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