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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-11-27 15:02:06 +00:00

chore: use available methods from Utils component

This commit is contained in:
Jan Laupetin
2025-11-06 18:18:29 +01:00
parent 02a3d4e7cf
commit c3d9f91a2a
4 changed files with 18 additions and 29 deletions

View File

@@ -88,11 +88,6 @@ namespace BSP
return result;
}
size_t BSPUtil::allignBy128(size_t size)
{
return ((size + 127) & 0xFFFFFF80);
}
float BSPUtil::distBetweenPoints(vec3_t& p1, vec3_t& p2)
{
float x = p2.x - p1.x;

View File

@@ -14,7 +14,6 @@ namespace BSP
static void updateAABBWithPoint(vec3_t& point, vec3_t& AABBMins, vec3_t& AABBMaxs);
static vec3_t calcMiddleOfAABB(vec3_t& mins, vec3_t& maxs);
static vec3_t calcHalfSizeOfAABB(vec3_t& mins, vec3_t& maxs);
static size_t allignBy128(size_t size);
static float distBetweenPoints(vec3_t& p1, vec3_t& p2);
static void convertAnglesToAxis(vec3_t* angles, vec3_t* axis);
static void matrixTranspose3x3(const vec3_t* in, vec3_t* out);

View File

@@ -1,6 +1,7 @@
#include "GfxWorldLinker.h"
#include "../BSPUtil.h"
#include "Utils/Alignment.h"
#include "Utils/Pack.h"
namespace BSP
@@ -138,14 +139,14 @@ namespace BSP
// visdata is written to by the game
// all visdata is alligned by 128
size_t allignedSurfaceCount = BSPUtil::allignBy128(surfaceCount);
gfxWorld->dpvs.surfaceVisDataCount = static_cast<unsigned int>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceVisData[0] = m_memory.Alloc<char>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceVisData[1] = m_memory.Alloc<char>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceVisData[2] = m_memory.Alloc<char>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceVisDataCameraSaved = m_memory.Alloc<char>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceCastsShadow = m_memory.Alloc<char>(allignedSurfaceCount);
gfxWorld->dpvs.surfaceCastsSunShadow = m_memory.Alloc<char>(allignedSurfaceCount);
auto alignedSurfaceCount = utils::Align(surfaceCount, 128uz);
gfxWorld->dpvs.surfaceVisDataCount = static_cast<unsigned int>(alignedSurfaceCount);
gfxWorld->dpvs.surfaceVisData[0] = m_memory.Alloc<char>(alignedSurfaceCount);
gfxWorld->dpvs.surfaceVisData[1] = m_memory.Alloc<char>(alignedSurfaceCount);
gfxWorld->dpvs.surfaceVisData[2] = m_memory.Alloc<char>(alignedSurfaceCount);
gfxWorld->dpvs.surfaceVisDataCameraSaved = m_memory.Alloc<char>(alignedSurfaceCount);
gfxWorld->dpvs.surfaceCastsShadow = m_memory.Alloc<char>(alignedSurfaceCount);
gfxWorld->dpvs.surfaceCastsSunShadow = m_memory.Alloc<char>(alignedSurfaceCount);
return true;
}
@@ -226,13 +227,13 @@ namespace BSP
// visdata is written to by the game
// all visdata is alligned by 128
size_t allignedModelCount = BSPUtil::allignBy128(modelCount);
gfxWorld->dpvs.smodelVisDataCount = static_cast<unsigned int>(allignedModelCount);
gfxWorld->dpvs.smodelVisData[0] = m_memory.Alloc<char>(allignedModelCount);
gfxWorld->dpvs.smodelVisData[1] = m_memory.Alloc<char>(allignedModelCount);
gfxWorld->dpvs.smodelVisData[2] = m_memory.Alloc<char>(allignedModelCount);
gfxWorld->dpvs.smodelVisDataCameraSaved = m_memory.Alloc<char>(allignedModelCount);
gfxWorld->dpvs.smodelCastsShadow = m_memory.Alloc<char>(allignedModelCount);
const auto alignedModelCount = utils::Align(modelCount, 128u);
gfxWorld->dpvs.smodelVisDataCount = static_cast<unsigned int>(alignedModelCount);
gfxWorld->dpvs.smodelVisData[0] = m_memory.Alloc<char>(alignedModelCount);
gfxWorld->dpvs.smodelVisData[1] = m_memory.Alloc<char>(alignedModelCount);
gfxWorld->dpvs.smodelVisData[2] = m_memory.Alloc<char>(alignedModelCount);
gfxWorld->dpvs.smodelVisDataCameraSaved = m_memory.Alloc<char>(alignedModelCount);
gfxWorld->dpvs.smodelCastsShadow = m_memory.Alloc<char>(alignedModelCount);
for (unsigned int i = 0; i < modelCount; i++)
{
if ((gfxWorld->dpvs.smodelDrawInsts[i].flags & STATIC_MODEL_FLAG_NO_SHADOW) == 0)