rodecomp/Source/Contents/World/WorldSpatialTree.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

288 lines
7.7 KiB
C++

#include "Contents/Ground/GroundSpatial.h"
#include "Contents/Models/ModelActor.h"
#include "Contents/World/WorldSpatialTree.h"
#include "Resource/ResourceByteReader.h"
#include "Resource/World/TerrainResource.h"
// OFFSET: 0x00AC66F0
// FUNCTION: fn_17652
WorldSpatialTree::WorldSpatialTree() : parent(nullptr), children{}, minimum{}, maximum{}, center{}, halfSize{}, dirty(1) {
}
// OFFSET: 0x00AC71E0
// FUNCTION: fn_17655
WorldSpatialTree::~WorldSpatialTree() {
this->ClearChildren();
}
// OFFSET: 0x00AC80C0
// FUNCTION: fn_17664
void WorldSpatialTree::ClearChildren() {
for (WorldSpatialTree*& child : this->children) {
delete child;
child = nullptr;
}
}
// OFFSET: 0x00AC77D0
// FUNCTION: fn_17659
void WorldSpatialTree::Subdivide(int depth) {
const float sumX = this->minimum[0] + this->maximum[0];
this->center[1] = 0;
this->minimum[1] = -999999.0f;
this->maximum[1] = 999999.0f;
this->center[0] = sumX * 0.5f;
this->center[2] = (this->minimum[2] + this->maximum[2]) * 0.5f;
if (depth != 5) {
this->children[0] = new WorldSpatialTree;
this->children[0]->parent = this;
this->children[0]->minimum[0] = this->minimum[0];
this->children[0]->maximum[0] = this->center[0];
this->children[0]->minimum[2] = this->minimum[2];
this->children[0]->maximum[2] = this->center[2];
this->children[1] = new WorldSpatialTree;
this->children[1]->parent = this;
this->children[1]->minimum[0] = this->center[0];
this->children[1]->maximum[0] = this->maximum[0];
this->children[1]->minimum[2] = this->minimum[2];
this->children[1]->maximum[2] = this->center[2];
this->children[2] = new WorldSpatialTree;
this->children[2]->parent = this;
this->children[2]->minimum[0] = this->minimum[0];
this->children[2]->maximum[0] = this->center[0];
this->children[2]->minimum[2] = this->center[2];
this->children[2]->maximum[2] = this->maximum[2];
this->children[3] = new WorldSpatialTree;
this->children[3]->parent = this;
this->children[3]->minimum[0] = this->center[0];
this->children[3]->maximum[0] = this->maximum[0];
this->children[3]->minimum[2] = this->center[2];
this->children[3]->maximum[2] = this->maximum[2];
for (WorldSpatialTree* child : this->children) {
child->Subdivide(depth + 1);
}
}
}
// OFFSET: 0x00AC8F60
// FUNCTION: fn_17681
void WorldSpatialTree::ReadBounds(ResourceByteReader& input, int depth) {
for (float& value : this->maximum) {
input.Read(&value, sizeof(value));
}
for (float& value : this->minimum) {
input.Read(&value, sizeof(value));
}
for (float& value : this->halfSize) {
input.Read(&value, sizeof(value));
}
for (float& value : this->center) {
input.Read(&value, sizeof(value));
}
if (depth != 5) {
for (WorldSpatialTree* child : this->children) {
child->ReadBounds(input, depth + 1);
}
}
}
// OFFSET: 0x00AC8590
// FUNCTION: fn_17674
void WorldSpatialTree::BindTerrain(C3dAttr& resource, int depth) {
this->dirty = 1;
this->terrain = &resource;
resource.Grid().SpatialCell(this->minimum[0], this->minimum[2], this->terrainCells[0], this->terrainCells[1]);
this->terrain->Grid().SpatialCell(this->maximum[0], this->maximum[2], this->terrainCells[2], this->terrainCells[3]);
if (depth != 5) {
for (WorldSpatialTree* child : this->children) {
child->BindTerrain(resource, depth + 1);
}
}
}
// OFFSET: 0x00AC8620
// FUNCTION: fn_17675
void WorldSpatialTree::BindGround(GroundSpatial& resource, int depth) {
this->dirty = 1;
this->ground = &resource;
resource.SpatialCell(this->minimum[0], this->minimum[2], this->groundCells[0], this->groundCells[1]);
this->ground->SpatialCell(this->maximum[0], this->maximum[2], this->groundCells[2], this->groundCells[3]);
