rodecomp/Source/Contents/Ground/TerrainPicking.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

38 lines
1.2 KiB
C++

#include "Contents/Ground/TerrainHeight.h"
#include "Utility/Math/RayTriangle.h"
// OFFSET: 0x00749300
// FUNCTION: fn_07842
float TerrainHeight::RayDistance(const float* ray, int column, int row) const {
const TerrainHeightCell* cell = this->CellAt(column, row);
if (!cell) {
return 0.0f;
}
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;
float u;
float v;
float distance;
if (IntersectRayTriangle(ray, first, second, third, u, v, distance)) {
nearest = distance < nearest ? distance : nearest;
}
if (IntersectRayTriangle(ray, second, fourth, third, u, v, distance)) {
nearest = distance < nearest ? distance : nearest;
}
return nearest;
}