[Scummvm-git-logs] scummvm master -> d1fcd2069a39397c01873d74d18f64ab9cda2fd4

aquadran noreply at scummvm.org
Sun Oct 13 13:03:38 UTC 2024


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
d1fcd2069a WINTERMUTE: Synced updateRect function arguments with original code


Commit: d1fcd2069a39397c01873d74d18f64ab9cda2fd4
    https://github.com/scummvm/scummvm/commit/d1fcd2069a39397c01873d74d18f64ab9cda2fd4
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2024-10-13T15:03:34+02:00

Commit Message:
WINTERMUTE: Synced updateRect function arguments with original code

Changed paths:
    engines/wintermute/base/gfx/xmodel.cpp
    engines/wintermute/base/gfx/xmodel.h


diff --git a/engines/wintermute/base/gfx/xmodel.cpp b/engines/wintermute/base/gfx/xmodel.cpp
index b07593135d8..f6a30049120 100644
--- a/engines/wintermute/base/gfx/xmodel.cpp
+++ b/engines/wintermute/base/gfx/xmodel.cpp
@@ -578,36 +578,36 @@ void XModel::updateBoundingRect() {
 	int32 screenY = 0;
 
 	_gameRef->_renderer3D->project(_lastWorldMat, Math::Vector3d(x1, y1, z1), screenX, screenY);
-	updateRect(&_boundingRect, screenX, screenY);
+	updateRect(&_boundingRect, Math::Vector3d(screenX, screenY, 0));
 
 	_gameRef->_renderer3D->project(_lastWorldMat, Math::Vector3d(x1, y1, z2), screenX, screenY);
-	updateRect(&_boundingRect, screenX, screenY);
+	updateRect(&_boundingRect, Math::Vector3d(screenX, screenY, 0));
 
 	_gameRef->_renderer3D->project(_lastWorldMat, Math::Vector3d(x1, y2, z1), screenX, screenY);
-	updateRect(&_boundingRect, screenX, screenY);
+	updateRect(&_boundingRect, Math::Vector3d(screenX, screenY, 0));
 
 	_gameRef->_renderer3D->project(_lastWorldMat, Math::Vector3d(x1, y2, z2), screenX, screenY);
-	updateRect(&_boundingRect, screenX, screenY);
+	updateRect(&_boundingRect, Math::Vector3d(screenX, screenY, 0));
 
 	_gameRef->_renderer3D->project(_lastWorldMat, Math::Vector3d(x2, y1, z1), screenX, screenY);
-	updateRect(&_boundingRect, screenX, screenY);
+	updateRect(&_boundingRect, Math::Vector3d(screenX, screenY, 0));
 
 	_gameRef->_renderer3D->project(_lastWorldMat, Math::Vector3d(x2, y1, z2), screenX, screenY);
-	updateRect(&_boundingRect, screenX, screenY);
+	updateRect(&_boundingRect, Math::Vector3d(screenX, screenY, 0));
 
 	_gameRef->_renderer3D->project(_lastWorldMat, Math::Vector3d(x2, y2, z1), screenX, screenY);
-	updateRect(&_boundingRect, screenX, screenY);
+	updateRect(&_boundingRect, Math::Vector3d(screenX, screenY, 0));
 
 	_gameRef->_renderer3D->project(_lastWorldMat, Math::Vector3d(x2, y2, z2), screenX, screenY);
-	updateRect(&_boundingRect, screenX, screenY);
+	updateRect(&_boundingRect, Math::Vector3d(screenX, screenY, 0));
 }
 
 //////////////////////////////////////////////////////////////////////////
-void XModel::updateRect(Rect32 *rc, int32 x, int32 y) {
-	rc->left   = MIN(rc->left, x);
-	rc->right  = MAX(rc->right, x);
-	rc->top    = MIN(rc->top, y);
-	rc->bottom = MAX(rc->bottom, y);
+void XModel::updateRect(Rect32 *rc, Math::Vector3d vec) {
+	rc->left   = MIN(rc->left, (int32)vec.x());
+	rc->right  = MAX(rc->right, (int32)vec.x());
+	rc->top    = MIN(rc->top, (int32)vec.y());
+	rc->bottom = MAX(rc->bottom, (int32)vec.y());
 }
 
 //////////////////////////////////////////////////////////////////////////
diff --git a/engines/wintermute/base/gfx/xmodel.h b/engines/wintermute/base/gfx/xmodel.h
index 3aa0abd69c6..05dde59b90b 100644
--- a/engines/wintermute/base/gfx/xmodel.h
+++ b/engines/wintermute/base/gfx/xmodel.h
@@ -177,7 +177,7 @@ private:
 	bool findBones(bool animOnly = false, XModel *parentModel = nullptr);
 
 	void updateBoundingRect();
-	void static inline updateRect(Rect32 *rc, int32 x, int32 y);
+	void static inline updateRect(Rect32 *rc, Math::Vector3d vec);
 	Rect32 _drawingViewport;
 	Math::Matrix4 _lastViewMat;
 	Math::Matrix4 _lastProjMat;




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