mirror of https://github.com/AxioDL/metaforce.git
CPathFindRegion: Brace statements where applicable
Makes code fully consistent across the board. While we're at it, we can make intended constness explicit.
This commit is contained in:
parent
8baab44a5d
commit
b495472ee7
|
@ -33,33 +33,43 @@ CPFRegion::CPFRegion(CMemoryInStream& in) {
|
||||||
const CPFLink* CPFRegion::GetPathLink() const { return &xc_startLink[x4c_regionData->GetPathLink()]; }
|
const CPFLink* CPFRegion::GetPathLink() const { return &xc_startLink[x4c_regionData->GetPathLink()]; }
|
||||||
|
|
||||||
void CPFRegion::Fixup(CPFArea& area, u32& maxRegionNodes) {
|
void CPFRegion::Fixup(CPFArea& area, u32& maxRegionNodes) {
|
||||||
if (x0_numNodes)
|
if (x0_numNodes != 0) {
|
||||||
x4_startNode = &area.x140_nodes[reinterpret_cast<uintptr_t>(x4_startNode)];
|
x4_startNode = &area.x140_nodes[reinterpret_cast<uintptr_t>(x4_startNode)];
|
||||||
else
|
} else {
|
||||||
x4_startNode = nullptr;
|
x4_startNode = nullptr;
|
||||||
if (x8_numLinks)
|
}
|
||||||
|
|
||||||
|
if (x8_numLinks != 0) {
|
||||||
xc_startLink = &area.x148_links[reinterpret_cast<uintptr_t>(xc_startLink)];
|
xc_startLink = &area.x148_links[reinterpret_cast<uintptr_t>(xc_startLink)];
|
||||||
else
|
} else {
|
||||||
xc_startLink = nullptr;
|
xc_startLink = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
x4c_regionData = &area.x178_regionDatas[x24_regionIdx];
|
x4c_regionData = &area.x178_regionDatas[x24_regionIdx];
|
||||||
if (x0_numNodes > maxRegionNodes)
|
if (x0_numNodes > maxRegionNodes) {
|
||||||
maxRegionNodes = x0_numNodes;
|
maxRegionNodes = x0_numNodes;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool CPFRegion::IsPointInside(const zeus::CVector3f& point) const {
|
bool CPFRegion::IsPointInside(const zeus::CVector3f& point) const {
|
||||||
if (!x34_aabb.pointInside(point))
|
if (!x34_aabb.pointInside(point)) {
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
u32 i;
|
u32 i;
|
||||||
for (i = 0; i < x0_numNodes; ++i) {
|
for (i = 0; i < x0_numNodes; ++i) {
|
||||||
CPFNode& node = x4_startNode[i];
|
const CPFNode& node = x4_startNode[i];
|
||||||
if ((point - node.GetPos()).dot(node.GetNormal()) < 0.f)
|
if ((point - node.GetPos()).dot(node.GetNormal()) < 0.f) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
if (i != x0_numNodes)
|
}
|
||||||
|
|
||||||
|
if (i != x0_numNodes) {
|
||||||
return false;
|
return false;
|
||||||
zeus::CVector3f nodeToPoint = point - x4_startNode->GetPos();
|
}
|
||||||
return nodeToPoint.dot(x18_normal) >= 0.f &&
|
|
||||||
(nodeToPoint - x14_height * zeus::skUp).dot(x18_normal) <= 0.f;
|
const zeus::CVector3f nodeToPoint = point - x4_startNode->GetPos();
|
||||||
|
return nodeToPoint.dot(x18_normal) >= 0.f && (nodeToPoint - x14_height * zeus::skUp).dot(x18_normal) <= 0.f;
|
||||||
}
|
}
