Batch #10268 by ragnarok-clanker: forced by an admin (17 lower score(s), 85 changed function(s)); checked with 222 compiled unit(s), including every includer of Source/Client/Mode/CGameMode.h, Source/Contents/Camera/CameraFrame.h, Source/Contents/Ground/TerrainHeight.h, Source/Contents/World/World.h, Source/Resource/World/TerrainResource.h.
44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
#include "Contents/World/WorldRayQuery.h"
|
|
#include "Contents/World/WorldSpatialTree.h"
|
|
#include "Contents/World/WorldTerrainPicking.h"
|
|
#include "Render/Projection/RenderProjection.h"
|
|
#include "Resource/World/TerrainResource.h"
|
|
|
|
// OFFSET: 0x00CD4060
|
|
// FUNCTION: fn_21274
|
|
bool PickScreenTerrain(
|
|
const RenderProjection& projection, int x, int y, const float* origin, const float* cameraMatrix, WorldSpatialTree& root, int& column, int& row
|
|
) {
|
|
WorldRayQuery query;
|
|
float ray[6]{};
|
|
projection.Ray(x, y, origin, cameraMatrix, ray);
|
|
query.Collect(ray, &root);
|
|
float nearest = 999999.0f;
|
|
float result = nearest;
|
|
|
|
for (WorldSpatialTree* node : query.nodes) {
|
|
C3dAttr* terrain = node->terrain;
|
|
int candidateRow = node->terrainCells[1];
|
|
|
|
while (candidateRow <= node->terrainCells[3]) {
|
|
int candidateColumn = node->terrainCells[0];
|
|
|
|
while (candidateColumn <= node->terrainCells[2]) {
|
|
const float distance = terrain->RayDistance(ray, candidateColumn, candidateRow);
|
|
|
|
if (nearest > distance) {
|
|
nearest = distance;
|
|
column = candidateColumn;
|
|
row = candidateRow;
|
|
}
|
|
|
|
result = nearest;
|
|
candidateColumn = candidateColumn + 1;
|
|
}
|
|
|
|
candidateRow = candidateRow + 1;
|
|
}
|
|
}
|
|
|
|
return result < 999999.0f;
|
|
}
|