Serious-Engine/Sources/Engine/World/WorldRayCasting.cpp

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include <Engine/StdH.h>
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#include <Engine/Base/Console.h>
#include <Engine/World/World.h>
#include <Engine/Rendering/Render.h>
#include <Engine/World/WorldRayCasting.h>
#include <Engine/Base/ListIterator.inl>
#include <Engine/Templates/DynamicContainer.cpp>
#include <Engine/Templates/DynamicArray.cpp>
#include <Engine/Brushes/Brush.h>
#include <Engine/Templates/StaticArray.cpp>
#include <Engine/Models/ModelObject.h>
#include <Engine/Math/Clipping.inl>
#include <Engine/Entities/EntityCollision.h>
#include <Engine/Math/Geometry.inl>
#include <Engine/Network/Network.h>
#include <Engine/Ska/Render.h>
#include <Engine/Terrain/Terrain.h>
#include <Engine/Terrain/TerrainRayCasting.h>
#include <Engine/Base/Statistics_Internal.h>
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#include <Engine/Templates/StaticStackArray.cpp>
#define EPSILON (0.1f)
class CActiveSector {
public:
CBrushSector *as_pbsc;
void Clear(void) {};
};
static CStaticStackArray<CActiveSector> _aas;
CListHead _lhTestedTerrains; // list of tested terrains
// calculate origin position from ray placement
static inline FLOAT3D CalculateRayOrigin(const CPlacement3D &plRay)
{
// origin is the position from the placement
return plRay.pl_PositionVector;
}
// calculate target position from ray placement
static inline FLOAT3D CalculateRayTarget(const CPlacement3D &plRay)
{
// calculate direction of the ray
FLOAT3D vDirection;
AnglesToDirectionVector(plRay.pl_OrientationAngle, vDirection);
// make target be from the origin in that direction
return plRay.pl_PositionVector+vDirection;
}
/*
* Internal construction helper.
*/
void CCastRay::Init(CEntity *penOrigin, const FLOAT3D &vOrigin, const FLOAT3D &vTarget)
{
ClearSectorList();
cr_penOrigin = penOrigin;
cr_vOrigin = vOrigin;
cr_vTarget = vTarget;
cr_bAllowOverHit = FALSE;
cr_pbpoIgnore = NULL;
cr_penIgnore = NULL;
cr_bHitPortals = FALSE;
cr_bHitTranslucentPortals = TRUE;
cr_ttHitModels = TT_SIMPLE;
cr_bHitFields = FALSE;
cr_bPhysical = FALSE;
cr_bHitBrushes = TRUE;
cr_bHitTerrainInvisibleTris = FALSE;
cr_fTestR = 0;
cr_bFindBone = TRUE;
cr_iBoneHit = -1;
cl_plRay.pl_PositionVector = vOrigin;
DirectionVectorToAngles((vTarget-vOrigin).Normalize(), cl_plRay.pl_OrientationAngle);
}
/*
* Constructor.
*/
CCastRay::CCastRay(CEntity *penOrigin, const CPlacement3D &plOrigin)
{
Init(penOrigin, CalculateRayOrigin(plOrigin), CalculateRayTarget(plOrigin));
// mark last found hit point in infinity
cr_fHitDistance = UpperLimit(0.0f);
}
CCastRay::CCastRay(CEntity *penOrigin, const CPlacement3D &plOrigin, FLOAT fMaxTestDistance)
{
Init(penOrigin, CalculateRayOrigin(plOrigin), CalculateRayTarget(plOrigin));
// mark last found hit point just as far away as we wan't to test
cr_fHitDistance = fMaxTestDistance;
}
CCastRay::CCastRay(CEntity *penOrigin, const FLOAT3D &vOrigin, const FLOAT3D &vTarget)
{
Init(penOrigin, vOrigin, vTarget);
// mark last found hit point just a bit behind the target
cr_fHitDistance = (cr_vTarget-cr_vOrigin).Length() + EPSILON;
}
CCastRay::~CCastRay(void)
{
ClearSectorList();
}
void CCastRay::ClearSectorList(void)
{
// for each active sector
for(INDEX ias=0; ias<_aas.Count(); ias++) {
// mark it as inactive
_aas[ias].as_pbsc->bsc_ulFlags&=~BSCF_RAYTESTED;
}
_aas.PopAll();
}
/*
* Test if a ray hits sphere.
