rodecomp/Source/Contents/Models/ModelActorBounds.cpp
ragnarok-clanker e168b4e4a6 Restore translation-unit ownership and publish verified source corrections
Owner-authorized source migration: 31 helper-only translation units were merged into their callers or existing inline headers; both build manifests updated. Includes the preserved source payload, Lua configuration matching wowdecomp, and exact malloca expansion without diagnostic pragmas.

449 native units compiled locally and 449 staged units compiled by the pinned server toolchain. No previously byte-matched function regressed. Compiler mapping diagnostics remain recorded as needs_cleanup, not accepted or peer-confirmed. Existing independent review records are preserved. README.md is intentionally unchanged.
2026-10-25 15:42:21 +00:00

139 lines
4.7 KiB
C++

#include "Contents/Models/ModelActor.h"
#include <cmath>
#include <cstring>
namespace {
// INLINED
float Absolute(float value) {
return std::fabs(value);
}
// INLINED
float Radians(float degrees) {
return (degrees / 180.0f) * 3.141592f;
}
// INLINED
float InverseLength(float squared) {
const float root = std::sqrt(squared);
return static_cast<float>(1.0 / static_cast<double>(root));
}
// INLINED
float Coordinate(const float* point, const float* matrix, unsigned axis) {
return ((point[0] * matrix[axis] + point[1] * matrix[axis + 3]) + point[2] * matrix[axis + 6]) + matrix[axis + 9];
}
}
// OFFSET: 0x00AB9660
// FUNCTION: fn_17512
void C3dActorV1::UpdateBounds() {
float bounds[6] = {100000, 100000, 100000, -100000, -100000, -100000};
AffineMatrix identity;
identity.Identity();
this->root->AccumulateBounds(bounds, identity.values);
this->offset[0] = -(bounds[3] + bounds[0]) * 0.5f;
this->offset[1] = -bounds[4];
this->offset[2] = -(bounds[5] + bounds[2]) * 0.5f;
this->transform.SetTranslation(this->offset[0], this->offset[1], this->offset[2]);
this->transform.Scale(this->scale[0], this->scale[1], this->scale[2]);
this->transform.RotateY(Radians(this->rotation[1]));
this->transform.RotateX(Radians(this->rotation[0]));
this->transform.RotateZ(Radians(this->rotation[2]));
this->transform.Translate(this->position);
this->FinishBounds(bounds, false);
}
// OFFSET: 0x00ABA520
// FUNCTION: fn_17513
void C3dActorV2::UpdateBounds() {
float bounds[6] = {100000, 100000, 100000, -100000, -100000, -100000};
AffineMatrix identity;
identity.Identity();
for (C3dNodeV2* root : this->roots) {
root->AccumulateBounds(bounds, identity.values);
}
this->UpdateTransform();
this->FinishBounds(bounds, true);
}
// INLINED
void C3dActor::FinishBounds(const float* bounds, bool modern) {
for (unsigned axis = 0; axis < 3; ++axis) {
this->minimum[axis] = 100000;
this->maximum[axis] = -100000;
}
for (unsigned corner = 0; corner < 8; ++corner) {
const float point[3] = {
bounds[(corner & 1u) ? 3 : 0], bounds[(corner == 2 || corner == 3 || corner == 6 || corner == 7) ? 4 : 1], bounds[corner >= 4 ? 5 : 2]
};
for (unsigned axis = 0; axis < 3; ++axis) {
const float value = Coordinate(point, this->transform.values, axis);
this->corners[corner][axis] = value;
if (this->minimum[axis] > value) {
this->minimum[axis] = value;
}
if (value > this->maximum[axis]) {
this->maximum[axis] = value;
}
}
}
for (unsigned axis = 0; axis < 3; ++axis) {
const float low = Coordinate(bounds, this->transform.values, axis);
const float high = Coordinate(bounds + 3, this->transform.values, axis);
this->oriented.center[axis] = (modern || axis == 2 ? high + low : low + high) * 0.5f;
this->oriented.halfSize[axis] = Absolute((bounds[axis + 3] - bounds[axis]) * this->scale[axis]) * 0.5f;
}
AffineMatrix axes;
axes.SetScale(this->scale[0], this->scale[1], this->scale[2]);
axes.RotateY(Radians(this->rotation[1]));
axes.RotateX(Radians(this->rotation[0]));
axes.RotateZ(Radians(this->rotation[2]));
for (unsigned axis = 0; axis < 3; ++axis) {
float* direction = this->oriented.axes[axis];
direction[0] = axes.values[axis * 3];
direction[1] = axes.values[axis * 3 + 1];
direction[2] = axes.values[axis * 3 + 2];
const float inverse = InverseLength((direction[0] * direction[0] + direction[1] * direction[1]) + direction[2] * direction[2]);
direction[0] = inverse * direction[0];
direction[1] = inverse * direction[1];
direction[2] = inverse * direction[2];
}
for (ModelVolume* volume : this->volumes) {
AffineMatrix rotation;
rotation.SetXRotation(Radians(volume->rotation[0]));
rotation.RotateY(Radians(volume->rotation[1]));
rotation.RotateZ(Radians(volume->rotation[2]));
rotation.Translate(volume->position);
std::memcpy(volume->unknown_0084, rotation.values, sizeof(rotation.values));
AffineMatrix inverse;
inverse.Inverse(rotation);
std::memcpy(volume->unknown_0084 + 48, inverse.values, sizeof(inverse.values));
AffineMatrix combined;
combined.Compose(rotation, this->transform);
for (unsigned corner = 0; corner < 8; ++corner) {
const float point[3] = {
(corner == 1 || corner == 2 || corner == 5 || corner == 6) ? volume->size[0] : -volume->size[0],
(corner == 2 || corner == 3 || corner == 6 || corner == 7) ? volume->size[1] : -volume->size[1], corner >= 4 ? volume->size[2] : -volume->size[2]
};
for (unsigned axis = 0; axis < 3; ++axis) {
volume->corners[corner][axis] = Coordinate(point, combined.values, axis);
}
}
}
this->dirty = 1;
}