|
||||||
|
|
||||||
float CPFRegion::PointHeight(const zeus::CVector3f& point) const {
|
float CPFRegion::PointHeight(const zeus::CVector3f& point) const {
|
||||||
|
@ -73,13 +83,14 @@ bool CPFRegion::FindClosestPointOnPolygon(const std::vector<zeus::CVector3f>& po
|
||||||
for (i = 0; i < polyPoints.size(); ++i) {
|
for (i = 0; i < polyPoints.size(); ++i) {
|
||||||
const zeus::CVector3f& p0 = polyPoints[i];
|
const zeus::CVector3f& p0 = polyPoints[i];
|
||||||
const zeus::CVector3f& p1 = polyPoints[(i + 1) % polyPoints.size()];
|
const zeus::CVector3f& p1 = polyPoints[(i + 1) % polyPoints.size()];
|
||||||
if ((p1 - p0).cross(normal).dot(point - p0) < 0.f)
|
if ((p1 - p0).cross(normal).dot(point - p0) < 0.f) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (i == polyPoints.size()) {
|
if (i == polyPoints.size()) {
|
||||||
float distToPoly = (polyPoints.front() - point).dot(normal);
|
const float distToPoly = (polyPoints.front() - point).dot(normal);
|
||||||
float distToPolySq = distToPoly * distToPoly;
|
const float distToPolySq = distToPoly * distToPoly;
|
||||||
if (distToPolySq < x4c_regionData->GetBestPointDistanceSquared()) {
|
if (distToPolySq < x4c_regionData->GetBestPointDistanceSquared()) {
|
||||||
found = true;
|
found = true;
|
||||||
x4c_regionData->SetBestPointDistanceSquared(distToPolySq);
|
x4c_regionData->SetBestPointDistanceSquared(distToPolySq);
|
||||||
|
@ -93,11 +104,12 @@ bool CPFRegion::FindClosestPointOnPolygon(const std::vector<zeus::CVector3f>& po
|
||||||
zeus::CVector3f p0ToP1 = p1 - p0;
|
zeus::CVector3f p0ToP1 = p1 - p0;
|
||||||
zeus::CVector3f p1ToPoint = point - p1;
|
zeus::CVector3f p1ToPoint = point - p1;
|
||||||
zeus::CVector3f sum = p1ToPoint + p0ToP1;
|
zeus::CVector3f sum = p1ToPoint + p0ToP1;
|
||||||
|
|
||||||
if (p0ToP1.cross(normal).dot(p1ToPoint) < 0.f && p0ToP1.dot(p1ToPoint) <= 0.f && sum.dot(p0ToP1) >= 0.f) {
|
if (p0ToP1.cross(normal).dot(p1ToPoint) < 0.f && p0ToP1.dot(p1ToPoint) <= 0.f && sum.dot(p0ToP1) >= 0.f) {
|
||||||
projected = true;
|
projected = true;
|
||||||
p0ToP1.normalize();
|
p0ToP1.normalize();
|
||||||
sum -= p0ToP1.dot(sum) * p0ToP1;
|
sum -= p0ToP1.dot(sum) * p0ToP1;
|
||||||
float distSq = sum.magSquared();
|
const float distSq = sum.magSquared();
|
||||||
if (distSq < x4c_regionData->GetBestPointDistanceSquared()) {
|
if (distSq < x4c_regionData->GetBestPointDistanceSquared()) {
|
||||||
found = true;
|
found = true;
|
||||||
x4c_regionData->SetBestPointDistanceSquared(distSq);
|
x4c_regionData->SetBestPointDistanceSquared(distSq);
|
||||||
|
@ -110,7 +122,7 @@ bool CPFRegion::FindClosestPointOnPolygon(const std::vector<zeus::CVector3f>& po
|
||||||
if (!projected && !excludePolyPoints) {
|
if (!projected && !excludePolyPoints) {
|
||||||
for (i = 0; i < polyPoints.size(); ++i) {
|
for (i = 0; i < polyPoints.size(); ++i) {
