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https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-12-20 02:15:32 +00:00
Mass code cleanup
This commit is contained in:
@@ -87,10 +87,10 @@ void CDamageableTriggerExtra::UpdatePlaneTransform()
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{
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float Scalar = (mRenderSide == eNorth ? 1.f : -1.f);
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mPosition = CVector3f(0.f, Extent.y * Scalar, 0.f);
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mPosition = CVector3f(0.f, Extent.Y * Scalar, 0.f);
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mRotation = CQuaternion::FromEuler(CVector3f(90.f * Scalar, 0.f, 0.f));
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mScale = CVector3f(Extent.x, Extent.z, 0.f);
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mCoordScale = mPlaneSize.xz();
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mScale = CVector3f(Extent.X, Extent.Z, 0.f);
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mCoordScale = mPlaneSize.XZ();
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break;
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}
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@@ -99,10 +99,10 @@ void CDamageableTriggerExtra::UpdatePlaneTransform()
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{
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float Scalar = (mRenderSide == eWest ? 1.f : -1.f);
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mPosition = CVector3f(-Extent.x * Scalar, 0.f, 0.f);
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mPosition = CVector3f(-Extent.X * Scalar, 0.f, 0.f);
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mRotation = CQuaternion::FromEuler(CVector3f(0.f, 90.f * Scalar, 0.f));
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mScale = CVector3f(Extent.z, Extent.y, 0.f);
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mCoordScale = -mPlaneSize.yz();
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mScale = CVector3f(Extent.Z, Extent.Y, 0.f);
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mCoordScale = -mPlaneSize.YZ();
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break;
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}
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@@ -112,10 +112,10 @@ void CDamageableTriggerExtra::UpdatePlaneTransform()
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float Scalar = (mRenderSide == eUp ? 1.f : -1.f);
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float RotAngle = (mRenderSide == eUp ? 180.f : 0.f);
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mPosition = CVector3f(0.f, 0.f, Extent.z * Scalar);
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mPosition = CVector3f(0.f, 0.f, Extent.Z * Scalar);
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mRotation = CQuaternion::FromEuler(CVector3f(0.f, RotAngle, 0.f));
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mScale = CVector3f(Extent.x, Extent.y, 0.f);
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mCoordScale = -mPlaneSize.xy();
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mScale = CVector3f(Extent.X, Extent.Y, 0.f);
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mCoordScale = -mPlaneSize.XY();
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break;
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}
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@@ -172,33 +172,33 @@ bool CDamageableTriggerExtra::ShouldDrawNormalAssets()
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return (mRenderSide == eNoRender);
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}
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void CDamageableTriggerExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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void CDamageableTriggerExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo)
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{
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if (ViewInfo.GameMode && !mpInstance->IsActive())
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if (rkViewInfo.GameMode && !mpInstance->IsActive())
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return;
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if (!ViewInfo.GameMode && ((ViewInfo.ShowFlags & eShowObjectGeometry) == 0))
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if (!rkViewInfo.GameMode && ((rkViewInfo.ShowFlags & eShowObjectGeometry) == 0))
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return;
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if (mRenderSide != eNoRender)
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{
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if (ViewInfo.ViewFrustum.BoxInFrustum(AABox()))
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if (rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
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pRenderer->AddTransparentMesh(this, -1, AABox(), eDrawMesh);
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if (mpParent->IsSelected() && !ViewInfo.GameMode)
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if (mpParent->IsSelected() && !rkViewInfo.GameMode)
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
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}
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}
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void CDamageableTriggerExtra::Draw(FRenderOptions Options, int /*ComponentIndex*/, const SViewInfo& ViewInfo)
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void CDamageableTriggerExtra::Draw(FRenderOptions Options, int /*ComponentIndex*/, const SViewInfo& rkViewInfo)
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{
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LoadModelMatrix();
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CGraphics::sPixelBlock.TintColor = mpParent->TintColor(ViewInfo);
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CGraphics::sPixelBlock.TintColor = mpParent->TintColor(rkViewInfo);
