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Implement/match ViewManager::FUN_100a6b90 (#646)
* Implement/match ViewManager::FUN_100a6b90 * Fix comment * Fix order
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8069923651
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2 changed files with 48 additions and 3 deletions
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@ -5,6 +5,9 @@
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DECOMP_SIZE_ASSERT(ViewManager, 0x1bc)
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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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inline undefined4 GetD3DRM(IDirect3DRM2*& d3drm, Tgl::Renderer* pRenderer);
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inline undefined4 GetFrame(IDirect3DRMFrame2*& frame, Tgl::Group* scene);
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@ -114,6 +117,47 @@ void ViewManager::Update(float p_previousRenderTime, float p_und2)
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// TODO
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}
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// FUNCTION: LEGO1 0x100a6b90
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void ViewManager::FUN_100a6b90()
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{
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flags &= ~c_bit2;
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// TODO: Should be signed, but worsens match
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unsigned int i, j, k;
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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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for (k = 0; k < 3; k++) {
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unk0xf0[i][j] += pov[k][j] * unk0x90[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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Mx3DPointFloat x;
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Mx3DPointFloat y;
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Vector3 u(unk0x150[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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unk0x150[i][3] = -u.Dot(&u, &a);
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}
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flags |= c_bit4;
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}
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// FUNCTION: LEGO1 0x100a6d50
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void ViewManager::SetResolution(int width, int height)
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{
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@ -28,6 +28,7 @@ class ViewManager {
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ViewROI* Pick(Tgl::View* p_view, unsigned long x, unsigned long y);
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void SetResolution(int width, int height);
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void SetFrustrum(float fov, float front, float back);
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void FUN_100a6b90();
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void Update(float p_previousRenderTime, float p_und2);
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// SYNTHETIC: LEGO1 0x100a6000
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@ -51,9 +52,9 @@ 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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undefined unk0x90[0x60]; // 0x90
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undefined unk0xf0[0x60]; // 0xf0
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undefined unk0x150[0x60]; // 0x150
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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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IDirect3DRM2* d3drm; // 0x1b0
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IDirect3DRMFrame2* frame; // 0x1b4
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float seconds_allowed; // 0x1b8
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