rodecomp/Source/Contents/Ground/GroundSpatial.cpp
ragnarok-clanker dc929730f2 Decompile fn_17562 (GroundGeometry::SpatialCell)
Batch #11381 by cremane: 0 byte-identical, 1 confirmed by peer review.

- fn_17562 GroundGeometry::SpatialCell: logic confirmed by peer review

Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-04 23:46:46 +00:00

114 lines
2.6 KiB
C++

#include "Contents/Ground/GroundGeometry.h"
#include <cmath>
// OFFSET: 0x00ABD8F0
// FUNCTION: fn_17548
GroundQuad::GroundQuad() {
for (auto& vertex : this->vertices) {
vertex[0] = 0.0f;
vertex[1] = 0.0f;
vertex[2] = 0.0f;
}
this->texture = nullptr;
this->selected = 0;
}
// OFFSET: 0x00ABD8A0
// FUNCTION: fn_17547
GroundCell::GroundCell() {
for (auto& corner : this->corners) {
corner[0] = 0.0f;
corner[1] = 0.0f;
corner[2] = 0.0f;
}
this->top = nullptr;
this->side1 = nullptr;
this->side2 = nullptr;
this->color[0] = 255;
this->color[1] = 255;
this->color[2] = 255;
}
// OFFSET: 0x00AC0180
// FUNCTION: fn_17562
void GroundGeometry::SpatialCell(float x, float z, int& column, int& row) const {
column = static_cast<int>(std::floor(x / this->cellSize)) + this->width / 2;
row = static_cast<int>(std::floor(z / this->cellSize)) + this->height / 2;
}
// OFFSET: 0x00AC0EA0
// FUNCTION: fn_17573
void GroundGeometry::HeightBounds(const int* rectangle, float& minimum, float& maximum) const {
bool outside = false;
if (rectangle[0] < 0 || rectangle[0] >= this->width) {
outside = true;
}
if (rectangle[2] < 0 || rectangle[2] >= this->width) {
outside = true;
}
if (rectangle[1] < 0 || rectangle[1] >= this->height) {
outside = true;
}
if (rectangle[3] < 0 || rectangle[3] >= this->height) {
outside = true;
}
if (rectangle[2] <= rectangle[0] || rectangle[3] <= rectangle[1] || outside) {
minimum = 0.0f;
maximum = 0.0f;
return;
}
minimum = 999999.0f;
maximum = -999999.0f;
for (int column = rectangle[0]; column <= rectangle[2]; ++column) {
for (int row = rectangle[1]; row <= rectangle[3]; ++row) {
const GroundQuad* top = this->cells[column + row * this->width].top;
if (top) {
const float height0 = top->vertices[0][1];
const float height1 = top->vertices[1][1];
const float height2 = top->vertices[2][1];
const float height3 = top->vertices[3][1];
if (height0 > maximum) {
maximum = height0;
}
if (height1 > maximum) {
maximum = height1;
}
if (height2 > maximum) {
maximum = height2;
}
if (height3 > maximum) {
maximum = height3;
}
if (minimum > height0) {
minimum = height0;
}
if (minimum > height1) {
minimum = height1;
}
if (minimum > height2) {
minimum = height2;
}
if (minimum > height3) {
minimum = height3;
}
}
}
}
}