*/
inline static BOOL RayHitsSphere(
const FLOAT3D &vStart,
const FLOAT3D &vEnd,
const FLOAT3D &vSphereCenter,
const FLOAT fSphereRadius,
FLOAT &fDistance)
{
const FLOAT3D vSphereCenterToStart = vStart - vSphereCenter;
const FLOAT3D vStartToEnd = vEnd - vStart;
// calculate discriminant for intersection parameters
const FLOAT fP = ((vStartToEnd%vSphereCenterToStart)/(vStartToEnd%vStartToEnd));
const FLOAT fQ = (((vSphereCenterToStart%vSphereCenterToStart)
- (fSphereRadius*fSphereRadius))/(vStartToEnd%vStartToEnd));
const FLOAT fD = fP*fP-fQ;
// if it is less than zero
if (fD<0) {
// no collision will occur
return FALSE;
}
// calculate intersection parameters
const FLOAT fSqrtD = sqrt(fD);
const FLOAT fLambda1 = -fP+fSqrtD;
const FLOAT fLambda2 = -fP-fSqrtD;
// use lower one
const FLOAT fMinLambda = Min(fLambda1, fLambda2);
// calculate distance from parameter
fDistance = fMinLambda*vStartToEnd.Length();
return TRUE;
}
void CCastRay::TestModelSimple(CEntity *penModel, CModelObject &mo)
{
// get model's bounding box for current frame
FLOATaabbox3D boxModel;
mo.GetCurrentFrameBBox(boxModel);
boxModel.StretchByVector(mo.mo_Stretch);
// get center and radius of the bounding sphere in absolute space
FLOAT fSphereRadius = boxModel.Size().Length()/2.0f;
FLOAT3D vSphereCenter = boxModel.Center();
vSphereCenter*=penModel->en_mRotation;
vSphereCenter+=penModel->en_plPlacement.pl_PositionVector;
// if the ray doesn't hit the sphere
FLOAT fSphereHitDistance;
if (!RayHitsSphere(cr_vOrigin, cr_vTarget,
vSphereCenter, fSphereRadius+cr_fTestR, fSphereHitDistance) ) {
// ignore
return;
}
// if the ray hits the sphere closer than closest found hit point yet
if (fSphereHitDistance<cr_fHitDistance && fSphereHitDistance>0.0f) {
// set the current entity as new hit target
cr_fHitDistance=fSphereHitDistance;
cr_penHit = penModel;
cr_pbscBrushSector = NULL;
cr_pbpoBrushPolygon = NULL;
}
}
void CCastRay::TestModelCollisionBox(CEntity *penModel)
{
// if no collision box
CCollisionInfo *pci = penModel->en_pciCollisionInfo;
if (pci==NULL) {
// don't test
return;
}
// get model's collision bounding box
FLOATaabbox3D &boxModel = pci->ci_boxCurrent;
FLOAT fSphereRadius = boxModel.Size().Length()/2.0f;
FLOAT3D vSphereCenter = boxModel.Center();
// if the ray doesn't hit the sphere
FLOAT fSphereHitDistance;
if (!RayHitsSphere(cr_vOrigin, cr_vTarget,
vSphereCenter, fSphereRadius+cr_fTestR, fSphereHitDistance) ) {
// ignore
return;
}
// get entity collision spheres
CStaticArray<CMovingSphere> &ams = pci->ci_absSpheres;
// get entity position
const FLOAT3D &vPosition = penModel->en_plPlacement.pl_PositionVector;
const FLOATmatrix3D &mRotation = penModel->en_mRotation;
// for each sphere
FOREACHINSTATICARRAY(ams, CMovingSphere, itms) {
// project its center to absolute space
FLOAT3D vCenter = itms->ms_vCenter*mRotation + vPosition;
// if the ray hits the sphere closer than closest found hit point yet
FLOAT fOneSphereHitDistance;
if (RayHitsSphere(cr_vOrigin, cr_vTarget,
vCenter, itms->ms_fR+cr_fTestR, fOneSphereHitDistance) &&
fOneSphereHitDistance<cr_fHitDistance && fOneSphereHitDistance>-cr_fTestR) {
// set the current entity as new hit target
cr_fHitDistance=fOneSphereHitDistance;
cr_penHit = penModel;
cr_pbscBrushSector = NULL;
cr_pbpoBrushPolygon = NULL;
}
}
}
void CCastRay::TestModelFull(CEntity *penModel, CModelObject &mo)
{
// NOTE: this contains an ugly hack to simulate good trivial rejection
// for models that have attachments that extend far off the base entity.
