#include "CMappableObject.hpp" #include "GameGlobalObjects.hpp" #include "ITweakAutoMapper.hpp" namespace urde { const zeus::CVector3f CMappableObject::skDoorVerts[8] = {}; zeus::CTransform CMappableObject::AdjustTransformForType() { /* TODO - Phil: Finish this */ float doorCenterX = g_tweakAutoMapper->GetDoorCenter().x; float doorCenterY = g_tweakAutoMapper->GetDoorCenter().y; if (x0_ == EMappableObjectType::BigDoor1) { zeus::CTransform scale; scale.scaleBy(1.5); zeus::CTransform orientation; orientation.origin = {-1.4f*doorCenterX, 0.0f, 0.0f}; zeus::CTransform tmp3 = x10_ * orientation; orientation.rotateLocalZ(zeus::degToRad(90.0f)); return tmp3 * scale; } else if (x0_ == EMappableObjectType::BigDoor2) { } else if (x0_ == EMappableObjectType::IceDoorCeiling || x0_ == EMappableObjectType::WaveDoorCeiling || x0_ == EMappableObjectType::Eleven) { } else if (x0_ == EMappableObjectType::IceDoorCeiling || x0_ == EMappableObjectType::WaveDoorFloor || x0_ == EMappableObjectType::Twelve) { } else if (EMappableObjectType(u32(x0_) - u32(EMappableObjectType::IceDoorFloor2)) <= EMappableObjectType::ShieldDoor || x0_ == EMappableObjectType::Fifteen) { } return x10_; } void CMappableObject::PostConstruct(const void *) { #if __BYTE_ORDER__!= __ORDER_BIG_ENDIAN__ x0_ = EMappableObjectType(SBIG(u32(x0_))); x4_ = SBIG(x4_); x8_ = SBIG(x8_); xc_ = SBIG(xc_); for (u32 i = 0 ; i<3 ; i++) { for (u32 j = 0 ; j<4 ; j++) { u32* tmp = reinterpret_cast(&x10_.basis.m[i][j]); *tmp = SBIG(*tmp); } } #endif x10_.origin.x = x10_.basis.m[0][3]; x10_.origin.y = x10_.basis.m[1][3]; x10_.origin.z = x10_.basis.m[2][3]; x10_.basis.transpose(); x10_ = AdjustTransformForType(); } void CMappableObject::ReadAutoMapperTweaks(const ITweakAutoMapper& tweaks) { const zeus::CVector3f& center = tweaks.GetDoorCenter(); zeus::CVector3f* doorVerts = const_cast(&CMappableObject::skDoorVerts[0]); /* Wrap door verts around -Z to build surface */ doorVerts[0].assign( -center.z, -center.y, 0.f); doorVerts[1].assign( -center.z, -center.y, 2.f * center.x); doorVerts[2].assign( -center.z, center.y, 0.f); doorVerts[3].assign( -center.z, center.y, 2.f * center.x); doorVerts[4].assign(.2f * -center.z, -center.y, 0.f); doorVerts[5].assign(.2f * -center.z, -center.y, 2.f * center.x); doorVerts[6].assign(.2f * -center.z, center.y, 0.f); doorVerts[7].assign(.2f * -center.z, center.y, 2.f * center.x); } }