Decompile 6 functions in Source/Contents/World/WorldSpatialTree.cpp

Batch #11391 by Yommy: 0 byte-identical, 6 confirmed by peer review.

- fn_17703 WorldSpatialTree::RefreshBounds: logic confirmed by peer review
- fn_17704 WorldSpatialTree::RefreshModelBounds: logic confirmed by peer review
- fn_17665 WorldSpatialTree::ModelsAt: logic confirmed by peer review
- fn_17694 WorldSpatialTree::RemoveModel: logic confirmed by peer review
- fn_17674 WorldSpatialTree::BindTerrain: logic confirmed by peer review
- fn_17675 WorldSpatialTree::BindGround: logic confirmed by peer review

Peer-reviewed-by: kyoshi, dori, StrawberrysherbetIX
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
This commit is contained in:
ragnarok-clanker 2026-11-05 03:02:26 +00:00
commit b90a52eeb9

View file

@ -141,8 +141,8 @@ void WorldSpatialTree::BindTerrain(C3dAttr& resource, int depth) {
this->terrain->SpatialCell(this->maximum[0], this->maximum[2], this->terrainCells[2], this->terrainCells[3]);
if (depth != 5) {
for (WorldSpatialTree* child : this->children) {
child->BindTerrain(resource, depth + 1);
for (unsigned index = 0; index < 4; ++index) {
this->children[index]->BindTerrain(resource, depth + 1);
}
}
}
@ -156,8 +156,8 @@ void WorldSpatialTree::BindGround(GroundGeometry& resource, int depth) {
this->ground->SpatialCell(this->maximum[0], this->maximum[2], this->groundCells[2], this->groundCells[3]);
if (depth != 5) {
for (WorldSpatialTree* child : this->children) {
child->BindGround(resource, depth + 1);
for (unsigned index = 0; index < 4; ++index) {
this->children[index]->BindGround(resource, depth + 1);
}
}
}
@ -195,64 +195,62 @@ void WorldSpatialTree::CopyBounds(int depth, const WorldSpatialTree& source) {
void WorldSpatialTree::RefreshBounds(int depth) {
this->dirty = 0;
if (depth != 5) {
if (depth == 5) {
float groundMinimum;
float groundMaximum;
float terrainMinimum;
float terrainMaximum;
this->ground->HeightBounds(this->groundCells, groundMinimum, groundMaximum);
this->terrain->HeightBounds(this->terrainCells, terrainMinimum, terrainMaximum);
this->maximum[1] = terrainMaximum > groundMaximum ? terrainMaximum : groundMaximum;
this->minimum[1] = terrainMinimum < groundMinimum ? terrainMinimum : groundMinimum;
auto object = this->objects.begin();
while (object != this->objects.end()) {
if (*object) {
const float low = (*object)->minimum[1];
if (this->minimum[1] > low) {
this->minimum[1] = low;
}
const float high = (*object)->maximum[1];
if (high > this->maximum[1]) {
this->maximum[1] = high;
}
++object;
}
}
WorldSpatialTree* node = this;
do {
if (node->minimum[1] > this->minimum[1]) {
node->minimum[1] = this->minimum[1];
}
if (this->maximum[1] > node->maximum[1]) {
node->maximum[1] = this->maximum[1];
}
node->halfSize[0] = node->maximum[0] - node->center[0];
const float halfZ = node->maximum[2] - node->center[2];
const float middleY = (node->maximum[1] + node->minimum[1]) * g_depthAverageHalf;
node->center[1] = middleY;
node->halfSize[2] = halfZ;
node->halfSize[1] = node->maximum[1] - middleY;
node = node->parent;
} while (node);
} else {
for (WorldSpatialTree* child : this->children) {
if (child->dirty) {
child->RefreshBounds(depth + 1);
}
}
return;
}
float groundMinimum;
float groundMaximum;
float terrainMinimum;
float terrainMaximum;
this->ground->HeightBounds(this->groundCells, groundMinimum, groundMaximum);
this->terrain->HeightBounds(this->terrainCells, terrainMinimum, terrainMaximum);
this->maximum[1] = terrainMaximum > groundMaximum ? terrainMaximum : groundMaximum;
this->minimum[1] = terrainMinimum < groundMinimum ? terrainMinimum : groundMinimum;
auto object = this->objects.begin();
while (object != this->objects.end()) {
if (*object) {
const float low = (*object)->minimum[1];
if (this->minimum[1] > low) {
this->minimum[1] = low;
}
const float high = (*object)->maximum[1];
if (high > this->maximum[1]) {
this->maximum[1] = high;
}
++object;
}
}
WorldSpatialTree* node = this;
do {
if (node->minimum[1] > this->minimum[1]) {
node->minimum[1] = this->minimum[1];
}
if (this->maximum[1] > node->maximum[1]) {
node->maximum[1] = this->maximum[1];
}
node->halfSize[0] = node->maximum[0] - node->center[0];
const float halfZ = node->maximum[2] - node->center[2];
const float middleY = (node->maximum[1] + node->minimum[1]) * 0.5f;
node->center[1] = middleY;
node->halfSize[2] = halfZ;
node->halfSize[1] = node->maximum[1] - middleY;