// it is used only in wed, so it should not be a big problem.
// get model's bounding box for all frames and expand it a lot
FLOATaabbox3D boxModel;
mo.GetAllFramesBBox(boxModel);
boxModel.StretchByVector(mo.mo_Stretch*5.0f);
// get center and radius of the bounding sphere in absolute space
FLOAT fSphereRadius = boxModel.Size().Length()/2.0f;
FLOAT3D vSphereCenter = boxModel.Center();
vSphereCenter*=penModel->en_mRotation;
vSphereCenter+=penModel->en_plPlacement.pl_PositionVector;
// if the ray doesn't hit the sphere
FLOAT fSphereHitDistance;
if (!RayHitsSphere(cr_vOrigin, cr_vTarget,
vSphereCenter, fSphereRadius+cr_fTestR, fSphereHitDistance) ) {
// ignore
return;
}
FLOAT fHitDistance;
// if the ray hits the model closer than closest found hit point yet
if (mo.PolygonHit(cl_plRay, penModel->en_plPlacement, 0/*iCurrentMip*/,
fHitDistance)!=NULL
&& fHitDistance<cr_fHitDistance) {
// set the current entity as new hit target
cr_fHitDistance=fHitDistance;
cr_penHit = penModel;
cr_pbscBrushSector = NULL;
cr_pbpoBrushPolygon = NULL;
}
}
/*
* Test against a model entity.
*/
void CCastRay::TestModel(CEntity *penModel)
{
// if origin is predictor, and the model is predicted
if (cr_penOrigin!=NULL && cr_penOrigin->IsPredictor() && penModel->IsPredicted()) {
// don't test it
return;
}
// if hidden model
if( penModel->en_ulFlags&ENF_HIDDEN)
{
// don't test
return;
}
// get its model
CModelObject *pmoModel;
if (penModel->en_RenderType!=CEntity::RT_BRUSH
&& penModel->en_RenderType != CEntity::RT_FIELDBRUSH) {
pmoModel=penModel->en_pmoModelObject;
} else {
// empty brushes are also tested as models
pmoModel=_wrpWorldRenderPrefs.GetEmptyBrushModel();
}
// if there is no valid model
if (pmoModel==NULL) {
// don't test it
return;
}
CModelObject &mo = *pmoModel;
// if simple testing, or no testing (used when testing empty brushes)
if (cr_ttHitModels==TT_SIMPLE || cr_ttHitModels==TT_NONE) {
TestModelSimple(penModel, mo);
// if collision box testing
} else if (cr_ttHitModels==TT_COLLISIONBOX) {
TestModelCollisionBox(penModel);
// if full testing
} else if (cr_ttHitModels==TT_FULL || cr_ttHitModels==TT_FULLSEETHROUGH) {
TestModelFull(penModel, mo);
// must be no other testing
} else {
ASSERT(FALSE);
}
}
/*
* Test against a ska model
*/
void CCastRay::TestSkaModel(CEntity *penModel)
{
// if origin is predictor, and the model is predicted
if (cr_penOrigin!=NULL && cr_penOrigin->IsPredictor() && penModel->IsPredicted()) {
// don't test it
return;
}
// if hidden model
if( penModel->en_ulFlags&ENF_HIDDEN)
{
// don't test
return;
}
CModelInstance &mi = *penModel->GetModelInstance();
// if simple testing, or no testing (used when testing empty brushes)
if (cr_ttHitModels==TT_SIMPLE || cr_ttHitModels==TT_NONE) {
TestSkaModelSimple(penModel, mi);
// if collision box testing
} else if (cr_ttHitModels==TT_COLLISIONBOX) {
TestModelCollisionBox(penModel);
// if full testing
} else if (cr_ttHitModels==TT_FULL || cr_ttHitModels==TT_FULLSEETHROUGH) {
TestSkaModelFull(penModel, mi);
// must be no other testing
} else {
ASSERT(FALSE);
}
}
void CCastRay::TestSkaModelSimple(CEntity *penModel, CModelInstance &mi)
