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some educated guesses for unknown view manager names (#1106)
* some educated guesses for unknown view manager names * Formatting * Pin pylint version * Use snake case for consistency (limited to this class) --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
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a942325b29
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4 changed files with 82 additions and 80 deletions
2
.github/workflows/format.yml
vendored
2
.github/workflows/format.yml
vendored
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@ -28,7 +28,7 @@ jobs:
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- name: Install python libraries
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shell: bash
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run: |
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pip install black==23.* pylint==3.* pytest==7.* -r tools/requirements.txt
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pip install black==23.* pylint==3.2.7 pytest==7.* -r tools/requirements.txt
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- name: Run pylint and black
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shell: bash
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@ -1566,7 +1566,7 @@ MxU16 LegoAnimationManager::FUN_10062110(
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LegoPathActor* actor = (LegoPathActor*) p_roi->GetEntity();
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if (actor != NULL && actor->GetBoundary() == p_boundary && actor->GetState() == 0) {
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if (GetViewManager()->FUN_100a6150(p_roi->GetWorldBoundingBox())) {
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if (GetViewManager()->IsBoundingBoxInFrustum(p_roi->GetWorldBoundingBox())) {
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Mx3DPointFloat direction(p_roi->GetWorldDirection());
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if (direction.Dot(&direction, &p_direction) > 0.707) {
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@ -1814,7 +1814,7 @@ void LegoAnimationManager::PurgeExtra(MxBool p_und)
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if ((p_und && !maOrPa) ||
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(g_characters[m_extras[i].m_characterId].m_unk0x10 >= 0 && time - m_extras[i].m_unk0x08 > und &&
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CharacterManager()->GetRefCount(roi) == 1 &&
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!viewManager->FUN_100a6150(roi->GetWorldBoundingBox()))) {
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!viewManager->IsBoundingBoxInFrustum(roi->GetWorldBoundingBox()))) {
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m_unk0x414--;
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LegoPathActor* actor = CharacterManager()->GetExtraActor(roi->GetName());
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@ -2469,7 +2469,7 @@ MxBool LegoAnimationManager::FUN_10064010(LegoPathBoundary* p_boundary, LegoUnkn
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boundingBox.Min().Sub(vec);
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boundingBox.Max() = p1;
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boundingBox.Max().Add(vec);
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return GetViewManager()->FUN_100a6150(boundingBox) == FALSE;
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return GetViewManager()->IsBoundingBoxInFrustum(boundingBox) == FALSE;
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}
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// FUNCTION: LEGO1 0x10064120
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@ -9,19 +9,20 @@
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DECOMP_SIZE_ASSERT(ViewManager, 0x1bc)
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// GLOBAL: LEGO1 0x100dbc78
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int g_unk0x100dbc78[8][3] = {{0, 0, 0}, {0, 0, 1}, {0, 1, 0}, {1, 0, 0}, {0, 1, 1}, {1, 0, 1}, {1, 1, 0}, {1, 1, 1}};
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int g_boundingBoxCornerMap[8][3] =
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{{0, 0, 0}, {0, 0, 1}, {0, 1, 0}, {1, 0, 0}, {0, 1, 1}, {1, 0, 1}, {1, 1, 0}, {1, 1, 1}};
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// GLOBAL: LEGO1 0x100dbcd8
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int g_unk0x100dbcd8[18] = {0, 1, 5, 6, 2, 3, 3, 0, 4, 1, 2, 6, 0, 3, 2, 4, 5, 6};
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int g_planePointIndexMap[18] = {0, 1, 5, 6, 2, 3, 3, 0, 4, 1, 2, 6, 0, 3, 2, 4, 5, 6};
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// GLOBAL: LEGO1 0x10101050
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float g_unk0x10101050 = 4.0F;
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float g_LODScaleFactor = 4.0F;
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// GLOBAL: LEGO1 0x10101054
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float g_unk0x10101054 = 0.00097656297;
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float g_minLODThreshold = 0.00097656297;
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// GLOBAL: LEGO1 0x10101058
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int g_unk0x10101058 = 6;
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int g_maxLODLevels = 6;
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// GLOBAL: LEGO1 0x1010105c
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float g_unk0x1010105c = 0.000125F;
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@ -38,7 +39,7 @@ ViewManager::ViewManager(Tgl::Renderer* pRenderer, Tgl::Group* scene, const Orie
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: scene(scene), flags(c_bit1 | c_bit2 | c_bit3 | c_bit4)
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{
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SetPOVSource(point_of_view);
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unk0x28 = 0.09;
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prev_render_time = 0.09;
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GetD3DRM(d3drm, pRenderer);
