Normalize model positions when placing in the world

Have tested that placing a small and very large model both place and are located at the correct position.
This commit is contained in:
David Markowitz
2025-04-09 23:36:57 -07:00
parent 77c88575f9
commit fd27ffa9ae
14 changed files with 36 additions and 26 deletions

View File

@@ -8,6 +8,7 @@
#include "Database.h"
#include "Game.h"
#include "Sd0.h"
#include "ZCompression.h"
#include "Logger.h"
@@ -44,10 +45,10 @@ uint32_t BrickByBrickFix::TruncateBrokenBrickByBrickXml() {
}
// Ignore the valgrind warning about uninitialized values. These are discarded later when we know the actual uncompressed size.
std::unique_ptr<uint8_t[]> uncompressedChunk(new uint8_t[ZCompression::MAX_SD0_CHUNK_SIZE]);
std::unique_ptr<uint8_t[]> uncompressedChunk(new uint8_t[Sd0::MAX_UNCOMPRESSED_CHUNK_SIZE]);
int32_t err{};
int32_t actualUncompressedSize = ZCompression::Decompress(
compressedChunk.get(), chunkSize, uncompressedChunk.get(), ZCompression::MAX_SD0_CHUNK_SIZE, err);
compressedChunk.get(), chunkSize, uncompressedChunk.get(), Sd0::MAX_UNCOMPRESSED_CHUNK_SIZE, err);
if (actualUncompressedSize != -1) {
uint32_t previousSize = completeUncompressedModel.size();