{
FLOATaabbox3D boxModel;
mi.GetCurrentColisionBox(boxModel);
boxModel.StretchByVector(mi.mi_vStretch);
// get center and radius of the bounding sphere in absolute space
FLOAT fSphereRadius = boxModel.Size().Length()/2.0f;
FLOAT3D vSphereCenter = boxModel.Center();
vSphereCenter*=penModel->en_mRotation;
vSphereCenter+=penModel->en_plPlacement.pl_PositionVector;
// if the ray doesn't hit the sphere
FLOAT fSphereHitDistance;
if (!RayHitsSphere(cr_vOrigin, cr_vTarget,
vSphereCenter, fSphereRadius+cr_fTestR, fSphereHitDistance) ) {
// ignore
return;
}
// if the ray hits the sphere closer than closest found hit point yet
if (fSphereHitDistance<cr_fHitDistance && fSphereHitDistance>0.0f) {
// set the current entity as new hit target
cr_fHitDistance=fSphereHitDistance;
cr_penHit = penModel;
cr_pbscBrushSector = NULL;
cr_pbpoBrushPolygon = NULL;
}
}
void CCastRay::TestSkaModelFull(CEntity *penModel, CModelInstance &mi)
{
FLOATaabbox3D boxModel;
mi.GetAllFramesBBox(boxModel);
boxModel.StretchByVector(mi.mi_vStretch);
// get center and radius of the bounding sphere in absolute space
FLOAT fSphereRadius = boxModel.Size().Length()/2.0f;
FLOAT3D vSphereCenter = boxModel.Center();
vSphereCenter*=penModel->en_mRotation;
vSphereCenter+=penModel->en_plPlacement.pl_PositionVector;
// if the ray doesn't hit the sphere
FLOAT fSphereHitDistance;
if (!RayHitsSphere(cr_vOrigin, cr_vTarget,
vSphereCenter, fSphereRadius+cr_fTestR, fSphereHitDistance) ) {
// ignore
return;
}
// if the ray hits the sphere closer than closest found hit point yet
if (fSphereHitDistance<cr_fHitDistance && fSphereHitDistance>0.0f) {
FLOAT fTriangleHitDistance;
// set the current entity as new hit target
// cr_fHitDistance=fSphereHitDistance;
// cr_penHit = penModel;
// cr_pbscBrushSector = NULL;
// cr_pbpoBrushPolygon = NULL;
INDEX iBoneID = -1;
if (cr_bFindBone) {
fTriangleHitDistance = RM_TestRayCastHit(mi,penModel->en_mRotation,penModel->en_plPlacement.pl_PositionVector,cr_vOrigin,cr_vTarget,cr_fHitDistance,&iBoneID);
} else {
fTriangleHitDistance = RM_TestRayCastHit(mi,penModel->en_mRotation,penModel->en_plPlacement.pl_PositionVector,cr_vOrigin,cr_vTarget,cr_fHitDistance,NULL);
}
if (fTriangleHitDistance<cr_fHitDistance && fTriangleHitDistance>0.0f) {
// set the current entity as new hit target
cr_fHitDistance=fTriangleHitDistance;
cr_penHit = penModel;
cr_pbscBrushSector = NULL;
cr_pbpoBrushPolygon = NULL;
if (cr_bFindBone) {
cr_iBoneHit = iBoneID;
}
}
}
return;
}
void CCastRay::TestTerrain(CEntity *penTerrain)
{
// if hidden model
if( penTerrain->en_ulFlags&ENF_HIDDEN) {
// don't test
return;
}
CTerrain *ptrTerrain = penTerrain->GetTerrain();
FLOAT fHitDistance = TestRayCastHit(ptrTerrain,penTerrain->en_mRotation, penTerrain->en_plPlacement.pl_PositionVector,
cr_vOrigin,cr_vTarget,cr_fHitDistance,cr_bHitTerrainInvisibleTris);
if (fHitDistance<cr_fHitDistance && fHitDistance>0.0f) {
// set the current entity as new hit target
cr_fHitDistance=fHitDistance;
cr_penHit = penTerrain;
cr_pbscBrushSector = NULL;
cr_pbpoBrushPolygon = NULL;
}
}
/*
* Test against a brush sector.