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GetFrame(frame, scene);
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width = 0.0;
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@ -48,7 +49,7 @@ ViewManager::ViewManager(Tgl::Renderer* pRenderer, Tgl::Group* scene, const Orie
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front = 0.0;
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back = 0.0;
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memset(unk0xf0, 0, sizeof(unk0xf0));
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memset(transformed_points, 0, sizeof(transformed_points));
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seconds_allowed = 1.0;
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}
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@ -60,7 +61,7 @@ ViewManager::~ViewManager()
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// FUNCTION: LEGO1 0x100a6150
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// FUNCTION: BETA10 0x10172164
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unsigned int ViewManager::FUN_100a6150(const BoundingBox& p_bounding_box)
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unsigned int ViewManager::IsBoundingBoxInFrustum(const BoundingBox& p_bounding_box)
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{
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const Vector3* box[] = {&p_bounding_box.Min(), &p_bounding_box.Max()};
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@ -69,13 +70,14 @@ unsigned int ViewManager::FUN_100a6150(const BoundingBox& p_bounding_box)
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for (i = 0; i < 8; i++) {
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for (j = 0; j < 3; j++) {
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und[i][j] = box[g_unk0x100dbc78[i][j]]->operator[](j);
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und[i][j] = box[g_boundingBoxCornerMap[i][j]]->operator[](j);
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}
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}
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for (i = 0; i < 6; i++) {
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for (k = 0; k < 8; k++) {
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if (unk0x150[i][0] * und[k][0] + unk0x150[i][2] * und[k][2] + unk0x150[i][1] * und[k][1] + unk0x150[i][3] >=
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if (frustum_planes[i][0] * und[k][0] + frustum_planes[i][2] * und[k][2] + frustum_planes[i][1] * und[k][1] +
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frustum_planes[i][3] >=
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0.0f) {
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break;
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}
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@ -239,7 +241,7 @@ inline void ViewManager::ManageVisibilityAndDetailRecursively(ViewROI* p_roi, in
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return;
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}
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p_und = Unknown2(und, RealtimeView::GetUserMaxLodPower() * seconds_allowed, p_roi);
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p_und = CalculateLODLevel(und, RealtimeView::GetUserMaxLodPower() * seconds_allowed, p_roi);
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}
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}
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@ -277,11 +279,11 @@ void ViewManager::Update(float p_previousRenderTime, float)
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MxStopWatch stopWatch;
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stopWatch.Start();
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unk0x28 = p_previousRenderTime;
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prev_render_time = p_previousRenderTime;
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flags |= c_bit1;
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if (flags & c_bit3) {
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Unknown();
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CalculateFrustumTransformations();
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}
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else if (flags & c_bit2) {
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UpdateViewTransformations();
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@ -295,7 +297,7 @@ void ViewManager::Update(float p_previousRenderTime, float)
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g_elapsedSeconds = stopWatch.ElapsedSeconds();
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}
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inline int ViewManager::Unknown()
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inline int ViewManager::CalculateFrustumTransformations()
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{
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flags &= ~c_bit3;
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@ -314,33 +316,33 @@ inline int ViewManager::Unknown()
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float fVar5 = fVar4 * fVar1;
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fVar4 = fVar4 * fVar2;
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float* unk0x90 = (float*) this->unk0x90;
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float* frustumVertices = (float*) this->frustum_vertices;
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// clang-format off
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*unk0x90 = fVar2; unk0x90++;
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*unk0x90 = fVar1; unk0x90++;
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*unk0x90 = uVar6; unk0x90++;
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*unk0x90 = fVar2; unk0x90++;
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*unk0x90 = -fVar1; unk0x90++;
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*unk0x90 = uVar6; unk0x90++;
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*unk0x90 = -fVar2; unk0x90++;
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*unk0x90 = -fVar1; unk0x90++;