|
||||||
const zeus::CVector3f& p0 = polyPoints[i];
|
const zeus::CVector3f& p0 = polyPoints[i];
|
||||||
float distSq = (point - p0).magSquared();
|
const float distSq = (point - p0).magSquared();
|
||||||
if (distSq < x4c_regionData->GetBestPointDistanceSquared()) {
|
if (distSq < x4c_regionData->GetBestPointDistanceSquared()) {
|
||||||
found = true;
|
found = true;
|
||||||
x4c_regionData->SetBestPointDistanceSquared(distSq);
|
x4c_regionData->SetBestPointDistanceSquared(distSq);
|
||||||
|
@ -125,12 +137,14 @@ bool CPFRegion::FindClosestPointOnPolygon(const std::vector<zeus::CVector3f>& po
|
||||||
bool CPFRegion::FindBestPoint(std::vector<zeus::CVector3f>& polyPoints, const zeus::CVector3f& point, u32 flags,
|
bool CPFRegion::FindBestPoint(std::vector<zeus::CVector3f>& polyPoints, const zeus::CVector3f& point, u32 flags,
|
||||||
float paddingSq) const {
|
float paddingSq) const {
|
||||||
bool found = false;
|
bool found = false;
|
||||||
bool isFlyer = (flags & 0x2) != 0;
|
const bool isFlyer = (flags & 0x2) != 0;
|
||||||
|
|
||||||
x4c_regionData->SetBestPointDistanceSquared(paddingSq);
|
x4c_regionData->SetBestPointDistanceSquared(paddingSq);
|
||||||
|
|
||||||
if (!isFlyer) {
|
if (!isFlyer) {
|
||||||
for (u32 i = 0; i < x0_numNodes; ++i) {
|
for (u32 i = 0; i < x0_numNodes; ++i) {
|
||||||
CPFNode& node = x4_startNode[i];
|
const CPFNode& node = x4_startNode[i];
|
||||||
CPFNode& nextNode = x4_startNode[(i + 1) % x0_numNodes];
|
const CPFNode& nextNode = x4_startNode[(i + 1) % x0_numNodes];
|
||||||
polyPoints.clear();
|
polyPoints.clear();
|
||||||
polyPoints.push_back(node.GetPos());
|
polyPoints.push_back(node.GetPos());
|
||||||
polyPoints.push_back(node.GetPos());
|
polyPoints.push_back(node.GetPos());
|
||||||
|
@ -144,7 +158,7 @@ bool CPFRegion::FindBestPoint(std::vector<zeus::CVector3f>& polyPoints, const ze
|
||||||
|
|
||||||
polyPoints.clear();
|
polyPoints.clear();
|
||||||
for (u32 i = 0; i < x0_numNodes; ++i) {
|
for (u32 i = 0; i < x0_numNodes; ++i) {
|
||||||
CPFNode& node = x4_startNode[i];
|
const CPFNode& node = x4_startNode[i];
|
||||||
polyPoints.push_back(node.GetPos());
|
polyPoints.push_back(node.GetPos());
|
||||||
}
|
}
|
||||||
found |= FindClosestPointOnPolygon(polyPoints, x18_normal, point, false);
|
found |= FindClosestPointOnPolygon(polyPoints, x18_normal, point, false);
|
||||||
|
@ -152,7 +166,7 @@ bool CPFRegion::FindBestPoint(std::vector<zeus::CVector3f>& polyPoints, const ze
|
||||||
if (!isFlyer) {
|
if (!isFlyer) {
|
||||||
polyPoints.clear();
|
polyPoints.clear();
|
||||||
for (int i = int(x0_numNodes) - 1; i >= 0; --i) {
|
for (int i = int(x0_numNodes) - 1; i >= 0; --i) {
|
||||||
CPFNode& node = x4_startNode[i];
|
const CPFNode& node = x4_startNode[i];
|
||||||
polyPoints.push_back(node.GetPos());
|
