rodecomp/Source/Contents/World/WorldTerrainPicking.cpp
ragnarok-clanker 7a697a7e52 Decompile fn_17650 (WorldRayQuery::WorldRayQuery)
Batch #8258 by Toshiro: 0 byte-identical, 1 confirmed by peer review.

- fn_17650 WorldRayQuery::WorldRayQuery: logic confirmed by peer review

Peer-reviewed-by: eAthena, System4z
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-31 15:43:37 +00:00

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->Grid().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;
}