node = node->parent;
} while (node);
}
// OFFSET: 0x00AC84F0
@ -280,48 +278,55 @@ void WorldSpatialTree::InsertModel(C3dActor& model, int depth) {
// OFFSET: 0x00ACA5D0
// FUNCTION: fn_17694
void WorldSpatialTree::RemoveModel(C3dActor* model, int depth) {
if (depth != 5) {
if (depth == 5) {
bool removed = false;
auto current = this->objects.begin();
while (current != this->objects.end()) {
if (*current == model) {
current = this->objects.erase(current);
removed = true;
} else {
++current;
}
}
if (removed) {
for (WorldSpatialTree* node = this; node; node = node->parent) {
node->dirty = 1;
}
}
} else {
for (WorldSpatialTree* child : this->children) {
if (child) {
child->RemoveModel(model, depth + 1);
}
}
return;
}
bool removed = false;
auto current = this->objects.begin();
while (current != this->objects.end()) {
if (*current == model) {
current = this->objects.erase(current);
removed = true;
} else {
++current;
}
}
if (removed) {
for (WorldSpatialTree* node = this; node; node = node->parent) {
node->dirty = 1;
}
}
}
// OFFSET: 0x00AC8100
// FUNCTION: fn_17665
std::vector<C3dActor*>& WorldSpatialTree::ModelsAt(float x, float z, int depth) {
WorldSpatialTree* node = this;
while (depth != 5) {
const unsigned sideX = node->center[0] > x ? 0u : 1u;
const unsigned sideZ = node->center[2] > z ? 0u : 2u;
node = node->children[sideX + sideZ];
++depth;
if (depth == 5) {
return this->objects;
}
return node->objects;
WorldSpatialTree* child;
if (this->center[0] > x) {
if (this->center[2] > z) {
child = this->children[0];
} else {
child = this->children[2];
}
} else if (this->center[2] > z) {
child = this->children[1];
} else {
child = this->children[3];
}
return child->ModelsAt(x, z, depth + 1);
}
// OFFSET: 0x00ACB560
@ -329,52 +334,50 @@ std::vector<C3dActor*>& WorldSpatialTree::ModelsAt(float x, float z, int depth)
void WorldSpatialTree::RefreshModelBounds(int depth) {
this->dirty = 0;
if (depth != 5) {
if (depth == 5) {
float groundMinimum;
float groundMaximum;
float terrainMinimum;
float terrainMaximum;
this->ground->HeightBounds(this->groundCells, groundMinimum, groundMaximum);
this->terrain->HeightBounds(this->terrainCells, terrainMinimum, terrainMaximum);
this->maximum[1] = terrainMaximum > groundMaximum ? terrainMaximum : groundMaximum;
this->minimum[1] = terrainMinimum < groundMinimum ? terrainMinimum : groundMinimum;
for (C3dActor* model : this->objects) {
if (this->minimum[1] > model->minimum[1]) {
this->minimum[1] = model->minimum[1];
}
if (model->maximum[1] > this->maximum[1]) {
this->maximum[1] = model->maximum[1];
}
}
WorldSpatialTree* node = this;
do {
if (node->minimum[1] > this->minimum[1]) {
node->minimum[1] = this->minimum[1];
}
if (this->maximum[1] > node->maximum[1]) {
node->maximum[1] = this->maximum[1];
}
node->halfSize[0] = node->maximum[0] - node->center[0];
const float halfZ = node->maximum[2] - node->center[2];
const float middleY = (node->maximum[1] + node->minimum[1]) * g_depthAverageHalf;
node->center[1] = middleY;
node->halfSize[2] = halfZ;
node->halfSize[1] = node->maximum[1] - middleY;
node = node->parent;
} while (node);
} else {
for (WorldSpatialTree* child : this->children) {
if (child->dirty) {
child->RefreshModelBounds(depth + 1);
}
}
return;
}
float groundMinimum;
float groundMaximum;
float terrainMinimum;
float terrainMaximum;
this->ground->HeightBounds(this->groundCells, groundMinimum, groundMaximum);
this->terrain->HeightBounds(this->terrainCells, terrainMinimum, terrainMaximum);
this->maximum[1] = terrainMaximum > groundMaximum ? terrainMaximum : groundMaximum;
this->minimum[1] = terrainMinimum < groundMinimum ? terrainMinimum : groundMinimum;
for (C3dActor* model : this->objects) {
if (this->minimum[1] > model->minimum[1]) {
this->minimum[1] = model->minimum[1];
}
if (model->maximum[1] > this->maximum[1]) {
this->maximum[1] = model->maximum[1];
}
}
WorldSpatialTree* node = this;
do {
if (node->minimum[1] > this->minimum[1]) {
node->minimum[1] = this->minimum[1];
}
if (this->maximum[1] > node->maximum[1]) {
node->maximum[1] = this->maximum[1];
}
node->halfSize[0] = node->maximum[0] - node->center[0];
const float halfZ = node->maximum[2] - node->center[2];
const float middleY = (node->maximum[1] + node->minimum[1]) * 0.5f;
node->center[1] = middleY;
node->halfSize[2] = halfZ;
node->halfSize[1] = node->maximum[1] - middleY;
node = node->parent;
} while (node);
}