*/
void CCastRay::TestBrushSector(CBrushSector *pbscSector)
{
// if entity is hidden
if(pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity->en_ulFlags&ENF_HIDDEN)
{
// don't cast ray
return;
}
// for each polygon in the sector
FOREACHINSTATICARRAY(pbscSector->bsc_abpoPolygons, CBrushPolygon, itpoPolygon) {
CBrushPolygon &bpoPolygon = itpoPolygon.Current();
if (&bpoPolygon==cr_pbpoIgnore) {
continue;
}
ULONG ulFlags = bpoPolygon.bpo_ulFlags;
// if not testing recursively
if (cr_penOrigin==NULL) {
// if the polygon is portal
if (ulFlags&BPOF_PORTAL) {
// if it is translucent or selected
if (ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT|BPOF_SELECTED)) {
// if translucent portals should be passed through
if (!cr_bHitTranslucentPortals) {
// skip this polygon
continue;
}
// if it is not translucent
} else {
// if portals should be passed through
if (!cr_bHitPortals) {
// skip this polygon
continue;
}
}
}
// if polygon is detail, and detail polygons are off
extern INDEX wld_bRenderDetailPolygons;
if ((ulFlags&BPOF_DETAILPOLYGON) && !wld_bRenderDetailPolygons) {
// skip this polygon
continue;
}
}
// get distances of ray points from the polygon plane
FLOAT fDistance0 = bpoPolygon.bpo_pbplPlane->bpl_plAbsolute.PointDistance(cr_vOrigin);
FLOAT fDistance1 = bpoPolygon.bpo_pbplPlane->bpl_plAbsolute.PointDistance(cr_vTarget);
// if the ray hits the polygon plane
if (fDistance0>=0 && fDistance0>=fDistance1) {
// calculate fraction of line before intersection
FLOAT fFraction = fDistance0/((fDistance0-fDistance1) + 0.0000001f/*correction*/);
// calculate intersection coordinate
FLOAT3D vHitPoint = cr_vOrigin+(cr_vTarget-cr_vOrigin)*fFraction;
// calculate intersection distance
FLOAT fHitDistance = (vHitPoint-cr_vOrigin).Length();
// if the hit point can not be new closest candidate
if (fHitDistance>cr_fHitDistance) {
// skip this polygon
continue;
}
// find major axes of the polygon plane
INDEX iMajorAxis1, iMajorAxis2;
GetMajorAxesForPlane(itpoPolygon->bpo_pbplPlane->bpl_plAbsolute, iMajorAxis1, iMajorAxis2);
// create an intersector
CIntersector isIntersector(vHitPoint(iMajorAxis1), vHitPoint(iMajorAxis2));
// for all edges in the polygon
FOREACHINSTATICARRAY(bpoPolygon.bpo_abpePolygonEdges, CBrushPolygonEdge,
itbpePolygonEdge) {
// get edge vertices (edge direction is irrelevant here!)
