Decompile fn_07842 (C3dAttr::RayDistance)

Batch #16323 by youko: 0 byte-identical, 1 confirmed by peer review.

- fn_07842 C3dAttr::RayDistance: logic confirmed by peer review

Peer-reviewed-by: eAthena, Yommy, Toshiro
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 2026-11-10 18:58:28 +00:00
commit dbeb2d7edd

View file

@ -4,33 +4,51 @@
// OFFSET: 0x00749300
// FUNCTION: fn_07842
float C3dAttr::RayDistance(const float* ray, int column, int row) const {
float nearest = 999999.0f;
const TerrainHeightCell* cell = this->CellAt(column, row);
if (!cell) {
return 0.0f;
}
struct Point {
// INLINED
Point() : x(0), y(0), z(0) {
}
float x;
float y;
float z;
};
Point corners[4];
const float size = static_cast<float>(this->cellSize);
const int x = column - this->width / 2;
const int z = row - this->height / 2;
const float left = static_cast<float>(x) * size;
const float right = static_cast<float>(x + 1) * size;
const float top = static_cast<float>(z) * size;
const float bottom = static_cast<float>(z + 1) * size;
const float first[3] = {left, cell->heights[0], top};
const float second[3] = {right, cell->heights[1], top};
const float third[3] = {left, cell->heights[2], bottom};
const float fourth[3] = {right, cell->heights[3], bottom};
float nearest = 999999.0f;
const int dx = column - this->width / 2;
const int dz = row - this->height / 2;
const float left = static_cast<float>(dx) * size;
const float right = static_cast<float>(dx + 1) * size;
const float top = static_cast<float>(dz) * size;
const float bottom = static_cast<float>(dz + 1) * size;
corners[0].x = left;
corners[0].y = cell->heights[0];
corners[0].z = top;
corners[1].x = right;
corners[1].y = cell->heights[1];
corners[1].z = top;
corners[2].x = left;
corners[2].y = cell->heights[2];
corners[2].z = bottom;
corners[3].x = right;
corners[3].y = cell->heights[3];
corners[3].z = bottom;
float u;
float v;
float distance;
if (IntersectRayTriangle(ray, first, second, third, u, v, distance)) {
if (IntersectRayTriangle(ray, &corners[0].x, &corners[1].x, &corners[2].x, u, v, distance)) {
nearest = distance < nearest ? distance : nearest;
}
if (IntersectRayTriangle(ray, second, fourth, third, u, v, distance)) {
if (IntersectRayTriangle(ray, &corners[1].x, &corners[3].x, &corners[2].x, u, v, distance)) {
nearest = distance < nearest ? distance : nearest;
}