Owner-authorized source migration: 31 helper-only translation units were merged into their callers or existing inline headers; both build manifests updated. Includes the preserved source payload, Lua configuration matching wowdecomp, and exact malloca expansion without diagnostic pragmas. 449 native units compiled locally and 449 staged units compiled by the pinned server toolchain. No previously byte-matched function regressed. Compiler mapping diagnostics remain recorded as needs_cleanup, not accepted or peer-confirmed. Existing independent review records are preserved. README.md is intentionally unchanged.
139 lines
4.7 KiB
C++
139 lines
4.7 KiB
C++
#include "Contents/Models/ModelActor.h"
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#include <cmath>
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#include <cstring>
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namespace {
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// INLINED
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float Absolute(float value) {
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return std::fabs(value);
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}
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// INLINED
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float Radians(float degrees) {
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return (degrees / 180.0f) * 3.141592f;
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}
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// INLINED
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float InverseLength(float squared) {
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const float root = std::sqrt(squared);
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return static_cast<float>(1.0 / static_cast<double>(root));
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}
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// INLINED
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float Coordinate(const float* point, const float* matrix, unsigned axis) {
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return ((point[0] * matrix[axis] + point[1] * matrix[axis + 3]) + point[2] * matrix[axis + 6]) + matrix[axis + 9];
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}
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}
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// OFFSET: 0x00AB9660
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// FUNCTION: fn_17512
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void C3dActorV1::UpdateBounds() {
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float bounds[6] = {100000, 100000, 100000, -100000, -100000, -100000};
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AffineMatrix identity;
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identity.Identity();
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this->root->AccumulateBounds(bounds, identity.values);
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this->offset[0] = -(bounds[3] + bounds[0]) * 0.5f;
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this->offset[1] = -bounds[4];
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this->offset[2] = -(bounds[5] + bounds[2]) * 0.5f;
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this->transform.SetTranslation(this->offset[0], this->offset[1], this->offset[2]);
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this->transform.Scale(this->scale[0], this->scale[1], this->scale[2]);
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this->transform.RotateY(Radians(this->rotation[1]));
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this->transform.RotateX(Radians(this->rotation[0]));
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this->transform.RotateZ(Radians(this->rotation[2]));
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this->transform.Translate(this->position);
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this->FinishBounds(bounds, false);
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}
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// OFFSET: 0x00ABA520
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// FUNCTION: fn_17513
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void C3dActorV2::UpdateBounds() {
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float bounds[6] = {100000, 100000, 100000, -100000, -100000, -100000};
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AffineMatrix identity;
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identity.Identity();
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for (C3dNodeV2* root : this->roots) {
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root->AccumulateBounds(bounds, identity.values);
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}
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this->UpdateTransform();
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this->FinishBounds(bounds, true);
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}
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// INLINED
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void C3dActor::FinishBounds(const float* bounds, bool modern) {
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for (unsigned axis = 0; axis < 3; ++axis) {
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this->minimum[axis] = 100000;
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this->maximum[axis] = -100000;
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}
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for (unsigned corner = 0; corner < 8; ++corner) {
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const float point[3] = {
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bounds[(corner & 1u) ? 3 : 0], bounds[(corner == 2 || corner == 3 || corner == 6 || corner == 7) ? 4 : 1], bounds[corner >= 4 ? 5 : 2]
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};
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for (unsigned axis = 0; axis < 3; ++axis) {
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const float value = Coordinate(point, this->transform.values, axis);
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this->corners[corner][axis] = value;
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if (this->minimum[axis] > value) {
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this->minimum[axis] = value;
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}
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if (value > this->maximum[axis]) {
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this->maximum[axis] = value;
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}
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}
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}
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for (unsigned axis = 0; axis < 3; ++axis) {
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const float low = Coordinate(bounds, this->transform.values, axis);
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const float high = Coordinate(bounds + 3, this->transform.values, axis);
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this->oriented.center[axis] = (modern || axis == 2 ? high + low : low + high) * 0.5f;
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this->oriented.halfSize[axis] = Absolute((bounds[axis + 3] - bounds[axis]) * this->scale[axis]) * 0.5f;
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}
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AffineMatrix axes;
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axes.SetScale(this->scale[0], this->scale[1], this->scale[2]);
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axes.RotateY(Radians(this->rotation[1]));
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axes.RotateX(Radians(this->rotation[0]));
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axes.RotateZ(Radians(this->rotation[2]));
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for (unsigned axis = 0; axis < 3; ++axis) {
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float* direction = this->oriented.axes[axis];
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direction[0] = axes.values[axis * 3];
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direction[1] = axes.values[axis * 3 + 1];
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direction[2] = axes.values[axis * 3 + 2];
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const float inverse = InverseLength((direction[0] * direction[0] + direction[1] * direction[1]) + direction[2] * direction[2]);
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direction[0] = inverse * direction[0];
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direction[1] = inverse * direction[1];
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direction[2] = inverse * direction[2];
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}
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for (ModelVolume* volume : this->volumes) {
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AffineMatrix rotation;
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rotation.SetXRotation(Radians(volume->rotation[0]));
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rotation.RotateY(Radians(volume->rotation[1]));
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rotation.RotateZ(Radians(volume->rotation[2]));
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rotation.Translate(volume->position);
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std::memcpy(volume->unknown_0084, rotation.values, sizeof(rotation.values));
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AffineMatrix inverse;
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inverse.Inverse(rotation);
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std::memcpy(volume->unknown_0084 + 48, inverse.values, sizeof(inverse.values));
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AffineMatrix combined;
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combined.Compose(rotation, this->transform);
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for (unsigned corner = 0; corner < 8; ++corner) {
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const float point[3] = {
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(corner == 1 || corner == 2 || corner == 5 || corner == 6) ? volume->size[0] : -volume->size[0],
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(corner == 2 || corner == 3 || corner == 6 || corner == 7) ? volume->size[1] : -volume->size[1], corner >= 4 ? volume->size[2] : -volume->size[2]
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};
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for (unsigned axis = 0; axis < 3; ++axis) {
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volume->corners[corner][axis] = Coordinate(point, combined.values, axis);
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}
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}
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}
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this->dirty = 1;
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}
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