CFlameWarp: Make use of const where applicable

Makes algorithms easier to follow by explicitly marking immutable
state.
This commit is contained in:
Lioncash 2020-04-17 00:27:20 -04:00
parent ed125031f3
commit 3715e6dcbb
1 changed files with 15 additions and 12 deletions

View File

@ -19,9 +19,9 @@ void CFlameWarp::ModifyParticles(std::vector<CParticle>& particles) {
float maxTransp = 0.f;
u8 idx = 0;
for (CParticle& particle : particles) {
float transp = 1.f - particle.x34_color.a();
const float transp = 1.f - particle.x34_color.a();
if (transp > maxTransp) {
float distSq = (particle.x4_pos - x74_warpPoint).magSquared();
const float distSq = (particle.x4_pos - x74_warpPoint).magSquared();
if (distSq > x8c_maxDistSq && distSq < x98_maxInfluenceDistSq) {
x8c_maxDistSq = distSq;
maxTransp = transp;
@ -29,28 +29,30 @@ void CFlameWarp::ModifyParticles(std::vector<CParticle>& particles) {
}
}
if (particle.x2c_lineLengthOrSize < x90_minSize)
if (particle.x2c_lineLengthOrSize < x90_minSize) {
x90_minSize = particle.x2c_lineLengthOrSize;
if (particle.x2c_lineLengthOrSize > x94_maxSize)
}
if (particle.x2c_lineLengthOrSize > x94_maxSize) {
x94_maxSize = particle.x2c_lineLengthOrSize;
}
vec.emplace_back(transp, idx);
if (xa0_25_collisionWarp) {
zeus::CVector3f delta = particle.x4_pos - particle.x10_prevPos;
const zeus::CVector3f delta = particle.x4_pos - particle.x10_prevPos;
if (delta.magSquared() >= 0.0011920929f) {
zeus::CVector3f deltaNorm = delta.normalized();
zeus::CVector3f behindPos = particle.x10_prevPos - deltaNorm * 5.f;
zeus::CVector3f fullDelta = particle.x4_pos - behindPos;
CRayCastResult result = x9c_stateMgr->RayStaticIntersection(
const zeus::CVector3f deltaNorm = delta.normalized();
const zeus::CVector3f behindPos = particle.x10_prevPos - deltaNorm * 5.f;
const zeus::CVector3f fullDelta = particle.x4_pos - behindPos;
const CRayCastResult result = x9c_stateMgr->RayStaticIntersection(
behindPos, deltaNorm, fullDelta.magnitude(),
CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough}));
if (result.IsValid()) {
float dist = result.GetPlane().pointToPlaneDist(particle.x4_pos);
const float dist = result.GetPlane().pointToPlaneDist(particle.x4_pos);
if (dist <= 0.f) {
particle.x4_pos -= result.GetPlane().normal() * dist;
if (result.GetPlane().normal().dot(particle.x1c_vel) < 0.f) {
zeus::CVector3f prevStepPos = particle.x4_pos - particle.x1c_vel;
const zeus::CVector3f prevStepPos = particle.x4_pos - particle.x1c_vel;
particle.x4_pos +=
(-result.GetPlane().pointToPlaneDist(prevStepPos) / particle.x1c_vel.dot(result.GetPlane().normal()) -
1.f) *
@ -91,8 +93,9 @@ void CFlameWarp::ResetPosition(const zeus::CVector3f& pos) {
zeus::CAABox CFlameWarp::CalculateBounds() const {
zeus::CAABox ret;
for (const auto& v : x4_collisionPoints)
for (const auto& v : x4_collisionPoints) {
ret.accumulateBounds(v);
}
return ret;
}