mirror of https://github.com/AxioDL/metaforce.git
CSortedLists: Add names to all function prototypes
More self-documenting and allows parameter inspection in IDEs to function nicer.
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@ -116,19 +116,19 @@ void CSortedListManager::InsertInList(ESortedList list, SNode& node) {
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++sl.x800_size;
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}
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s16 CSortedListManager::FindInListUpper(ESortedList list, float val) const {
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s16 CSortedListManager::FindInListUpper(ESortedList list, float value) const {
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const auto listIndex = static_cast<size_t>(list);
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const SSortedList& sl = xb000_sortedLists[listIndex];
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int idx = 0;
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for (int i = sl.x800_size; i > 0;) {
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/* Binary search cycle to find index */
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if (!(val < AccessElement(x0_nodes, AccessElement(sl.x0_ids, idx + i / 2)).x4_box[listIndex])) {
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/* Upper */
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// Binary search cycle to find index
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if (!(value < AccessElement(x0_nodes, AccessElement(sl.x0_ids, idx + i / 2)).x4_box[listIndex])) {
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// Upper
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idx = idx + i / 2 + 1;
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i = i - i / 2 - 1;
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} else {
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/* Lower */
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// Lower
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i /= 2;
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}
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}
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@ -136,19 +136,19 @@ s16 CSortedListManager::FindInListUpper(ESortedList list, float val) const {
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return idx;
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}
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s16 CSortedListManager::FindInListLower(ESortedList list, float val) const {
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s16 CSortedListManager::FindInListLower(ESortedList list, float value) const {
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const auto listIndex = static_cast<size_t>(list);
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const SSortedList& sl = xb000_sortedLists[listIndex];
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int idx = 0;
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for (int i = sl.x800_size; i > 0;) {
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/* Binary search cycle to find index */
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if (AccessElement(x0_nodes, AccessElement(sl.x0_ids, idx + i / 2)).x4_box[listIndex] < val) {
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/* Upper */
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// Binary search cycle to find index
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if (AccessElement(x0_nodes, AccessElement(sl.x0_ids, idx + i / 2)).x4_box[listIndex] < value) {
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// Upper
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idx = idx + i / 2 + 1;
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i = i - i / 2 - 1;
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} else {
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/* Lower */
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// Lower
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i /= 2;
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}
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}
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@ -273,10 +273,11 @@ void CSortedListManager::BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& o
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}
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}
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void CSortedListManager::Remove(const CActor* act) {
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SNode& node = AccessElement(x0_nodes, act->GetUniqueId().Value());
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if (!node.x2a_populated)
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void CSortedListManager::Remove(const CActor* actor) {
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SNode& node = AccessElement(x0_nodes, actor->GetUniqueId().Value());
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if (!node.x2a_populated) {
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return;
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}
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RemoveFromList(ESortedList::MinX, node.x1c_selfIdxs[0]);
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RemoveFromList(ESortedList::MaxX, node.x1c_selfIdxs[3]);
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@ -287,8 +288,8 @@ void CSortedListManager::Remove(const CActor* act) {
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node.x2a_populated = false;
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}
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void CSortedListManager::Move(const CActor* act, const zeus::CAABox& aabb) {
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SNode& node = AccessElement(x0_nodes, act->GetUniqueId().Value());
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void CSortedListManager::Move(const CActor* actor, const zeus::CAABox& aabb) {
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SNode& node = AccessElement(x0_nodes, actor->GetUniqueId().Value());
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node.x4_box = aabb;
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MoveInList(ESortedList::MinX, node.x1c_selfIdxs[0]);
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@ -299,14 +300,14 @@ void CSortedListManager::Move(const CActor* act, const zeus::CAABox& aabb) {
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MoveInList(ESortedList::MaxZ, node.x1c_selfIdxs[5]);
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}
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void CSortedListManager::Insert(const CActor* act, const zeus::CAABox& aabb) {
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SNode& node = AccessElement(x0_nodes, act->GetUniqueId().Value());
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void CSortedListManager::Insert(const CActor* actor, const zeus::CAABox& aabb) {
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SNode& node = AccessElement(x0_nodes, actor->GetUniqueId().Value());
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if (node.x2a_populated) {
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Move(act, aabb);
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Move(actor, aabb);
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return;
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}
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SNode newNode(act, aabb);
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SNode newNode(actor, aabb);
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InsertInList(ESortedList::MinX, newNode);
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InsertInList(ESortedList::MaxX, newNode);
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InsertInList(ESortedList::MinY, newNode);
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@ -316,10 +317,11 @@ void CSortedListManager::Insert(const CActor* act, const zeus::CAABox& aabb) {
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node = newNode;
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}
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bool CSortedListManager::ActorInLists(const CActor* act) const {
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if (!act)
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bool CSortedListManager::ActorInLists(const CActor* actor) const {
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if (!actor) {
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return false;
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const SNode& node = AccessElement(x0_nodes, act->GetUniqueId().Value());
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}
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const SNode& node = AccessElement(x0_nodes, actor->GetUniqueId().Value());
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return node.x2a_populated;
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}
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@ -31,27 +31,27 @@ class CSortedListManager {
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std::array<SNode, 1024> x0_nodes;
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std::array<SSortedList, 6> xb000_sortedLists;
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void Reset();
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void AddToLinkedList(s16 a, s16& b, s16& c);
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void RemoveFromList(ESortedList, s16);
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void MoveInList(ESortedList, s16);
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void InsertInList(ESortedList, SNode& node);
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s16 FindInListUpper(ESortedList, float) const;
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s16 FindInListLower(ESortedList, float) const;
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s16 ConstructIntersectionArray(const zeus::CAABox&);
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s16 CalculateIntersections(ESortedList, ESortedList, s16, s16, s16, s16, ESortedList, ESortedList, ESortedList,
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ESortedList, const zeus::CAABox&);
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void AddToLinkedList(s16 nodeId, s16& headId, s16& tailId);
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void RemoveFromList(ESortedList list, s16 idx);
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void MoveInList(ESortedList list, s16 idx);
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void InsertInList(ESortedList list, SNode& node);
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s16 FindInListUpper(ESortedList list, float value) const;
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s16 FindInListLower(ESortedList list, float value) const;
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s16 ConstructIntersectionArray(const zeus::CAABox& aabb);
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s16 CalculateIntersections(ESortedList la, ESortedList lb, s16 a, s16 b, s16 c, s16 d, ESortedList slA,
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ESortedList slB, ESortedList slC, ESortedList slD, const zeus::CAABox& aabb);
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public:
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CSortedListManager();
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>&, const zeus::CVector3f&, const zeus::CVector3f&, float,
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const CMaterialFilter&, const CActor*) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>&, const CActor&, const zeus::CAABox&) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>&, const zeus::CAABox&, const CMaterialFilter&,
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const CActor*) const;
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void Remove(const CActor*);
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void Move(const CActor* act, const zeus::CAABox& aabb);
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void Insert(const CActor* act, const zeus::CAABox& aabb);
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bool ActorInLists(const CActor* act) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const zeus::CVector3f& pos,
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const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter, const CActor* actor) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const CActor& actor, const zeus::CAABox& aabb) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const zeus::CAABox& aabb,
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const CMaterialFilter& filter, const CActor* actor) const;
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void Remove(const CActor* actor);
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void Move(const CActor* actor, const zeus::CAABox& aabb);
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void Insert(const CActor* actor, const zeus::CAABox& aabb);
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bool ActorInLists(const CActor* actor) const;
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};
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} // namespace urde
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