const FLOAT3D &vVertex0 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex0->bvx_vAbsolute;
const FLOAT3D &vVertex1 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex1->bvx_vAbsolute;
// pass the edge to the intersector
isIntersector.AddEdge(
vVertex0(iMajorAxis1), vVertex0(iMajorAxis2),
vVertex1(iMajorAxis1), vVertex1(iMajorAxis2));
}
// if the polygon is intersected by the ray
if (isIntersector.IsIntersecting()) {
// if it is portal and testing recusively
if ((ulFlags&cr_ulPassablePolygons) && (cr_penOrigin!=NULL)) {
// for each sector on the other side
{FOREACHDSTOFSRC(bpoPolygon.bpo_rsOtherSideSectors, CBrushSector, bsc_rdOtherSidePortals, pbsc)
// add the sector
AddSector(pbsc);
ENDFOR}
if( cr_bHitPortals && ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT) && !cr_bPhysical)
{
// remember hit coordinates
cr_fHitDistance=fHitDistance;
cr_penHit = pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
cr_pbscBrushSector = pbscSector;
cr_pbpoBrushPolygon = &bpoPolygon;
}
// if the ray just plainly hit it
} else {
// remember hit coordinates
cr_fHitDistance=fHitDistance;
cr_penHit = pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
cr_pbscBrushSector = pbscSector;
cr_pbpoBrushPolygon = &bpoPolygon;
}
}
}
}
}
/* Add a sector if needed. */
inline void CCastRay::AddSector(CBrushSector *pbsc)
{
// if not already active and in first mip of its brush
if ( pbsc->bsc_pbmBrushMip->IsFirstMip()
&&!(pbsc->bsc_ulFlags&BSCF_RAYTESTED)) {
// add it to active sectors
_aas.Push().as_pbsc = pbsc;
pbsc->bsc_ulFlags|=BSCF_RAYTESTED;
}
}
/* Add all sectors of a brush. */
void CCastRay::AddAllSectorsOfBrush(CBrush3D *pbr)
{
// get relevant mip as if in manual mip brushing mode
CBrushMip *pbmMip = pbr->GetBrushMipByDistance(
_wrpWorldRenderPrefs.GetManualMipBrushingFactor());
// if it has no brush mip for that mip factor
if (pbmMip==NULL) {
// skip it
return;
}
// for each sector in the brush mip
FOREACHINDYNAMICARRAY(pbmMip->bm_abscSectors, CBrushSector, itbsc) {
// add the sector
AddSector(itbsc);
}
}
/* Add all sectors around given entity. */
void CCastRay::AddSectorsAroundEntity(CEntity *pen)
{
// for each zoning sector that this entity is in
{FOREACHSRCOFDST(pen->en_rdSectors, CBrushSector, bsc_rsEntities, pbsc)
// if part of zoning brush
if (pbsc->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity->GetRenderType()!=CEntity::RT_BRUSH) {
// skip it
continue;
}
// add the sector
AddSector(pbsc);
ENDFOR}
}
/* Test entire world against ray. */
void CCastRay::TestWholeWorld(CWorld *pwoWorld)
{
// for each entity in the world
{FOREACHINDYNAMICCONTAINER(pwoWorld->wo_cenEntities, CEntity, itenInWorld) {
// if it is the origin of the ray
if (itenInWorld==cr_penOrigin || itenInWorld==cr_penIgnore) {
// skip it
continue;
}
// if it is a brush and testing against brushes is disabled
if( (itenInWorld->en_RenderType == CEntity::RT_BRUSH ||
itenInWorld->en_RenderType == CEntity::RT_FIELDBRUSH) &&
!cr_bHitBrushes) {
// skip it
continue;
}
// if it is a model and testing against models is enabled
if(((itenInWorld->en_RenderType == CEntity::RT_MODEL
||(itenInWorld->en_RenderType == CEntity::RT_EDITORMODEL
&& _wrpWorldRenderPrefs.IsEditorModelsOn()))
&& cr_ttHitModels != TT_NONE)
