CSortedLists: Add names to all function prototypes

More self-documenting and allows parameter inspection in IDEs to
function nicer.
This commit is contained in:
Lioncash 2020-03-29 21:16:48 -04:00
parent eecd03428d
commit 0a366855bc
2 changed files with 42 additions and 40 deletions

View File

@ -116,19 +116,19 @@ void CSortedListManager::InsertInList(ESortedList list, SNode& node) {
++sl.x800_size;
}
s16 CSortedListManager::FindInListUpper(ESortedList list, float val) const {
s16 CSortedListManager::FindInListUpper(ESortedList list, float value) const {
const auto listIndex = static_cast<size_t>(list);
const SSortedList& sl = xb000_sortedLists[listIndex];
int idx = 0;
for (int i = sl.x800_size; i > 0;) {
/* Binary search cycle to find index */
if (!(val < AccessElement(x0_nodes, AccessElement(sl.x0_ids, idx + i / 2)).x4_box[listIndex])) {
/* Upper */
// Binary search cycle to find index
if (!(value < AccessElement(x0_nodes, AccessElement(sl.x0_ids, idx + i / 2)).x4_box[listIndex])) {
// Upper
idx = idx + i / 2 + 1;
i = i - i / 2 - 1;
} else {
/* Lower */
// Lower
i /= 2;
}
}
@ -136,19 +136,19 @@ s16 CSortedListManager::FindInListUpper(ESortedList list, float val) const {
return idx;
}
s16 CSortedListManager::FindInListLower(ESortedList list, float val) const {
s16 CSortedListManager::FindInListLower(ESortedList list, float value) const {
const auto listIndex = static_cast<size_t>(list);
const SSortedList& sl = xb000_sortedLists[listIndex];
int idx = 0;
for (int i = sl.x800_size; i > 0;) {
/* Binary search cycle to find index */
if (AccessElement(x0_nodes, AccessElement(sl.x0_ids, idx + i / 2)).x4_box[listIndex] < val) {
/* Upper */
// Binary search cycle to find index
if (AccessElement(x0_nodes, AccessElement(sl.x0_ids, idx + i / 2)).x4_box[listIndex] < value) {
// Upper
idx = idx + i / 2 + 1;
i = i - i / 2 - 1;
} else {
/* Lower */
// Lower
i /= 2;
}
}
@ -273,10 +273,11 @@ void CSortedListManager::BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& o
}
}
void CSortedListManager::Remove(const CActor* act) {
SNode& node = AccessElement(x0_nodes, act->GetUniqueId().Value());
if (!node.x2a_populated)
void CSortedListManager::Remove(const CActor* actor) {
SNode& node = AccessElement(x0_nodes, actor->GetUniqueId().Value());
if (!node.x2a_populated) {
return;
}
RemoveFromList(ESortedList::MinX, node.x1c_selfIdxs[0]);
RemoveFromList(ESortedList::MaxX, node.x1c_selfIdxs[3]);
@ -287,8 +288,8 @@ void CSortedListManager::Remove(const CActor* act) {
node.x2a_populated = false;
}
void CSortedListManager::Move(const CActor* act, const zeus::CAABox& aabb) {
SNode& node = AccessElement(x0_nodes, act->GetUniqueId().Value());
void CSortedListManager::Move(const CActor* actor, const zeus::CAABox& aabb) {
SNode& node = AccessElement(x0_nodes, actor->GetUniqueId().Value());
node.x4_box = aabb;
MoveInList(ESortedList::MinX, node.x1c_selfIdxs[0]);
@ -299,14 +300,14 @@ void CSortedListManager::Move(const CActor* act, const zeus::CAABox& aabb) {
MoveInList(ESortedList::MaxZ, node.x1c_selfIdxs[5]);
}
void CSortedListManager::Insert(const CActor* act, const zeus::CAABox& aabb) {
SNode& node = AccessElement(x0_nodes, act->GetUniqueId().Value());
void CSortedListManager::Insert(const CActor* actor, const zeus::CAABox& aabb) {
SNode& node = AccessElement(x0_nodes, actor->GetUniqueId().Value());
if (node.x2a_populated) {
Move(act, aabb);
Move(actor, aabb);
return;
}
SNode newNode(act, aabb);
SNode newNode(actor, aabb);
InsertInList(ESortedList::MinX, newNode);
InsertInList(ESortedList::MaxX, newNode);
InsertInList(ESortedList::MinY, newNode);
@ -316,10 +317,11 @@ void CSortedListManager::Insert(const CActor* act, const zeus::CAABox& aabb) {
node = newNode;
}
bool CSortedListManager::ActorInLists(const CActor* act) const {
if (!act)
bool CSortedListManager::ActorInLists(const CActor* actor) const {
if (!actor) {
return false;
const SNode& node = AccessElement(x0_nodes, act->GetUniqueId().Value());
}
const SNode& node = AccessElement(x0_nodes, actor->GetUniqueId().Value());
return node.x2a_populated;
}

View File

@ -31,27 +31,27 @@ class CSortedListManager {
std::array<SNode, 1024> x0_nodes;
std::array<SSortedList, 6> xb000_sortedLists;
void Reset();
void AddToLinkedList(s16 a, s16& b, s16& c);
void RemoveFromList(ESortedList, s16);
void MoveInList(ESortedList, s16);
void InsertInList(ESortedList, SNode& node);
s16 FindInListUpper(ESortedList, float) const;
s16 FindInListLower(ESortedList, float) const;
s16 ConstructIntersectionArray(const zeus::CAABox&);
s16 CalculateIntersections(ESortedList, ESortedList, s16, s16, s16, s16, ESortedList, ESortedList, ESortedList,
ESortedList, const zeus::CAABox&);
void AddToLinkedList(s16 nodeId, s16& headId, s16& tailId);
void RemoveFromList(ESortedList list, s16 idx);
void MoveInList(ESortedList list, s16 idx);
void InsertInList(ESortedList list, SNode& node);
s16 FindInListUpper(ESortedList list, float value) const;
s16 FindInListLower(ESortedList list, float value) const;
s16 ConstructIntersectionArray(const zeus::CAABox& aabb);
s16 CalculateIntersections(ESortedList la, ESortedList lb, s16 a, s16 b, s16 c, s16 d, ESortedList slA,
ESortedList slB, ESortedList slC, ESortedList slD, const zeus::CAABox& aabb);
public:
CSortedListManager();
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>&, const zeus::CVector3f&, const zeus::CVector3f&, float,
const CMaterialFilter&, const CActor*) const;
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>&, const CActor&, const zeus::CAABox&) const;
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>&, const zeus::CAABox&, const CMaterialFilter&,
const CActor*) const;
void Remove(const CActor*);
void Move(const CActor* act, const zeus::CAABox& aabb);
void Insert(const CActor* act, const zeus::CAABox& aabb);
bool ActorInLists(const CActor* act) const;
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const zeus::CVector3f& pos,
const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter, const CActor* actor) const;
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const CActor& actor, const zeus::CAABox& aabb) const;
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const zeus::CAABox& aabb,
const CMaterialFilter& filter, const CActor* actor) const;
void Remove(const CActor* actor);
void Move(const CActor* actor, const zeus::CAABox& aabb);
void Insert(const CActor* actor, const zeus::CAABox& aabb);
bool ActorInLists(const CActor* actor) const;
};
} // namespace urde