Decompile 2 functions in Source/Contents/World/WorldSpatialInitialization.cpp, Source/Contents/World/WorldSpatialInitialization.h, ...

Batch #11543 by cremane: 0 byte-identical, 2 confirmed by peer review.

- fn_17660 CWorld::InitializeSpatial: logic confirmed by peer review
- fn_17684 CWorld::InitWorld: logic confirmed by peer review

Peer-reviewed-by: Yommy, KWDev
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 03:24:34 +00:00
commit f4e7bbfbb5
4 changed files with 26 additions and 26 deletions

View file

@ -56,6 +56,7 @@ public:
void AddPcPosFromCell(std::uint32_t aid, const int* cell);
void AddPcPosUnindexed(std::uint32_t aid, const CellFloatPos& cell);
void InitWorld();
void InitializeSpatial();
void RemoveObject(CRenderObject* object);
void SendObjectMessage(CGameObject* sender, std::uint64_t identity, int message, int a, int b, int c, int d);
static unsigned long __stdcall LoadDeferredModels(void* parameter);

View file

@ -271,7 +271,7 @@ void CWorld::InitWorld() {
}
}
InitializeWorldSpatial(this->spatial, *this->ground, *this->terrain, this->models, this->serializedSpatial);
this->InitializeSpatial();
this->LoadMapEffects();
reinterpret_cast<void (__thiscall *)(GroundGeometry*)>(groundVtbl[11])(this->ground);

View file

@ -1,5 +1,6 @@
#include "Contents/Ground/GroundGeometry.h"
#include "Contents/Models/ModelActor.h"
#include "Contents/World/World.h"
#include "Contents/World/WorldSpatialInitialization.h"
#include "Contents/World/WorldSpatialTree.h"
#include "Resource/World/TerrainResource.h"
@ -8,37 +9,39 @@
// OFFSET: 0x00AC79C0
// FUNCTION: fn_17660
void InitializeWorldSpatial(
WorldSpatialTree& root, GroundGeometry& ground, C3dAttr& terrain, std::span<C3dActor* const> models, const WorldSpatialTree* serialized
) {
root.ClearChildren();
const int halfWidth = ground.width / 2;
const int halfHeight = ground.height / 2;
root.minimum[0] = static_cast<float>(ground.width / -2) * ground.cellSize;
root.maximum[0] = static_cast<float>(ground.width - halfWidth) * ground.cellSize - 1.0f;
root.minimum[2] = static_cast<float>(ground.height / -2) * ground.cellSize;
root.maximum[2] = static_cast<float>(ground.height - halfHeight) * ground.cellSize - 1.0f;
root.halfSize[0] = 0;
root.halfSize[2] = 0;
root.Subdivide(0);
void CWorld::InitializeSpatial() {
this->spatial.ClearChildren();
const int halfWidth = this->ground->width / 2;
const int halfHeight = this->ground->height / 2;
this->spatial.minimum[0] = static_cast<float>(-halfWidth) * this->ground->cellSize;
this->spatial.maximum[0] = static_cast<float>(this->ground->width - halfWidth) * this->ground->cellSize - 1.0f;
this->spatial.minimum[2] = static_cast<float>(-halfHeight) * this->ground->cellSize;
this->spatial.maximum[2] = static_cast<float>(this->ground->height - halfHeight) * this->ground->cellSize - 1.0f;
this->spatial.center[0] = 0;
this->spatial.center[2] = 0;
this->spatial.Subdivide(0);
for (C3dActor* model : models) {
for (WorldSpatialTree* child : root.children) {
for (auto it = this->models.begin(); it != this->models.end(); ++it) {
C3dActor* model = *it;
for (int i = 0; i < 4; ++i) {
WorldSpatialTree* child = this->spatial.children[i];
if (model->oriented.Intersects(child->minimum)) {
child->InsertModel(*model, 1);
}
}
}
root.BindGround(ground, 0);
root.BindTerrain(terrain, 0);
this->spatial.BindGround(*this->ground, 0);
this->spatial.BindTerrain(*this->terrain, 0);
if (serialized) {
root.CopyBounds(0, *serialized);
if (this->serializedSpatial) {
this->spatial.CopyBounds(0, *this->serializedSpatial);
} else {
root.dirty = 0;
this->spatial.dirty = 0;
for (WorldSpatialTree* child : root.children) {
for (int i = 0; i < 4; ++i) {
WorldSpatialTree* child = this->spatial.children[i];
if (child->dirty) {
child->RefreshBounds(1);
}

View file

@ -8,10 +8,6 @@ class GroundGeometry;
class C3dAttr;
class C3dActor;
void InitializeWorldSpatial(
WorldSpatialTree& root, GroundGeometry& ground, C3dAttr& terrain, std::span<C3dActor* const> models, const WorldSpatialTree* serialized
);
void PublishWorldModels(WorldSpatialTree& root, C3dActor* const* models, int& published, int& pending);
#endif