fix: address PR review feedback for raw terrain parsing

- Fix integer division bug in scene map lookups (was truncating to 0)
- Fix indentation throughout Raw.cpp, DEVGMCommands.cpp
- Add missing <algorithm> and <set> includes in dZoneManager.cpp
- Add missing width/height/scaleFactor guards in SpawnAllScenePoints
- Fix %llu -> %zu for size_t format specifiers
- Simplify no-op worldY calculation (y / scale * scale -> y)
- Remove redundant ternary guards in GetSceneIDFromPosition
- Fix misleading "Spawned LOT" feedback message
- Update info.settings to use LwoNameValue::Insert API (post-merge fix)
- Refactor SceneColor to static constexpr std::array (no heap alloc)
- Make NiColor constructors constexpr
- Remove duplicate CDZoneTableTable.h include

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-06-21 01:50:08 -05:00
parent 83e2ea4278
commit 1aeede3cd1
6 changed files with 264 additions and 303 deletions

View File

@@ -10,10 +10,11 @@
#include "VanityUtilities.h"
#include "WorldConfig.h"
#include "CDZoneTableTable.h"
#include <algorithm>
#include <chrono>
#include <cmath>
#include <set>
#include "eObjectBits.h"
#include "CDZoneTableTable.h"
#include "AssetManager.h"
#include <ranges>
@@ -331,20 +332,11 @@ LWOSCENEID dZoneManager::GetSceneIDFromPosition(const NiPoint3& position) const
if (heightI >= 0.0f && heightI < static_cast<float>(chunk.width) &&
heightJ >= 0.0f && heightJ < static_cast<float>(chunk.height)) {
// Map heightmap position to scene map position (same as GenerateTerrainMesh)
const float sceneMapI = (chunk.width > 1)
? (heightI / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1)
: 0.0f;
const float sceneMapJ = (chunk.height > 1)
? (heightJ / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1)
: 0.0f;
const float sceneMapI = (heightI / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
const float sceneMapJ = (heightJ / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
const uint32_t sceneI = (chunk.colorMapResolution > 0)
? std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1)
: 0;
const uint32_t sceneJ = (chunk.colorMapResolution > 0)
? std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1)
: 0;
const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
// Scene map uses the same indexing pattern as heightmap: row * width + col
const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;