rodecomp/Source/Contents/World/WorldTerrainPicking.cpp
ragnarok-clanker a47d20f8be Reconstruct readable C++ and organize cohesive source subsystems
Administrative source import: native x86 compilation passed for 423 authored units. Source placement and submission states are migrated separately; this commit does not imply peer acceptance.

Previous head: 35d2a8cb36
Payload SHA256: 592f016d2730c5593bb653aa054c1e5f76a6df72c8f5a09e66f74876e2e33dee
2026-10-25 07:42:41 +00:00

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1.4 KiB
C++

#include "Contents/World/WorldRayQuery.h"
#include "Contents/World/WorldSpatialTree.h"
#include "Contents/World/WorldTerrainPicking.h"
#include "Render/Projection/RenderProjection.h"
#include "Resource/World/TerrainResource.h"
// OFFSET: 0x00CD4060
// FUNCTION: fn_21274
bool PickTerrainRay(const float* ray, WorldSpatialTree& root, int& column, int& row) {
WorldRayQuery query;
query.Collect(ray, &root);
float nearest = 999999.0f;
for (WorldSpatialTree* node : query.nodes) {
C3dAttr* terrain = node->terrain;
int candidateRow = node->terrainCells[1];
while (candidateRow <= node->terrainCells[3]) {
int candidateColumn = node->terrainCells[0];
while (candidateColumn <= node->terrainCells[2]) {
const float distance = terrain->Grid().RayDistance(ray, candidateColumn, candidateRow);
if (nearest > distance) {
nearest = distance;
column = candidateColumn;
row = candidateRow;
}
candidateColumn = candidateColumn + 1;
}
candidateRow = candidateRow + 1;
}
}
return 999999.0f > nearest;
}
// OFFSET: 0x00CD4060
// FUNCTION: fn_21274
bool PickScreenTerrain(
const RenderProjection& projection, int x, int y, const float* origin, const float* cameraMatrix, WorldSpatialTree& root, int& column, int& row
) {
float ray[6]{};
projection.Ray(x, y, origin, cameraMatrix, ray);
return PickTerrainRay(ray, root, column, row);
}