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*unk0x90 = uVar6; unk0x90++;
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*unk0x90 = -fVar2; unk0x90++;
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*unk0x90 = fVar1; unk0x90++;
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*unk0x90 = uVar6; unk0x90++;
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*unk0x90 = fVar4; unk0x90++;
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*unk0x90 = fVar5; unk0x90++;
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*unk0x90 = fVar3; unk0x90++;
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*unk0x90 = fVar4; unk0x90++;
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*unk0x90 = -fVar5; unk0x90++;
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*unk0x90 = fVar3; unk0x90++;
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*unk0x90 = -fVar4; unk0x90++;
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*unk0x90 = -fVar5; unk0x90++;
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*unk0x90 = fVar3; unk0x90++;
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*unk0x90 = -fVar4; unk0x90++;
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*unk0x90 = fVar5; unk0x90++;
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*unk0x90 = fVar3;
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*frustumVertices = fVar2; frustumVertices++;
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*frustumVertices = fVar1; frustumVertices++;
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*frustumVertices = uVar6; frustumVertices++;
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*frustumVertices = fVar2; frustumVertices++;
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*frustumVertices = -fVar1; frustumVertices++;
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*frustumVertices = uVar6; frustumVertices++;
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*frustumVertices = -fVar2; frustumVertices++;
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*frustumVertices = -fVar1; frustumVertices++;
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*frustumVertices = uVar6; frustumVertices++;
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*frustumVertices = -fVar2; frustumVertices++;
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*frustumVertices = fVar1; frustumVertices++;
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*frustumVertices = uVar6; frustumVertices++;
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*frustumVertices = fVar4; frustumVertices++;
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*frustumVertices = fVar5; frustumVertices++;
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*frustumVertices = fVar3; frustumVertices++;
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*frustumVertices = fVar4; frustumVertices++;
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*frustumVertices = -fVar5; frustumVertices++;
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*frustumVertices = fVar3; frustumVertices++;
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*frustumVertices = -fVar4; frustumVertices++;
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*frustumVertices = -fVar5; frustumVertices++;
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*frustumVertices = fVar3; frustumVertices++;
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*frustumVertices = -fVar4; frustumVertices++;
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*frustumVertices = fVar5; frustumVertices++;
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*frustumVertices = fVar3;
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// clang-format on
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UpdateViewTransformations();
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}
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}
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inline int ViewManager::Unknown2(float p_und1, float p_und2, ViewROI* p_roi)
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inline int ViewManager::CalculateLODLevel(float p_und1, float p_und2, ViewROI* p_roi)
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{
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int result;
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float i;
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if (Unknown3(p_roi) != 0) {
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if (p_und1 < g_unk0x10101054) {
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if (IsROIVisibleAtLOD(p_roi) != 0) {
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if (p_und1 < g_minLODThreshold) {
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return 0;
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}
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result = 0;
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}
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for (i = p_und2; result < g_unk0x10101058 && p_und1 >= i; i *= g_unk0x10101050) {
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for (i = p_und2; result < g_maxLODLevels && p_und1 >= i; i *= g_LODScaleFactor) {
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result++;
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}
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return result;
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}
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inline int ViewManager::Unknown3(ViewROI* p_roi)
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inline int ViewManager::IsROIVisibleAtLOD(ViewROI* p_roi)
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{
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const LODListBase* lods = p_roi->GetLODs();
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for (i = 0; i < 8; i++) {
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for (j = 0; j < 3; j++) {
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unk0xf0[i][j] = pov[3][j];
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transformed_points[i][j] = pov[3][j];
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for (k = 0; k < 3; k++) {