if (depth != 5) {
for (WorldSpatialTree* child : this->children) {
child->BindGround(resource, depth + 1);
}
}
}
// OFFSET: 0x00AC7EE0
// FUNCTION: fn_17662
void WorldSpatialTree::CopyBounds(int depth, const WorldSpatialTree& source) {
this->dirty = 0;
for (unsigned index = 0; index < 3; ++index) {
this->maximum[index] = source.maximum[index];
}
for (unsigned index = 0; index < 3; ++index) {
this->minimum[index] = source.minimum[index];
}
for (unsigned index = 0; index < 3; ++index) {
this->halfSize[index] = source.halfSize[index];
}
for (unsigned index = 0; index < 3; ++index) {
this->center[index] = source.center[index];
}
if (depth != 5) {
for (unsigned index = 0; index < 4; ++index) {
this->children[index]->CopyBounds(depth + 1, *source.children[index]);
}
}
}
// OFFSET: 0x00ACB400
// FUNCTION: fn_17703
void WorldSpatialTree::RefreshBounds(int depth) {
this->dirty = 0;
if (depth != 5) {
for (WorldSpatialTree* child : this->children) {
if (child->dirty) {
child->RefreshBounds(depth + 1);
}
}
return;
}
float groundMinimum;
float groundMaximum;
float terrainMinimum;
float terrainMaximum;
this->ground->HeightBounds(this->groundCells, groundMinimum, groundMaximum);
this->terrain->Grid().HeightBounds(this->terrainCells, terrainMinimum, terrainMaximum);
this->maximum[1] = terrainMaximum > groundMaximum ? terrainMaximum : groundMaximum;
this->minimum[1] = terrainMinimum < groundMinimum ? terrainMinimum : groundMinimum;
auto object = this->objects.begin();
while (object != this->objects.end()) {
if (*object) {
const float low = (*object)->minimum[1];
if (this->minimum[1] > low) {
this->minimum[1] = low;
}
const float high = (*object)->maximum[1];
if (high > this->maximum[1]) {
this->maximum[1] = high;
}
++object;
}
}
WorldSpatialTree* node = this;
do {
if (node->minimum[1] > this->minimum[1]) {
node->minimum[1] = this->minimum[1];
}
if (this->maximum[1] > node->maximum[1]) {
node->maximum[1] = this->maximum[1];
}
node->halfSize[0] = node->maximum[0] - node->center[0];
const float halfZ = node->maximum[2] - node->center[2];
const float middleY = (node->maximum[1] + node->minimum[1]) * 0.5f;
node->center[1] = middleY;
node->halfSize[2] = halfZ;
node->halfSize[1] = node->maximum[1] - middleY;
node = node->parent;
} while (node);
}
// OFFSET: 0x00AC84F0
// OFFSET: 0x00AC86B0
// FUNCTION: fn_17673
// FUNCTION: fn_17676
void WorldSpatialTree::InsertModel(C3dActor& model, int depth) {
if (depth == 5) {
this->objects.push_back(&model);
for (WorldSpatialTree* node = this; node; node = node->parent) {
node->dirty = 1;
}
return;
}
for (WorldSpatialTree* child : this->children) {
if (model.oriented.Intersects(child->minimum)) {
child->InsertModel(model, depth + 1);
}
}
}
// OFFSET: 0x00ACA5D0
// FUNCTION: fn_17694
void WorldSpatialTree::RemoveModel(C3dActor* model, int depth) {
if (depth != 5) {
for (WorldSpatialTree* child : this->children) {
if (child) {
child->RemoveModel(model, depth + 1);
}
}
return;
}
bool removed = false;
auto current = this->objects.begin();
while (current != this->objects.end()) {
if (*current == model) {
current = this->objects.erase(current);
removed = true;
} else {
++current;
}
}
if (removed) {
for (WorldSpatialTree* node = this; node; node = node->parent) {
node->dirty = 1;
}
}
}
// OFFSET: 0x00AC8100
// FUNCTION: fn_17665
std::vector<C3dActor*>& WorldSpatialTree::ModelsAt(float x, float z, int depth) {
WorldSpatialTree* node = this;
while (depth != 5) {
const unsigned sideX = node->center[0] > x ? 0u : 1u;
const unsigned sideZ = node->center[2] > z ? 0u : 2u;
node = node->children[sideX + sideZ];
++depth;
}
return node->objects;
}