fx->Effect->pos.zPos); Matrix rotation = Matrix::CreateFromYawPitchRoll(TO_RAD(fx->Effect->pos.yRot), TO_RAD(fx->Effect->pos.xRot), TO_RAD(fx->Effect->pos.zRot)); view.effectsToDraw[i]->World = rotation * translation; } } void Renderer11::updateAnimation(RendererItem *item, RendererObject& obj, ANIM_FRAME** frmptr, short frac, short rate, int mask, bool useObjectWorldRotation) { RendererBone *Bones[32]; 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]; 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]); //fromTrAngle(&rotation, frmptr[0], bone->Index); 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]); //fromTrAngle(&rotation2, frmptr[1], bone->Index); 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); if (useObjectWorldRotation) { Quaternion invertedQuat; transforms[bone->Parent->Index].Invert().Decompose(Vector3(), invertedQuat, Vector3()); rotation = extraRotation * rotation * Matrix::CreateFromQuaternion(invertedQuat); } else { rotation = extraRotation * rotation; } 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]; } for (int i = 0; i < bone->Children.size(); i++) { // Push Bones[nextBone++] = bone->Children[i]; } } } int Renderer11::getFrame(short animation, short frame, ANIM_FRAME** framePtr, int *rate) { ITEM_INFO item; item.animNumber = animation; item.frameNumber = frame; return GetFrame_D2(&item, framePtr, rate); } void Renderer11::UpdateItemAnimations(int itemNumber, bool force) { RendererItem *itemToDraw = &m_items[itemNumber]; itemToDraw->Id = itemNumber; itemToDraw->Item = &g_Level.Items[itemNumber]; ITEM_INFO *item = itemToDraw->Item; CREATURE_INFO *creature = (CREATURE_INFO *)item->data; // Lara has her own routine if (item->objectNumber == ID_LARA) return; // Has been already done? if (!force && itemToDraw->DoneAnimations) return; OBJECT_INFO *obj = &Objects[item->objectNumber]; RendererObject &moveableObj = *m_moveableObjects[item->objectNumber]; // 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); if (creature) { if (currentBone->ExtraRotationFlags & ROT_Y) { currentBone->ExtraRotation.y = TO_RAD(creature->jointRotation[lastJoint]); lastJoint++; } if (currentBone->ExtraRotationFlags & ROT_X) { currentBone->ExtraRotation.x = TO_RAD(creature->jointRotation[lastJoint]); lastJoint++; } if (currentBone->ExtraRotationFlags & ROT_Z) { currentBone->ExtraRotation.z = TO_RAD(creature->jointRotation[lastJoint]); lastJoint++; } } } ANIM_FRAME* framePtr[2]; int rate; int frac = GetFrame_D2(item, framePtr, &rate); updateAnimation(itemToDraw, moveableObj, framePtr, frac, rate, 0xFFFFFFFF); for (int m = 0; m < itemToDraw->NumMeshes; m++) itemToDraw->AnimationTransforms[m] = itemToDraw->AnimationTransforms[m]; } itemToDraw->DoneAnimations = true; } void Renderer11::updateItemsAnimations(RenderView& view) { Matrix translation; Matrix rotation; for (int i = 0; i < view.itemsToDraw.size(); i++) { RendererItem *itemToDraw = view.itemsToDraw[i]; ITEM_INFO *item = itemToDraw->Item; CREATURE_INFO *creature = (CREATURE_INFO *)item->data; // Lara has her own routine if (item->objectNumber == ID_LARA) continue; UpdateItemAnimations(itemToDraw->Id, false); } } void Renderer11::fromTrAngle(Matrix *matrix, short *frameptr, int index) { 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; } } void Renderer11::buildHierarchyRecursive(RendererObject *obj, RendererBone *node, RendererBone *parentNode) { 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++) { buildHierarchyRecursive(obj, node->Children[j], node); } } void Renderer11::buildHierarchy(RendererObject *obj) { 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++) { buildHierarchyRecursive(obj, obj->Skeleton->Children[j], obj->Skeleton); } } RendererMesh *Renderer11::getRendererMeshFromTrMesh(RendererObject *obj, MESH *meshPtr, short boneIndex, int isJoints, int isHairs) { RendererMesh *mesh = new RendererMesh(); mesh->Sphere = meshPtr->sphere; if (meshPtr->positions.size() == 0) return mesh; mesh->Positions.reserve(meshPtr->positions.size()); for (int i = 0; i < meshPtr->positions.size(); i++) mesh->Positions.push_back(meshPtr->positions[i]); for (int n = 0; n < meshPtr->buckets.size(); n++) { BUCKET *levelBucket = &meshPtr->buckets[n]; RendererBucket *bucket; int bucketIndex; if (levelBucket->blendMode != 0) bucketIndex = RENDERER_BUCKET_TRANSPARENT; else bucketIndex = RENDERER_BUCKET_SOLID; bucket = &mesh->Buckets[bucketIndex]; bucket->Vertices.reserve(levelBucket->numQuads * 4 + levelBucket->numTriangles * 3); bucket->Indices.reserve(levelBucket->numQuads * 6 + levelBucket->numTriangles * 3); for (int p = 0; p < levelBucket->polygons.size(); p++) { POLYGON* poly = &levelBucket->polygons[p]; int baseVertices = bucket->Vertices.size(); for (int k = 0; k < poly->indices.size(); k++) { RendererVertex vertex; int v = poly->indices[k]; vertex.Position.x = meshPtr->positions[v].x; vertex.Position.y = meshPtr->positions[v].y; vertex.Position.z = meshPtr->positions[v].z; vertex.Normal.x = poly->normals[k].x; vertex.Normal.y = poly->normals[k].y; vertex.Normal.z = poly->normals[k].z; vertex.UV.x = poly->textureCoordinates[k].x; vertex.UV.y = poly->textureCoordinates[k].y; vertex.Color.x = meshPtr->colors[v].x; vertex.Color.y = meshPtr->colors[v].y; vertex.Color.z = meshPtr->colors[v].z; vertex.Color.w = 1.0f; vertex.Bone = meshPtr->bones[v]; vertex.OriginalIndex = v; //vertex.Bone = boneIndex; /*if (isHairs) vertex.Bone = v;*/ bucket->Vertices.push_back(vertex); } if (poly->shape == 0) { bucket->Indices.push_back(baseVertices); bucket->Indices.push_back(baseVertices + 1); bucket->Indices.push_back(baseVertices + 3); bucket->Indices.push_back(baseVertices + 2); bucket->Indices.push_back(baseVertices + 3); bucket->Indices.push_back(baseVertices + 1); } else { bucket->Indices.push_back(baseVertices); bucket->Indices.push_back(baseVertices + 1); bucket->Indices.push_back(baseVertices + 2); } } } m_meshes.push_back(mesh); return mesh; } int Renderer11::getAnimatedTextureInfo(short textureId) { for (int i = 0; i < m_numAnimatedTextureSets; i++) { RendererAnimatedTextureSet &const set = m_animatedTextureSets[i]; for (int j = 0; j < set.NumTextures; j++) { if (set.Textures[j].Id == textureId) return i; } } return -1; } bool Renderer11::IsFullsScreen() { return (!Windowed); } bool Renderer11::IsFading() { return false; return (m_fadeStatus != FADEMODE_NONE); } void Renderer11::UpdateCameraMatrices(CAMERA_INFO *cam, float roll, float fov) { gameCamera = RenderView(cam, roll, fov, 32, 102400, g_Configuration.Width, g_Configuration.Height); } bool Renderer11::EnumerateVideoModes() { HRESULT res; IDXGIFactory *dxgiFactory = NULL; res = CreateDXGIFactory(__uuidof(IDXGIFactory), (void **)&dxgiFactory); if (FAILED(res)) return false; IDXGIAdapter *dxgiAdapter = NULL; for (int i = 0; dxgiFactory->EnumAdapters(i, &dxgiAdapter) != DXGI_ERROR_NOT_FOUND; i++) { DXGI_ADAPTER_DESC adapterDesc; UINT stringLength; char videoCardDescription[128]; dxgiAdapter->GetDesc(&adapterDesc); int error = wcstombs_s(&stringLength, videoCardDescription, 128, adapterDesc.Description, 128); RendererVideoAdapter adapter; adapter.Index = i; adapter.Name = videoCardDescription; printf("Adapter %d\n", i); printf("\t Device Name: %s\n", videoCardDescription); IDXGIOutput *output = NULL; res = dxgiAdapter->EnumOutputs(0, &output); if (FAILED(res)) return false; UINT numModes = 0; DXGI_MODE_DESC *displayModes = NULL; DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM; // Get the number of elements res = output->GetDisplayModeList(format, 0, &numModes, NULL); if (FAILED(res)) return false; // Get the list displayModes = new DXGI_MODE_DESC[numModes]; res = output->GetDisplayModeList(format, 