polyPoints.push_back(node.GetPos());
|
||||||
polyPoints.back().z() += x14_height;
|
polyPoints.back().z() += x14_height;
|
||||||
}
|
}
|
||||||
|
@ -187,55 +201,59 @@ zeus::CVector3f CPFRegion::GetLinkMidPoint(const CPFLink& link) const {
|
||||||
|
|
||||||
zeus::CVector3f CPFRegion::FitThroughLink2d(const zeus::CVector3f& p1, const CPFLink& link, const zeus::CVector3f& p2,
|
zeus::CVector3f CPFRegion::FitThroughLink2d(const zeus::CVector3f& p1, const CPFLink& link, const zeus::CVector3f& p2,
|
||||||
float chRadius) const {
|
float chRadius) const {
|
||||||
CPFNode& node = x4_startNode[link.GetNode()];
|
const CPFNode& node = x4_startNode[link.GetNode()];
|
||||||
CPFNode& nextNode = x4_startNode[(link.GetNode() + 1) % x0_numNodes];
|
const CPFNode& nextNode = x4_startNode[(link.GetNode() + 1) % x0_numNodes];
|
||||||
zeus::CVector3f nodeDelta = nextNode.GetPos() - node.GetPos();
|
const zeus::CVector3f nodeDelta = nextNode.GetPos() - node.GetPos();
|
||||||
float t = 0.5f;
|
float t = 0.5f;
|
||||||
|
|
||||||
if (chRadius < 0.5f * link.Get2dWidth()) {
|
if (chRadius < 0.5f * link.Get2dWidth()) {
|
||||||
zeus::CVector2f delta2d = nodeDelta.toVec2f();
|
zeus::CVector2f delta2d = nodeDelta.toVec2f();
|
||||||
delta2d *= link.GetOO2dWidth();
|
delta2d *= link.GetOO2dWidth();
|
||||||
zeus::CVector3f nodeToP1 = p1 - node.GetPos();
|
const zeus::CVector3f nodeToP1 = p1 - node.GetPos();
|
||||||
float f27 = nodeToP1.dot(node.GetNormal());
|
const float f27 = nodeToP1.dot(node.GetNormal());
|
||||||
float f31 = delta2d.dot(nodeToP1.toVec2f());
|
const float f31 = delta2d.dot(nodeToP1.toVec2f());
|
||||||
zeus::CVector3f nodeToP2 = p2 - node.GetPos();
|
const zeus::CVector3f nodeToP2 = p2 - node.GetPos();
|
||||||
float f26 = -nodeToP2.dot(node.GetNormal());
|
const float f26 = -nodeToP2.dot(node.GetNormal());
|
||||||
float f1b = delta2d.dot(nodeToP2.toVec2f());
|
const float f1b = delta2d.dot(nodeToP2.toVec2f());
|
||||||
float f3 = f27 + f26;
|
const float f3 = f27 + f26;
|
||||||
if (f3 > FLT_EPSILON)
|
if (f3 > FLT_EPSILON) {
|
||||||
t = zeus::clamp(chRadius, 1.f / f3 * (f26 * f31 + f27 * f1b), link.Get2dWidth() - chRadius) * link.GetOO2dWidth();
|
t = zeus::clamp(chRadius, 1.f / f3 * (f26 * f31 + f27 * f1b), link.Get2dWidth() - chRadius) * link.GetOO2dWidth();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
return nodeDelta * t + node.GetPos();
|
return nodeDelta * t + node.GetPos();
|
||||||
}
|
}
|
||||||
|
|
||||||
zeus::CVector3f CPFRegion::FitThroughLink3d(const zeus::CVector3f& p1, const CPFLink& link, float regionHeight,
|
zeus::CVector3f CPFRegion::FitThroughLink3d(const zeus::CVector3f& p1, const CPFLink& link, float regionHeight,
|
||||||
const zeus::CVector3f& p2, float chRadius, float chHalfHeight) const {
|
const zeus::CVector3f& p2, float chRadius, float chHalfHeight) const {
