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Recast: light variable name cleanup
Enforce consistency
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@ -242,32 +242,32 @@ int rcGetChunksOverlappingRect(const rcChunkyTriMesh* cm,
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return n;
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return n;
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}
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}
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int rcGetChunksOverlappingRect(const rcChunkyTriMesh * cm, float bmin[2], float bmax[2], int * ids, const int maxIds, int& count_returned, int & current_idx)
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int rcGetChunksOverlappingRect(const rcChunkyTriMesh * cm, float bmin[2], float bmax[2], int * ids, const int maxIds, int& currentCount, int& currentNode)
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{
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{
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// Traverse tree
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// Traverse tree
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while (current_idx < cm->nnodes)
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while (currentNode < cm->nnodes)
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{
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{
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const rcChunkyTriMeshNode* node = &cm->nodes[current_idx];
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const rcChunkyTriMeshNode* node = &cm->nodes[currentNode];
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const bool overlap = checkOverlapRect(bmin, bmax, node->bmin, node->bmax);
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const bool overlap = checkOverlapRect(bmin, bmax, node->bmin, node->bmax);
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const bool isLeafNode = node->i >= 0;
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const bool isLeafNode = node->i >= 0;
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if (isLeafNode && overlap)
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if (isLeafNode && overlap)
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{
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{
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if (count_returned < maxIds)
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if (currentCount < maxIds)
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{
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{
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ids[count_returned] = current_idx;
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ids[currentCount] = currentNode;
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count_returned++;
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currentCount++;
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}
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}
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}
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}
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if (overlap || isLeafNode)
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if (overlap || isLeafNode)
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current_idx++;
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currentNode++;
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else
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else
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{
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{
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const int escapeIndex = -node->i;
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const int escapeIndex = -node->i;
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current_idx += escapeIndex;
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currentNode += escapeIndex;
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}
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}
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if (count_returned == maxIds)
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if (currentCount == maxIds)
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{
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{
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return 0;
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return 0;
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}
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}
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@ -999,17 +999,17 @@ unsigned char* Editor_TileMesh::buildTileMesh(const int tx, const int ty, const
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}
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}
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#else //NOTE(warmist): algo with limited return but can be reinvoked to continue the query
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#else //NOTE(warmist): algo with limited return but can be reinvoked to continue the query
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int cid[1024];//NOTE: we don't grow it but we reuse it (e.g. like a yieldable function or iterator or sth)
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int cid[1024];//NOTE: we don't grow it but we reuse it (e.g. like a yieldable function or iterator or sth)
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int current_node = 0;
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int currentNode = 0;
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bool done = false;
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bool done = false;
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m_tileTriCount = 0;
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m_tileTriCount = 0;
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do{
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do{
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int current_count = 0;
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int currentCount = 0;
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done=rcGetChunksOverlappingRect(chunkyMesh, tbmin, tbmax, cid, 1024,current_count,current_node);
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done=rcGetChunksOverlappingRect(chunkyMesh, tbmin, tbmax, cid, 1024,currentCount,currentNode);
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for (int i = 0; i < current_count; ++i)
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for (int i = 0; i < currentCount; ++i)
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{
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{
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const rcChunkyTriMeshNode& node = chunkyMesh->nodes[cid[i]];
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const rcChunkyTriMeshNode& node = chunkyMesh->nodes[cid[i]];
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const int* ctris = &chunkyMesh->tris[node.i * 3];
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const int* ctris = &chunkyMesh->tris[node.i*3];
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const int nctris = node.n;
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const int nctris = node.n;
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m_tileTriCount += nctris;
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m_tileTriCount += nctris;
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@ -53,7 +53,7 @@ bool rcCreateChunkyTriMesh(const float* verts, const int* tris, int ntris,
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int rcGetChunksOverlappingRect(const rcChunkyTriMesh* cm, float bmin[2], float bmax[2], int* ids, const int maxIds);
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int rcGetChunksOverlappingRect(const rcChunkyTriMesh* cm, float bmin[2], float bmax[2], int* ids, const int maxIds);
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/// Returns the chunk indices which overlap the input rectable. Return value is "we are done". Can be reinvoked to continue
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/// Returns the chunk indices which overlap the input rectable. Return value is "we are done". Can be reinvoked to continue
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int rcGetChunksOverlappingRect(const rcChunkyTriMesh* cm, float bmin[2], float bmax[2], int* ids, const int maxIds,int& count_returned,int& current_idx);
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int rcGetChunksOverlappingRect(const rcChunkyTriMesh* cm, float bmin[2], float bmax[2], int* ids, const int maxIds,int& currentCount,int& currentNode);
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/// Returns the chunk indices which overlap the input segment.
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/// Returns the chunk indices which overlap the input segment.
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int rcGetChunksOverlappingSegment(const rcChunkyTriMesh* cm, float p[2], float q[2], int* ids, const int maxIds);
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int rcGetChunksOverlappingSegment(const rcChunkyTriMesh* cm, float p[2], float q[2], int* ids, const int maxIds);
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