Reconstruct readable C++ and organize cohesive source subsystems
Administrative source import: native x86 compilation passed for 423 authored units. Source placement and submission states are migrated separately; this commit does not imply peer acceptance.
Previous head: 35d2a8cb36
Payload SHA256: 592f016d2730c5593bb653aa054c1e5f76a6df72c8f5a09e66f74876e2e33dee
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35d2a8cb36
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890 changed files with 11796 additions and 16664 deletions
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#include "Contents/ModelNode.h"
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#include <bit>
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#include <cstring>
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#include <emmintrin.h>
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// OFFSET: 0x00AB5CE0
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// FUNCTION: fn_17464
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C3dNode::C3dNode() : model(nullptr), parent(nullptr), mesh(nullptr), alpha(1.0f), unknown_0088(0) {
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}
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// OFFSET: 0x00AB66A0
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// FUNCTION: fn_17471
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C3dNode::~C3dNode() {
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// Delete while every list node still exists, as in the original base cleanup.
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for (C3dNode* child : this->children) {
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delete child;
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}
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}
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// OFFSET: 0x00AB5DE0
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// FUNCTION: fn_17465
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C3dNodeV1::C3dNodeV1() = default;
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// OFFSET: 0x00AB6BA0
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// FUNCTION: fn_17476
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C3dNodeV1::~C3dNodeV1() = default;
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// OFFSET: 0x00AB5EA0
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// FUNCTION: fn_17466
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C3dNodeV2::C3dNodeV2() = default;
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// OFFSET: 0x00AB6C50
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// FUNCTION: fn_17477
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C3dNodeV2::~C3dNodeV2() = default;
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// FUNCTION: fn_17481
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void C3dNode::Initialize(const ModelNode&) {
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}
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// FUNCTION: fn_17506
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void C3dNode::Animate(double) {
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}
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// OFFSET: 0x00AB7050
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// FUNCTION: fn_17482
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void C3dNodeV1::Initialize(const ModelNode& resource) {
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this->name = resource.name;
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this->mesh = resource.mesh.get();
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this->textures = resource.textures;
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this->alpha = static_cast<float>(resource.alpha) / 255.0f;
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if (this->scaleKeys.empty()) {
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this->scaleKeys.push_back({0, {resource.scale[0], resource.scale[1], resource.scale[2]}, {0, 0, 0, 1}});
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}
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this->rotationKeys = resource.rotationKeys;
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if (this->rotationKeys.empty()) {
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const float halfAngle = resource.angle * 0.5f;
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const float sine = ClientSin(halfAngle);
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this->rotationKeys.push_back(
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{0, {sine * resource.axis[0], sine * resource.axis[1], sine * resource.axis[2], ClientCos(halfAngle)}}
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);
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}
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this->positionKeys = resource.legacyPositionKeys;
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if (this->positionKeys.empty()) {
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this->positionKeys.push_back({0, {resource.position[0], resource.position[1], resource.position[2]}});
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}
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for (const ModelNode* resourceChild : resource.children) {
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auto* child = new C3dNodeV1;
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this->children.push_back(child);
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child->model = this->model;
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child->parent = this;
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child->Initialize(*resourceChild);
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}
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this->faceState.resize(this->mesh->faces.size());
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this->faceValues.resize(this->mesh->faces.size() * 9u);
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}
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// OFFSET: 0x00AB73F0
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// FUNCTION: fn_17484
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void C3dNodeV2::Initialize(const ModelNode& resource) {
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this->name = resource.name;
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this->mesh = resource.mesh.get();
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std::memcpy(this->resourceTransform.values, resource.transform, sizeof(resource.transform));
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if (this->parent) {
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const AffineMatrix world = this->resourceTransform;
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const AffineMatrix parentWorld = static_cast<C3dNodeV2*>(this->parent)->resourceTransform;
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AffineMatrix inverse;
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inverse.Inverse(parentWorld);
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this->localTransform.Compose(world, inverse);
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} else {
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this->localTransform = this->resourceTransform;
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}
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this->scaleKeys = resource.scaleKeys;
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this->rotationKeys = resource.rotationKeys;
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this->positionKeys = resource.positionKeys;
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this->textureKeys = resource.textureKeys;
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for (const ModelNode* resourceChild : resource.children) {
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auto* child = new C3dNodeV2;
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child->parent = this;
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child->model = this->model;
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child->Initialize(*resourceChild);
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this->children.push_back(child);
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}
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this->alpha = static_cast<float>(resource.alpha) * 0.00390625f;
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this->textures.insert(this->textures.end(), resource.textures.begin(), resource.textures.end());
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this->alpha = static_cast<float>(resource.alpha) / 255.0f;
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this->faceState.resize(this->mesh->faces.size());
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this->faceValues.resize(this->mesh->faces.size() * 9u);
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}
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// OFFSET: 0x00AB9120
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// FUNCTION: fn_17507
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void C3dNodeV1::Animate(double frame) {
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const int selected = _mm_cvttsd_si32(_mm_set_sd(frame));
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AffineMatrix position;
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AffineMatrix scale;
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AffineMatrix rotation;
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position.Identity();
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scale.Identity();
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rotation.Identity();
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SampleLegacyPosition(this->positionKeys, selected, position);
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SampleLegacyRotation(this->rotationKeys, selected, rotation);
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SampleLegacyScale(this->scaleKeys, selected, scale);
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AffineMatrix combined;
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combined.Compose(scale, rotation);
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this->transform.Compose(combined, position);
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for (C3dNode* child : this->children) {
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child->Animate(frame);
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}
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}
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// OFFSET: 0x00AB9210
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// FUNCTION: fn_17508
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void C3dNodeV2::Animate(double frame) {
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this->transform.Identity();
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const float selected = static_cast<float>(frame);
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SampleModelScale(this->scaleKeys, selected, this->transform);
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SampleModelRotation(this->rotationKeys, selected, this->localTransform, this->transform);
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SampleModelPosition(this->positionKeys, selected, this->localTransform, this->transform);
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this->textureTransforms.clear();
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for (const auto& [texture, channels] : this->textureKeys) {
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SampleModelTexture(channels, selected, this->textureTransforms[texture]);
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}
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for (C3dNode* child : this->children) {
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child->Animate(frame);
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}
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}
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