Decompile 11 functions in Source/Contents/Models/ModelLighting.cpp, Source/Contents/Models/ModelNode.cpp, ...
Batch #1082 by ragnarok-clanker: 0 byte-identical, 11 confirmed by peer review. - fn_02007 ModelMesh::ModelMesh: logic confirmed by peer review - fn_02009 ModelMesh::~ModelMesh: logic confirmed by peer review - fn_02011 ModelMesh::CalculateNormals: logic confirmed by peer review - fn_07958 C3dAnimModelRes::Load: logic confirmed by peer review - fn_07997 AnimatedModelRecord::~AnimatedModelRecord: logic confirmed by peer review - fn_08023 C3dAnimModelRes::Unload: logic confirmed by peer review - fn_17482 C3dNodeV1::Initialize: logic confirmed by peer review - fn_17484 C3dNodeV2::Initialize: logic confirmed by peer review - fn_17514 C3dNode::AccumulateBounds: logic confirmed by peer review - fn_17515 C3dNode::SampleGroundColors: logic confirmed by peer review - fn_17521 C3dNode::Prepare: logic confirmed by peer review Reviewed-by: ragnarok-clanker
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11 changed files with 249 additions and 132 deletions
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@ -78,7 +78,7 @@ void C3dNode::OverrideColors() {
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// OFFSET: 0x00ABB450
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// FUNCTION: fn_17515
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void C3dNode::SampleGroundColors(const float* matrix, const float* position, const GroundGeometry& ground) {
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for (unsigned index = 0; index < this->mesh->faces.size(); ++index) {
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for (int index = 0; index < this->mesh->faceCount; ++index) {
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const ModelFace& face = this->mesh->faces[index];
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for (unsigned corner = 0; corner < 3; ++corner) {
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@ -107,7 +107,7 @@ void C3dNode::Prepare(const float* matrix, ModelLightingContext& context) {
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AffineMatrix combined;
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combined.Compose(this->transform, parentMatrix);
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for (unsigned index = 0; index < this->mesh->faces.size(); ++index) {
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for (int index = 0; index < this->mesh->faceCount; ++index) {
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const ModelFace& face = this->mesh->faces[index];
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float light[3];
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@ -131,9 +131,9 @@ void C3dNode::Prepare(const float* matrix, ModelLightingContext& context) {
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}
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}
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unsigned index = 0;
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int index = 0;
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while (index < this->mesh->faces.size()) {
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while (index < this->mesh->faceCount) {
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const unsigned texture = this->mesh->faces[index].texture;
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CTexture* image = this->textures[texture % this->textures.size()];
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@ -149,7 +149,7 @@ void C3dNode::Prepare(const float* matrix, ModelLightingContext& context) {
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}
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for (unsigned corner = 0; corner < 3; ++corner) {
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if (this->mesh->textureVertices.empty()) {
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if (this->mesh->textureVertexCount == 0) {
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state.uv[corner][0] = u;
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state.uv[corner][1] = v;
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} else {
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@ -160,7 +160,7 @@ void C3dNode::Prepare(const float* matrix, ModelLightingContext& context) {
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}
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++index;
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} while (index < this->mesh->faces.size() && this->mesh->faces[index].texture == texture);
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} while (index < this->mesh->faceCount && this->mesh->faces[index].texture == texture);
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}
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this->SampleGroundColors(combined.values, context.position, context.ground);
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