From 62b75b99908f9cf1ea60bd4dfa415395e80d5c78 Mon Sep 17 00:00:00 2001 From: Peter Kohaut Date: Sun, 25 Feb 2018 19:31:52 +0100 Subject: BLADERUNNER: Added Generic Walker actors Fixed isseue of duplicating items in world Fixed fog issue with incorrect rendering in special occasions Added basic debugger console Refactored looping code for better readability --- engines/bladerunner/fog.cpp | 174 ++++++++++++++++++++++---------------------- 1 file changed, 87 insertions(+), 87 deletions(-) (limited to 'engines/bladerunner/fog.cpp') diff --git a/engines/bladerunner/fog.cpp b/engines/bladerunner/fog.cpp index 2befaf3e95..fff27b0558 100644 --- a/engines/bladerunner/fog.cpp +++ b/engines/bladerunner/fog.cpp @@ -118,13 +118,13 @@ void FogCone::read(Common::ReadStream *stream, int frameCount) { void FogCone::calculateCoeficient(Vector3 position, Vector3 viewPosition, float *coeficient) { *coeficient = 0.0f; - Vector3 positionT = this->_matrix * position; - Vector3 viewPositionT = this->_matrix * viewPosition; + Vector3 positionT = _matrix * position; + Vector3 viewPositionT = _matrix * viewPosition; Vector3 vectorT = (viewPositionT - positionT).normalize(); float v67 = - positionT.x * vectorT.x - positionT.y * vectorT.y - positionT.z * vectorT.z; - float v66 = - (positionT.z * positionT.z) - (positionT.y * positionT.y) - (positionT.x * positionT.x) + (v67 * v67) + (this->_parameter1 * this->_parameter1); + float v66 = - (positionT.z * positionT.z) - (positionT.y * positionT.y) - (positionT.x * positionT.x) + (v67 * v67) + (_parameter1 * _parameter1); if (v66 >= 0.0f) { float v24 = sqrt(v66); @@ -132,8 +132,8 @@ void FogCone::calculateCoeficient(Vector3 position, Vector3 viewPosition, float Vector3 v29 = positionT + (v67 - v24) * vectorT; Vector3 v36 = positionT + (v67 + v24) * vectorT; - Vector3 v39 = this->_inverted * v29; - Vector3 v42 = this->_inverted * v36; + Vector3 v39 = _inverted * v29; + Vector3 v42 = _inverted * v36; float v74 = (v39 - position).length(); float v76 = (v42 - position).length(); @@ -164,8 +164,8 @@ void FogSphere::read(Common::ReadStream *stream, int frameCount) { void FogSphere::calculateCoeficient(Vector3 position, Vector3 viewPosition, float *coeficient) { *coeficient = 0.0f; - Vector3 positionT = this->_matrix * position; - Vector3 viewPositionT = this->_matrix * viewPosition; + Vector3 positionT = _matrix * position; + Vector3 viewPositionT = _matrix * viewPosition; Vector3 v158 = Vector3::cross(positionT, viewPositionT); @@ -176,12 +176,12 @@ void FogSphere::calculateCoeficient(Vector3 position, Vector3 viewPosition, floa } float v173 = sqrt(1.0f - v167.z * v167.z); - if (v173 > cos(this->_parameter1)) { + if (v173 > cos(_parameter1)) { Vector3 v37 = Vector3(v167.y, -v167.x, 0.0f).normalize(); float v41 = 1.0f / v173 / v173 - 1.0f; float v42 = sqrt(v41); - float v43 = tan(this->_parameter1); + float v43 = tan(_parameter1); float v44 = sqrt(v43 * v43 - v41); Vector3 v45 = v44 * v37; @@ -271,10 +271,10 @@ void FogSphere::calculateCoeficient(Vector3 position, Vector3 viewPosition, floa } Vector3 v139 = positionT + (v88 * vector); - Vector3 v142 = this->_inverted * v139; + Vector3 v142 = _inverted * v139; Vector3 v148 = positionT + (v114 * vector); - Vector3 v151 = this->_inverted * v148; + Vector3 v151 = _inverted * v148; *coeficient = (v151 - v142).length(); } @@ -292,102 +292,102 @@ void FogBox::read(Common::ReadStream *stream, int frameCount) { } void FogBox::calculateCoeficient(Vector3 position, Vector3 viewPosition, float *coeficient) { - Vector3 v159 = this->_matrix * position; - Vector3 v146 = v159; - Vector3 v156 = this->_matrix * viewPosition; - Vector3 v153 = v156; - Vector3 v150 = v156 - v159; - - float v149 = this->_parameter1 * 0.5f; - if (v159.x < -v149) { - if (v156.x < -v149) { + Vector3 positionT = _matrix * position; + Vector3 viewPositionT = _matrix * viewPosition; + + Vector3 positionTadj = positionT; + Vector3 viewPositionTadj = viewPositionT; + + Vector3 direction = viewPositionT - positionT; + + float parameter1half = _parameter1 * 0.5f; + if (positionT.x < -parameter1half) { + if (viewPositionT.x < -parameter1half) { + *coeficient = 0.0f; return; } - float v28 = (-v159.x - v149) / v150.x; - Vector3 v29 = v28 * v150; - v146 = v159 + v29; - } else { - if (v156.x < -v149) { - float v19 = (-v156.x - v149) / v150.x; - Vector3 v20 = v19 * v150; - v153 = v156 + v20; - } + float v28 = (-positionT.x - parameter1half) / direction.x; + Vector3 v29 = v28 * direction; + positionTadj = positionT + v29; + } else if (viewPositionT.x < -parameter1half) { + float v19 = (-viewPositionT.x - parameter1half) / direction.x; + Vector3 v20 = v19 * direction; + viewPositionTadj = viewPositionT + v20; } - if (v149 < v146.x) { - if (v149 < v153.x) { + + if (parameter1half < positionTadj.x) { + if (parameter1half < viewPositionTadj.x) { + *coeficient = 0.0f; return; } - float v48 = (v149 - v146.x) / v150.x; - Vector3 v49 = v48 * v150; - v146 = v146 + v49; - } else { - if (v149 < v153.x) { - float v40 = (v149 - v153.x) / v150.x; - Vector3 v41 = v40 * v150; - v153 = v153 + v41; - } + float v48 = (parameter1half - positionTadj.x) / direction.x; + Vector3 v49 = v48 * direction; + positionTadj = positionTadj + v49; + } else if (parameter1half < viewPositionTadj.x) { + float v40 = (parameter1half - viewPositionTadj.x) / direction.x; + Vector3 v41 = v40 * direction; + viewPositionTadj = viewPositionTadj + v41; } - float v162 = this->_parameter2 * 0.5f; - if (v146.y < -v162) { - if (v153.y < -v162) { + + float parameter2half = _parameter2 * 0.5f; + if (positionTadj.y < -parameter2half) { + if (viewPositionTadj.y < -parameter2half) { + *coeficient = 0.0f; return; } - float v71 = (-v146.y - v162) / v150.y; - Vector3 v72 = v71 * v150; - v146 = v146 + v72; - } else { - if (v153.y < -v162) { - float v62 = (-v153.y - v162) / v150.y; - Vector3 v63 = v62 * v150; - v153 = v153 + v63; - } + float v71 = (-positionTadj.y - parameter2half) / direction.y; + Vector3 v72 = v71 * direction; + positionTadj = positionTadj + v72; + } else if (viewPositionTadj.y < -parameter2half) { + float v62 = (-viewPositionTadj.y - parameter2half) / direction.y; + Vector3 v63 = v62 * direction; + viewPositionTadj = viewPositionTadj + v63; } - if (v162 < v146.y) { - if (v162 < v153.y) { + + if (parameter2half < positionTadj.y) { + if (parameter2half < viewPositionTadj.y) { + *coeficient = 0.0f; return; } - float v91 = (v162 - v146.y) / v150.y; - Vector3 v92 = v91 * v150; - v146 = v146 + v92; - } else { - if (v162 < v153.y) { - float v83 = (v162 - v153.y) / v150.y; - Vector3 v84 = v83 * v150; - v153 = v153 + v84; - } + float v91 = (parameter2half - positionTadj.y) / direction.y; + Vector3 v92 = v91 * direction; + positionTadj = positionTadj + v92; + } else if (parameter2half < viewPositionTadj.y) { + float v83 = (parameter2half - viewPositionTadj.y) / direction.y; + Vector3 v84 = v83 * direction; + viewPositionTadj = viewPositionTadj + v84; } - if (0.0f <= v146.z) { - if (0.0f > v153.z) { - float v103 = -v153.z / v150.z; - Vector3 v104 = v103 * v150; - v153 = v153 + v104; - } - } else { - if (0.0f > v153.z) { + if (0.0f > positionTadj.z) { + if (0.0f > viewPositionTadj.z) { + *coeficient = 0.0f; return; } - float v111 = -v146.z / v150.z; - Vector3 v112 = v111 * v150; - v146 = v146 + v112; + float v111 = -positionTadj.z / direction.z; + Vector3 v112 = v111 * direction; + positionTadj = positionTadj + v112; + } else if (0.0f > viewPositionTadj.z) { + float v103 = -viewPositionTadj.z / direction.z; + Vector3 v104 = v103 * direction; + viewPositionTadj = viewPositionTadj + v104; } - if (v146.z <= this->_parameter3) { - if (v153.z > this->_parameter3) { - float v124 = (this->_parameter3 - v153.z) / v150.z; - Vector3 v125 = v124 * v150; - v153 = v153 + v125; - } - } else { - if (v153.z <= this->_parameter3) { - float v132 = (this->_parameter3 - v146.z) / v150.z; - Vector3 v133 = v132 * v150; - v146 = v146 + v133; + if (positionTadj.z > _parameter3) { + if (viewPositionTadj.z > _parameter3) { + *coeficient = 0.0f; + return; } + float v132 = (_parameter3 - positionTadj.z) / direction.z; + Vector3 v133 = v132 * direction; + positionTadj = positionTadj + v133; + } else if (viewPositionTadj.z > _parameter3) { + float v124 = (_parameter3 - viewPositionTadj.z) / direction.z; + Vector3 v125 = v124 * direction; + viewPositionTadj = viewPositionTadj + v125; } - Vector3 v137 = this->_inverted * v146; - Vector3 v140 = this->_inverted * v153; + Vector3 v137 = _inverted * positionTadj; + Vector3 v140 = _inverted * viewPositionTadj; Vector3 v143 = v140 - v137; *coeficient = v143.length(); -- cgit v1.2.3