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mpMat->SetCurrent(Options);
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// Note: The plane the game renders this onto is 5x4.5, which is why we divide the tex coords by this value
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CVector2f TexUL(0.f, mCoordScale.y / 4.5f);
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CVector2f TexUR(mCoordScale.x / 5.f, mCoordScale.y / 4.5f);
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CVector2f TexBR(mCoordScale.x / 5.f, 0.f);
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CVector2f TexUL(0.f, mCoordScale.Y / 4.5f);
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CVector2f TexUR(mCoordScale.X / 5.f, mCoordScale.Y / 4.5f);
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CVector2f TexBR(mCoordScale.X / 5.f, 0.f);
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CVector2f TexBL(0.f, 0.f);
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CDrawUtil::DrawSquare(TexUL, TexUR, TexBR, TexBL);
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}
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@@ -213,40 +213,40 @@ void CDamageableTriggerExtra::DrawSelection()
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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void CDamageableTriggerExtra::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo)
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void CDamageableTriggerExtra::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& rkViewInfo)
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{
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if (mRenderSide == eNoRender) return;
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if (ViewInfo.GameMode && !mpInstance->IsActive()) return;
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if (rkViewInfo.GameMode && !mpInstance->IsActive()) return;
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const CRay& Ray = Tester.Ray();
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const CRay& rkRay = rTester.Ray();
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if (ViewInfo.pRenderer->RenderOptions() & eEnableBackfaceCull)
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if (rkViewInfo.pRenderer->RenderOptions() & eEnableBackfaceCull)
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{
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// We're guaranteed to be axis-aligned, so we can take advantage of that
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// to perform a very simple backface check.
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switch (mRenderSide)
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{
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case eNorth: if (Ray.Origin().y > AbsolutePosition().y) return; break;
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case eSouth: if (Ray.Origin().y < AbsolutePosition().y) return; break;
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case eWest: if (Ray.Origin().x < AbsolutePosition().x) return; break;
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case eEast: if (Ray.Origin().x > AbsolutePosition().x) return; break;
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case eUp: if (Ray.Origin().z > AbsolutePosition().z) return; break;
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case eDown: if (Ray.Origin().z < AbsolutePosition().z) return; break;
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case eNorth: if (rkRay.Origin().Y > AbsolutePosition().Y) return; break;
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case eSouth: if (rkRay.Origin().Y < AbsolutePosition().Y) return; break;
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case eWest: if (rkRay.Origin().X < AbsolutePosition().X) return; break;
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case eEast: if (rkRay.Origin().X > AbsolutePosition().X) return; break;
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case eUp: if (rkRay.Origin().Z > AbsolutePosition().Z) return; break;
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case eDown: if (rkRay.Origin().Z < AbsolutePosition().Z) return; break;
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}
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}
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std::pair<bool,float> Result = AABox().IntersectsRay(Ray);
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std::pair<bool,float> Result = AABox().IntersectsRay(rkRay);
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if (Result.first)
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{
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Tester.AddNode(this, -1, Result.second);
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rTester.AddNode(this, -1, Result.second);
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mCachedRayDistance = Result.second;
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}
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}
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SRayIntersection CDamageableTriggerExtra::RayNodeIntersectTest(const CRay& Ray, u32 /*ComponentIndex*/, const SViewInfo& /*ViewInfo*/)
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SRayIntersection CDamageableTriggerExtra::RayNodeIntersectTest(const CRay& rkRay, u32 /*ComponentIndex*/, const SViewInfo& /*rkViewInfo*/)
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{
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// The bounding box and all other tests already passed in RayAABoxIntersectTest, so we
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// already know that we have a positive.
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return SRayIntersection(true, mCachedRayDistance, Ray.PointOnRay(mCachedRayDistance), mpParent, -1);
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return SRayIntersection(true, mCachedRayDistance, rkRay.PointOnRay(mCachedRayDistance), mpParent, -1);
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}
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