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

@@ -313,23 +313,27 @@ LWOSCENEID dZoneManager::GetSceneIDFromPosition(const NiPoint3& position) const
return LWOSCENEID_INVALID;
}
// Convert 3D position to 2D (XZ plane) and clamp to terrain bounds
float posX = std::clamp(position.x, raw.minBoundsX, raw.maxBoundsX);
float posZ = std::clamp(position.z, raw.minBoundsZ, raw.maxBoundsZ);
// Find the chunk containing this position
// Reverse the world position calculation from GenerateTerrainMesh
for (const auto& chunk : raw.chunks) {
if (chunk.sceneMap.empty()) continue;
// Reverse: worldX = (i + offsetWorldX/scaleFactor) * scaleFactor
// Therefore: i = worldX/scaleFactor - offsetWorldX/scaleFactor
const float heightI = position.x / chunk.scaleFactor - (chunk.offsetWorldX / chunk.scaleFactor);
const float heightJ = position.z / chunk.scaleFactor - (chunk.offsetWorldZ / chunk.scaleFactor);
// Reverse: worldX = (i + offsetX/scaleFactor) * scaleFactor
// Therefore: i = worldX/scaleFactor - offsetX/scaleFactor
const float heightI = posX / chunk.scaleFactor - (chunk.offsetX / chunk.scaleFactor);
const float heightJ = posZ / chunk.scaleFactor - (chunk.offsetZ / chunk.scaleFactor);
// Check if position is within this chunk's heightmap bounds
if (heightI >= 0.0f && heightI < chunk.width &&
heightJ >= 0.0f && heightJ < chunk.height) {
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 = (heightI / (chunk.width - 1)) * (chunk.colorMapResolution - 1);
const float sceneMapJ = (heightJ / (chunk.height - 1)) * (chunk.colorMapResolution - 1);
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 = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);