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unk0xf0[i][j] += pov[k][j] * unk0x90[i][k];
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transformed_points[i][j] += pov[k][j] * frustum_vertices[i][k];
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}
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}
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}
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for (i = 0; i < 6; i++) {
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Vector3 a(unk0xf0[g_unk0x100dbcd8[i * 3]]);
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Vector3 b(unk0xf0[g_unk0x100dbcd8[i * 3 + 1]]);
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Vector3 c(unk0xf0[g_unk0x100dbcd8[i * 3 + 2]]);
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Vector3 a(transformed_points[g_planePointIndexMap[i * 3]]);
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Vector3 b(transformed_points[g_planePointIndexMap[i * 3 + 1]]);
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Vector3 c(transformed_points[g_planePointIndexMap[i * 3 + 2]]);
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Mx3DPointFloat x;
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Mx3DPointFloat y;
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Vector3 u(unk0x150[i]);
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Vector3 normal(frustum_planes[i]);
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x = c;
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((Vector3&) x).Sub(b); // TODO: Fix call
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y = a;
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((Vector3&) y).Sub(b); // TODO: Fix call
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u.EqualsCross(&x, &y);
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u.Unitize();
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normal.EqualsCross(&x, &y);
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normal.Unitize();
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unk0x150[i][3] = -u.Dot(&u, &a);
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frustum_planes[i][3] = -normal.Dot(&normal, &a);
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}
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flags |= c_bit4;
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@ -23,7 +23,7 @@ class ViewManager {
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void Remove(ViewROI* p_roi);
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void RemoveAll(ViewROI* p_roi);
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unsigned int FUN_100a6150(const BoundingBox& p_bounding_box);
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unsigned int IsBoundingBoxInFrustum(const BoundingBox& p_bounding_box);
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void UpdateROIDetailBasedOnLOD(ViewROI* p_roi, int p_und);
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void RemoveROIDetailFromScene(ViewROI* p_roi);
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void SetPOVSource(const OrientableROI* point_of_view);
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void SetFrustrum(float fov, float front, float back);
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inline void ManageVisibilityAndDetailRecursively(ViewROI* p_roi, int p_und);
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void Update(float p_previousRenderTime, float);
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inline int Unknown();
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inline int CalculateFrustumTransformations();
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void UpdateViewTransformations();
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inline static int Unknown2(float p_und1, float p_und2, ViewROI* p_roi);
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inline static int Unknown3(ViewROI* p_roi);
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inline static int CalculateLODLevel(float p_und1, float p_und2, ViewROI* p_roi);
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inline static int IsROIVisibleAtLOD(ViewROI* p_roi);
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const CompoundObject& GetROIs() { return rois; }
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void Add(ViewROI* p_roi) { rois.push_back(p_roi); }
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@ -50,7 +50,7 @@ class ViewManager {
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CompoundObject rois; // 0x08
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RealtimeView rt_view; // 0x14
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ROIList visible_rois; // 0x18
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float unk0x28; // 0x28
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float prev_render_time; // 0x28
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float view_area_at_one; // 0x2c
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unsigned int flags; // 0x30
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float width; // 0x34
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@ -59,9 +59,9 @@ class ViewManager {
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MxMatrix pov; // 0x40
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float front; // 0x88
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float back; // 0x8c
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float unk0x90[8][3]; // 0x90
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float unk0xf0[8][3]; // 0xf0
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float unk0x150[6][4]; // 0x150
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float frustum_vertices[8][3]; // 0x90
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float transformed_points[8][3]; // 0xf0
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float frustum_planes[6][4]; // 0x150
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IDirect3DRM2* d3drm; // 0x1b0
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IDirect3DRMFrame2* frame; // 0x1b4
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float seconds_allowed; // 0x1b8
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