clamp search to bounds

This commit is contained in:
Aaron Kimbrell
2025-10-17 09:17:10 -05:00
parent c87c9c20be
commit 20c05cb2f2
4 changed files with 95 additions and 77 deletions

View File

@@ -4,6 +4,7 @@
#include "SceneColor.h"
#include <fstream>
#include <algorithm>
#include <limits>
namespace Raw {
@@ -51,22 +52,20 @@ namespace Raw {
*/
static bool ReadChunk(std::istream& stream, Chunk& chunk, uint16_t version) {
try {
// Read basic chunk info
BinaryIO::BinaryRead(stream, chunk.id);
if (stream.fail()) {
return false;
}
// Read basic chunk info
BinaryIO::BinaryRead(stream, chunk.id);
if (stream.fail()) {
return false;
}
BinaryIO::BinaryRead(stream, chunk.width);
BinaryIO::BinaryRead(stream, chunk.height);
BinaryIO::BinaryRead(stream, chunk.offsetWorldX);
BinaryIO::BinaryRead(stream, chunk.offsetWorldZ);
BinaryIO::BinaryRead(stream, chunk.width);
BinaryIO::BinaryRead(stream, chunk.height);
BinaryIO::BinaryRead(stream, chunk.offsetX);
BinaryIO::BinaryRead(stream, chunk.offsetZ);
if (stream.fail()) {
return false;
}
// For version < 32, shader ID comes before texture IDs
if (stream.fail()) {
return false;
} // For version < 32, shader ID comes before texture IDs
if (version < 32) {
BinaryIO::BinaryRead(stream, chunk.shaderId);
}
@@ -264,9 +263,30 @@ namespace Raw {
return false;
}
}
// Calculate terrain bounds from all chunks
if (!outRaw.chunks.empty()) {
outRaw.minBoundsX = std::numeric_limits<float>::max();
outRaw.minBoundsZ = std::numeric_limits<float>::max();
outRaw.maxBoundsX = std::numeric_limits<float>::lowest();
outRaw.maxBoundsZ = std::numeric_limits<float>::lowest();
for (const auto& chunk : outRaw.chunks) {
// Calculate chunk bounds
const float chunkMinX = chunk.offsetX;
const float chunkMinZ = chunk.offsetZ;
const float chunkMaxX = chunkMinX + (chunk.width * chunk.scaleFactor);
const float chunkMaxZ = chunkMinZ + (chunk.height * chunk.scaleFactor);
// Update overall bounds
outRaw.minBoundsX = std::min(outRaw.minBoundsX, chunkMinX);
outRaw.minBoundsZ = std::min(outRaw.minBoundsZ, chunkMinZ);
outRaw.maxBoundsX = std::max(outRaw.maxBoundsX, chunkMaxX);
outRaw.maxBoundsZ = std::max(outRaw.maxBoundsZ, chunkMaxZ);
} LOG("Raw terrain bounds: X[%.2f, %.2f], Z[%.2f, %.2f]",
outRaw.minBoundsX, outRaw.maxBoundsX, outRaw.minBoundsZ, outRaw.maxBoundsZ);
}
return true;
} return true;
} catch (const std::exception&) {
return false;
}
@@ -302,40 +322,32 @@ namespace Raw {
const uint32_t heightIndex = chunk.width * i + j;
if (heightIndex >= chunk.heightMap.size()) continue;
const float y = chunk.heightMap[heightIndex];
const float y = chunk.heightMap[heightIndex];
// Calculate world position
// Based on RawFile::GenerateFinalMeshFromChunks in dTerrain:
// tempVert.SetX(tempVert.GetX() + (chunk->m_X / chunk->m_HeightMap->m_ScaleFactor));
// tempVert.SetY(tempVert.GetY() / chunk->m_HeightMap->m_ScaleFactor);
// tempVert.SetZ(tempVert.GetZ() + (chunk->m_Z / chunk->m_HeightMap->m_ScaleFactor));
// tempVert *= chunk->m_HeightMap->m_ScaleFactor;
float worldX = (static_cast<float>(i) + (chunk.offsetWorldX / chunk.scaleFactor)) * chunk.scaleFactor;
float worldY = (y / chunk.scaleFactor) * chunk.scaleFactor;
float worldZ = (static_cast<float>(j) + (chunk.offsetWorldZ / chunk.scaleFactor)) * chunk.scaleFactor;
// Calculate world position
const float worldX = ((i) + (chunk.offsetX / chunk.scaleFactor)) * chunk.scaleFactor;
const float worldY = (y / chunk.scaleFactor) * chunk.scaleFactor;
const float worldZ = ((j) + (chunk.offsetZ / chunk.scaleFactor)) * chunk.scaleFactor;
NiPoint3 worldPos(worldX, worldY, worldZ);
const NiPoint3 worldPos(worldX, worldY, worldZ);
// Get scene ID at this position
// Map heightmap position to scene map position
// The scene map is colorMapResolution x colorMapResolution
// We need to map from heightmap coordinates (i, j) to scene map coordinates
const float sceneMapI = (static_cast<float>(i) / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
const float sceneMapJ = (static_cast<float>(j) / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
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;
// Get scene ID at this position
// Map heightmap position to scene map position
// The scene map is colorMapResolution x colorMapResolution
// We need to map from heightmap coordinates (i, j) to scene map coordinates
const float sceneMapI = ((i) / (chunk.width - 1)) * (chunk.colorMapResolution - 1);
const float sceneMapJ = ((j) / (chunk.height - 1)) * (chunk.colorMapResolution - 1);
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;
uint8_t sceneID = 0;
if (sceneIndex < chunk.sceneMap.size()) {
sceneID = chunk.sceneMap[sceneIndex];
}
outMesh.vertices.emplace_back(worldPos, sceneID);
// Generate triangles (same pattern as dTerrain)
uint8_t sceneID = 0;
if (sceneIndex < chunk.sceneMap.size()) {
sceneID = chunk.sceneMap[sceneIndex];
}
outMesh.vertices.emplace_back(worldPos, sceneID);
if (i > 0 && j > 0) {
const uint32_t currentVert = vertexOffset + chunk.width * i + j;
const uint32_t leftVert = currentVert - 1;