123 lines
3.2 KiB
C++
123 lines
3.2 KiB
C++
#include "Contents/GroundGeometry.h"
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#include "Resource/TerrainResource.h"
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#include "Utility/RayTriangle.h"
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#include <cstring>
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// OFFSET: 0x00AC1010
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// FUNCTION: fn_17574
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void GroundGeometry::CellBounds(int column, int row, float& minimum, float& maximum) const {
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if (column < 0 || column >= this->width || row < 0 || row >= this->height) {
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minimum = 0.0f;
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maximum = 0.0f;
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return;
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}
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minimum = 999999.0f;
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maximum = -999999.0f;
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const GroundQuad* quad =
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this->cells[static_cast<unsigned>(column) + static_cast<unsigned>(row) * static_cast<unsigned>(this->width)].top;
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if (quad) {
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const float heights[4] = {quad->vertices[0][1], quad->vertices[1][1], quad->vertices[2][1], quad->vertices[3][1]};
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float high = -999999.0f;
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for (float value : heights) {
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if (value > high) {
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maximum = value;
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high = value;
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}
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}
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float low = minimum;
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for (float value : heights) {
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if (low > value) {
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minimum = value;
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low = value;
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}
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}
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}
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}
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// OFFSET: 0x00AC0E30
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// FUNCTION: fn_17572
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bool GroundGeometry::OverlayHeights(const C3dAttr& terrain, float* vertices, int column, int row) const {
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const TerrainHeightCell* cell = terrain.Grid().CellAt(column, row);
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if (!cell) {
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return false;
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}
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for (unsigned corner = 0; corner < 4; ++corner) {
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// Outputs may overlap the source record; do not snapshot the heights.
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vertices[corner * 3 + 1] = cell->heights[corner];
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}
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return true;
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}
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// OFFSET: 0x00AC0D40
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// FUNCTION: fn_17571
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bool GroundGeometry::CellVertices(const C3dAttr& terrain, float* vertices, int column, int row) const {
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if (column < 0 || (column >> 1) >= this->width || row < 0 || (row >> 1) >= this->height) {
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return false;
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}
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const GroundQuad* quad =
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this
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->cells[static_cast<unsigned>(column >> 1) + static_cast<unsigned>(row >> 1) * static_cast<unsigned>(this->width)]
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.top;
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if (!quad) {
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return false;
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}
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for (unsigned corner = 0; corner < 4; ++corner) {
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for (unsigned axis = 0; axis < 3; ++axis) {
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vertices[corner * 3 + axis] = quad->vertices[corner][axis];
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}
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}
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this->OverlayHeights(terrain, vertices, column, row);
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return true;
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}
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// OFFSET: 0x00ABFD60
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// FUNCTION: fn_17560
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void GroundGeometry::MarkRay(const float* ray, int column, int row, float limit) {
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if (column < 0 || column >= this->width || row < 0 || row >= this->height) {
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return;
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}
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GroundCell& cell =
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this->cells[static_cast<unsigned>(column) + static_cast<unsigned>(row) * static_cast<unsigned>(this->width)];
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GroundQuad* quads[3] = {cell.top, cell.side2, cell.side1};
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for (GroundQuad* quad : quads) {
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if (!quad) {
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continue;
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}
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float vertices[4][3];
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for (unsigned corner = 0; corner < 4; ++corner) {
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std::memcpy(vertices[corner], quad->vertices[corner], sizeof(vertices[corner]));
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}
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float u;
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float v;
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float distance;
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if (IntersectRayTriangle(ray, vertices[0], vertices[1], vertices[2], u, v, distance) && limit > distance) {
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quad->selected = 1;
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}
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if (
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quad->selected == 0 && IntersectRayTriangle(ray, vertices[1], vertices[3], vertices[2], u, v, distance) &&
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limit > distance
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) {
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quad->selected = 1;
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}
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}
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}
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