58 lines
1.6 KiB
C++
58 lines
1.6 KiB
C++
#include "Contents/WorldRayQuery.h"
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#include "Contents/WorldSpatialTree.h"
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#include "Contents/WorldTerrainPicking.h"
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#include "Render/RenderProjection.h"
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#include "Resource/TerrainResource.h"
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#include <bit>
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// OFFSET: 0x00CD4060
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// FUNCTION: fn_21274
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bool PickTerrainRay(const float* ray, WorldSpatialTree& root, int& column, int& row) {
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WorldRayQuery query;
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query.Collect(ray, &root);
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float nearest = 999999.0f;
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for (WorldSpatialTree* node : query.nodes) {
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C3dAttr* terrain = node->terrain;
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int candidateRow = node->terrainCells[1];
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while (candidateRow <= node->terrainCells[3]) {
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int candidateColumn = node->terrainCells[0];
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while (candidateColumn <= node->terrainCells[2]) {
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const float distance = terrain->Grid().RayDistance(ray, candidateColumn, candidateRow);
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// COMISS nearest,distance / JBE retains ties and unordered misses.
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if (nearest > distance) {
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nearest = distance;
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column = candidateColumn;
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row = candidateRow;
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}
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candidateColumn = std::bit_cast<int>(static_cast<unsigned>(candidateColumn) + 1u);
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}
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candidateRow = std::bit_cast<int>(static_cast<unsigned>(candidateRow) + 1u);
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}
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}
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return 999999.0f > nearest;
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}
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// OFFSET: 0x00CD4060
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// FUNCTION: fn_21274
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bool PickScreenTerrain(
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const RenderProjection& projection,
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int x,
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int y,
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const float* origin,
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const float* cameraMatrix,
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WorldSpatialTree& root,
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int& column,
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int& row
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) {
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float ray[6]{};
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projection.Ray(x, y, origin, cameraMatrix, ray);
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return PickTerrainRay(ray, root, column, row);
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}
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