|
||||||
CPFNode& node = x4_startNode[link.GetNode()];
|
const CPFNode& node = x4_startNode[link.GetNode()];
|
||||||
CPFNode& nextNode = x4_startNode[(link.GetNode() + 1) % x0_numNodes];
|
const CPFNode& nextNode = x4_startNode[(link.GetNode() + 1) % x0_numNodes];
|
||||||
zeus::CVector3f nodeDelta = nextNode.GetPos() - node.GetPos();
|
const zeus::CVector3f nodeDelta = nextNode.GetPos() - node.GetPos();
|
||||||
float f25 = (p1 - node.GetPos()).dot(node.GetNormal());
|
const float f25 = (p1 - node.GetPos()).dot(node.GetNormal());
|
||||||
float f24 = (node.GetPos() - p2).dot(node.GetNormal());
|
const float f24 = (node.GetPos() - p2).dot(node.GetNormal());
|
||||||
float f23 = f25 + f24;
|
const float f23 = f25 + f24;
|
||||||
|
|
||||||
#if 0
|
#if 0
|
||||||
if (chRadius < 0.5f * link.Get2dWidth()) {
|
if (chRadius < 0.5f * link.Get2dWidth()) {
|
||||||
zeus::CVector2f delta2d(nodeDelta.x, nodeDelta.y);
|
zeus::CVector2f delta2d(nodeDelta.x, nodeDelta.y);
|
||||||
delta2d *= link.GetOO2dWidth();
|
delta2d *= link.GetOO2dWidth();
|
||||||
zeus::CVector3f nodeToP1 = p1 - node.GetPos();
|
const zeus::CVector3f nodeToP1 = p1 - node.GetPos();
|
||||||
float f29 = delta2d.dot(zeus::CVector2f(nodeToP1.y, nodeToP1.y));
|
const float f29 = delta2d.dot(zeus::CVector2f(nodeToP1.y, nodeToP1.y));
|
||||||
zeus::CVector3f nodeToP2 = p2 - node.GetPos();
|
const zeus::CVector3f nodeToP2 = p2 - node.GetPos();
|
||||||
float f1b = delta2d.dot(zeus::CVector2f(nodeToP2.y, nodeToP2.y));
|
const float f1b = delta2d.dot(zeus::CVector2f(nodeToP2.y, nodeToP2.y));
|
||||||
if (f23 > FLT_EPSILON) {
|
if (f23 > FLT_EPSILON) {
|
||||||
zeus::clamp(chRadius, 1.f / f23 * f24 * f29 + f25 * f1b, link.Get2dWidth() - chRadius) *
|
zeus::clamp(chRadius, 1.f / f23 * f24 * f29 + f25 * f1b, link.Get2dWidth() - chRadius) * link.GetOO2dWidth();
|
||||||
link.GetOO2dWidth();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
zeus::CVector3f midPoint = nodeDelta * 0.5f + node.GetPos();
|
|
||||||
|
const zeus::CVector3f midPoint = nodeDelta * 0.5f + node.GetPos();
|
||||||
float z;
|
float z;
|
||||||
if (chHalfHeight < 0.5f * regionHeight) {
|
if (chHalfHeight < 0.5f * regionHeight) {
|
||||||
float minZ = chHalfHeight + midPoint.z();
|
const float minZ = chHalfHeight + midPoint.z();
|
||||||
z = 0.5f * (p1.z() + p2.z());
|
z = 0.5f * (p1.z() + p2.z());
|
||||||
if (f23 > FLT_EPSILON)
|
if (f23 > FLT_EPSILON) {
|
||||||
z = (f24 * p1.z() + f25 * p2.z()) / f23;
|
z = (f24 * p1.z() + f25 * p2.z()) / f23;
|
||||||
|
}
|
||||||
z = zeus::clamp(minZ, z, regionHeight + midPoint.z() - chHalfHeight);
|
z = zeus::clamp(minZ, z, regionHeight + midPoint.z() - chHalfHeight);
|
||||||
} else {
|
} else {
|
||||||
z = (p1.z() + p2.z()) * 0.5f;
|
z = (p1.z() + p2.z()) * 0.5f;
|
||||||
|
|
Loading…
Reference in New Issue