0, &numModes, displayModes); if (FAILED(res)) { delete displayModes; return false; } for (int j = 0; j < numModes; j++) { DXGI_MODE_DESC *mode = &displayModes[j]; RendererDisplayMode newMode; // discard lower resolutions if (mode->Width < 1024 || mode->Height < 768) continue; newMode.Width = mode->Width; newMode.Height = mode->Height; newMode.RefreshRate = mode->RefreshRate.Numerator / mode->RefreshRate.Denominator; bool found = false; for (int k = 0; k < adapter.DisplayModes.size(); k++) { RendererDisplayMode *currentMode = &adapter.DisplayModes[k]; if (currentMode->Width == newMode.Width && currentMode->Height == newMode.Height && currentMode->RefreshRate == newMode.RefreshRate) { found = true; break; } } if (found) continue; adapter.DisplayModes.push_back(newMode); printf("\t\t %d x %d %d Hz\n", newMode.Width, newMode.Height, newMode.RefreshRate); } m_adapters.push_back(adapter); delete displayModes; } dxgiFactory->Release(); return true; } int SortLightsFunction(RendererLight *a, RendererLight *b) { if (a->Dynamic > b->Dynamic) return -1; return 0; } bool SortRoomsFunction(RendererRoom *a, RendererRoom *b) { return (a->Distance < b->Distance); } int SortRoomsFunctionNonStd(RendererRoom *a, RendererRoom *b) { return (a->Distance - b->Distance); } void Renderer11::getVisibleObjects(int from, int to, Vector4 *viewPort, bool water, int count, RenderView &renderView) { // Avoid allocations, 1024 should be fine RendererRoomNode nodes[256]; int nextNode = 0; // Avoid reallocations, 1024 should be fine RendererRoomNode *stack[256]; int stackDepth = 0; RendererRoomNode *node = &nodes[nextNode++]; node->To = to; node->From = -1; // Push stack[stackDepth++] = node; while (stackDepth > 0) { // Pop node = stack[--stackDepth]; if (m_rooms[node->To].Visited) continue; ROOM_INFO *room = &g_Level.Rooms[node->To]; Vector3 roomCentre = Vector3(room->x + room->xSize * WALL_SIZE / 2.0f, (room->minfloor + room->maxceiling) / 2.0f, room->z + room->ySize * WALL_SIZE / 2.0f); Vector3 laraPosition = Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z); m_rooms[node->To].Distance = (roomCentre - laraPosition).Length(); m_rooms[node->To].Visited = true; renderView.roomsToDraw.push_back(&m_rooms[node->To]); g_Level.Rooms[node->To].boundActive = true; collectLightsForRoom(node->To, renderView); collectItems(node->To, renderView); collectStatics(node->To, renderView); collectEffects(node->To, renderView); Vector4 clipPort; for (int i = 0; i < room->doors.size(); i++) { short adjoiningRoom = room->doors[i].room; if (node->From != adjoiningRoom && checkPortal(node->To, &room->doors[i], viewPort, &node->ClipPort, renderView.camera.ViewProjection)) { RendererRoomNode *childNode = &nodes[nextNode++]; childNode->From = node->To; childNode->To = adjoiningRoom; // Push stack[stackDepth++] = childNode; } } } } bool Renderer11::checkPortal(short roomIndex, ROOM_DOOR *portal, Vector4 *viewPort, Vector4 *clipPort, const Matrix &viewProjection) { ROOM_INFO *room = &g_Level.Rooms[roomIndex]; Vector3 n = portal->normal; Vector3 v = Vector3( Camera.pos.x - (room->x + portal->vertices[0].x), Camera.pos.y - (room->y + portal->vertices[0].y), Camera.pos.z - (room->z + portal->vertices[0].z)); // Test camera and normal positions and decide if process door or not if (n.Dot(v) <= 0.0f) return false; int zClip = 0; Vector4 p[4]; clipPort->x = FLT_MAX; clipPort->y = FLT_MAX; clipPort->z = FLT_MIN; clipPort->w = FLT_MIN; // Project all portal's corners in screen space for (int i = 0; i < 4; i++) { Vector4 tmp = Vector4(portal->vertices[i].x + room->x, portal->vertices[i].y + room->y, portal->vertices[i].z + room->z, 1.0f); // Project corner on screen Vector4::Transform(tmp, viewProjection, p[i]); if (p[i].w > 0.0f) { // The corner is in front of camera p[i].x *= (1.0f / p[i].w); p[i].y *= (1.0f / p[i].w); p[i].z *= (1.0f / p[i].w); clipPort->x = min(clipPort->x, p[i].x); clipPort->y = min(clipPort->y, p[i].y); clipPort->z = max(clipPort->z, p[i].x); clipPort->w = max(clipPort->w, p[i].y); } else // The corner is behind camera zClip++; } // If all points are behind camera then door is not visible if (zClip == 4) return false; // If door crosses camera plane... if (zClip > 0) { for (int i = 0; i < 4; i++) { Vector4 a = p[i]; Vector4 b = p[(i + 1) % 4]; if ((a.w > 0.0f) ^ (b.w > 0.0f)) { if (a.x < 0.0f && b.x < 0.0f) clipPort->x = -1.0f; else if (a.x > 0.0f && b.x > 0.0f) clipPort->z = 1.0f; else { clipPort->x = -1.0f; clipPort->z = 1.0f; } if (a.y < 0.0f && b.y < 0.0f) clipPort->y = -1.0f; else if (a.y > 0.0f && b.y > 0.0f) clipPort->w = 1.0f; else { clipPort->y = -1.0f; clipPort->w = 1.0f; } } } } clipPort->x = max(clipPort->x, viewPort->x); clipPort->y = max(clipPort->y, viewPort->y); clipPort->z = min(clipPort->z, viewPort->z); clipPort->w = min(clipPort->w, viewPort->w); if (clipPort->x > viewPort->z || clipPort->y > viewPort->w || clipPort->z < viewPort->x || clipPort->w < viewPort->y) return false; return true; } bool Renderer11::sphereBoxIntersection(Vector3 boxMin, Vector3 boxMax, Vector3 sphereCentre, float sphereRadius) { 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) {} void Renderer11::FlipRooms(short roomNumber1, short roomNumber2) { RendererRoom temporary; temporary = m_rooms[roomNumber1]; m_rooms[roomNumber1] = m_rooms[roomNumber2]; m_rooms[roomNumber2] = temporary; m_rooms[roomNumber1].Room = &g_Level.Rooms[roomNumber1]; m_rooms[roomNumber2].Room = &g_Level.Rooms[roomNumber2]; } RendererMesh *Renderer11::getMesh(int meshIndex) { return m_meshes[meshIndex]; } void Renderer11::GetLaraAbsBonePosition(Vector3 *pos, int joint) { 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) { RendererItem *rendererItem = &m_items[itemNumber]; rendererItem->Id = itemNumber; rendererItem->Item = &g_Level.Items[itemNumber]; ITEM_INFO *item = rendererItem->Item; if (!item) return; if (!rendererItem->DoneAnimations) { if (itemNumber == Lara.itemNumber) UpdateLaraAnimations(false); else UpdateItemAnimations(itemNumber, false); } Matrix world = rendererItem->AnimationTransforms[joint] * rendererItem->World; *pos = Vector3::Transform(*pos, world); } int Renderer11::GetSpheres(short itemNumber, BoundingSphere *spheres, char worldSpace, Matrix local) { RendererItem *rendererItem = &m_items[itemNumber]; rendererItem->Id = itemNumber; rendererItem->Item = &g_Level.Items[itemNumber]; ITEM_INFO *item = rendererItem->Item; if (!item) return 0; if (!rendererItem->DoneAnimations) { if (itemNumber == Lara.itemNumber) UpdateLaraAnimations(false); else UpdateItemAnimations(itemNumber, false); } int x, y, z; Matrix world; if (worldSpace & SPHERES_SPACE_WORLD) { x = item->pos.xPos; y = item->pos.yPos; z = item->pos.zPos; world = Matrix::Identity; } else { x = 0; y = 0; z = 0; world = Matrix::CreateTranslation(item->pos.xPos, item->pos.yPos, item->pos.zPos) * local; } world = Matrix::CreateFromYawPitchRoll(TO_RAD(item->pos.yRot), TO_RAD(item->pos.xRot), TO_RAD(item->pos.zRot)) * world; RendererObject &moveable = *m_moveableObjects[item->objectNumber]; for (int i = 0; i < moveable.ObjectMeshes.size(); i++) { RendererMesh *mesh = moveable.ObjectMeshes[i]; Vector3 pos; if (worldSpace & SPHERES_SPACE_BONE_ORIGIN) pos = Vector3::Zero; else pos = mesh->Sphere.Center; spheres[i].Center = Vector3(x, y, z) + Vector3::Transform(pos, (rendererItem->AnimationTransforms[i] * world)); spheres[i].Radius = mesh->Sphere.Radius; } return moveable.ObjectMeshes.size(); } void Renderer11::GetBoneMatrix(short itemNumber, int joint, Matrix *outMatrix) { RendererObject &obj = *m_moveableObjects[ID_LARA]; *outMatrix = obj.AnimationTransforms[joint] * m_LaraWorldMatrix; } } // namespace T5M::Renderer