// and if cast type is TT_FULL_SEETROUGH then model is not
// ENF_SEETROUGH
&& !((cr_ttHitModels == TT_FULLSEETHROUGH || cr_ttHitModels == TT_COLLISIONBOX) &&
(itenInWorld->en_ulFlags&ENF_SEETHROUGH))) {
// test it against the model entity
TestModel(itenInWorld);
// if it is a ska model
} else if(((itenInWorld->en_RenderType == CEntity::RT_SKAMODEL
||(itenInWorld->en_RenderType == CEntity::RT_SKAEDITORMODEL
&& _wrpWorldRenderPrefs.IsEditorModelsOn()))
&& cr_ttHitModels != TT_NONE)
// and if cast type is TT_FULL_SEETROUGH then model is not
// ENF_SEETROUGH
&& !((cr_ttHitModels == TT_FULLSEETHROUGH || cr_ttHitModels == TT_COLLISIONBOX) &&
(itenInWorld->en_ulFlags&ENF_SEETHROUGH))) {
TestSkaModel(itenInWorld);
} else if (itenInWorld->en_RenderType == CEntity::RT_TERRAIN) {
TestTerrain(itenInWorld);
// if it is a brush
} else if (itenInWorld->en_RenderType == CEntity::RT_BRUSH ||
(itenInWorld->en_RenderType == CEntity::RT_FIELDBRUSH
&&_wrpWorldRenderPrefs.IsFieldBrushesOn() && cr_bHitFields)) {
// get its brush
CBrush3D &brBrush = *itenInWorld->en_pbrBrush;
// get relevant mip as if in manual mip brushing mode
CBrushMip *pbmMip = brBrush.GetBrushMipByDistance(
_wrpWorldRenderPrefs.GetManualMipBrushingFactor());
// if it has no brush mip for that mip factor
if (pbmMip==NULL) {
// skip it
continue;
}
// if it has zero sectors
if (pbmMip->bm_abscSectors.Count()==0){
// test it against the model entity
TestModel(itenInWorld);
// if it has some sectors
} else {
// for each sector in the brush mip
FOREACHINDYNAMICARRAY(pbmMip->bm_abscSectors, CBrushSector, itbsc) {
// if the sector is not hidden
if (!(itbsc->bsc_ulFlags & BSCF_HIDDEN)) {
// test the ray against the sector
TestBrushSector(itbsc);
}
}
}
}
}}
}
/* Test active sectors recusively. */
void CCastRay::TestThroughSectors(void)
{
// for each active sector (sectors are added during iteration!)
for(INDEX ias=0; ias<_aas.Count(); ias++) {
CBrushSector *pbsc = _aas[ias].as_pbsc;
// test the ray against the sector
TestBrushSector(pbsc);
// for each entity in the sector
{FOREACHDSTOFSRC(pbsc->bsc_rsEntities, CEntity, en_rdSectors, pen)
// if it is the origin of the ray
if (pen==cr_penOrigin || pen==cr_penIgnore) {
// skip it
continue;
}
// if it is a model and testing against models is enabled
if(((pen->en_RenderType == CEntity::RT_MODEL
||(pen->en_RenderType == CEntity::RT_EDITORMODEL
&& _wrpWorldRenderPrefs.IsEditorModelsOn()))
&& cr_ttHitModels != TT_NONE)
// and if cast type is TT_FULL_SEETROUGH then model is not
// ENF_SEETROUGH
&& !((cr_ttHitModels == TT_FULLSEETHROUGH || cr_ttHitModels == TT_COLLISIONBOX) &&
(pen->en_ulFlags&ENF_SEETHROUGH))) {
// test it against the model entity
TestModel(pen);
// if is is a ska model
} else if(((pen->en_RenderType == CEntity::RT_SKAMODEL
||(pen->en_RenderType == CEntity::RT_SKAEDITORMODEL
&& _wrpWorldRenderPrefs.IsEditorModelsOn()))
&& cr_ttHitModels != TT_NONE)
// and if cast type is TT_FULL_SEETROUGH then model is not
// ENF_SEETROUGH
&& !((cr_ttHitModels == TT_FULLSEETHROUGH || cr_ttHitModels == TT_COLLISIONBOX) &&
(pen->en_ulFlags&ENF_SEETHROUGH))) {
// test it against the ska model entity
TestSkaModel(pen);
// if it is a terrain
} else if( pen->en_RenderType == CEntity::RT_TERRAIN) {
CTerrain *ptrTerrain = pen->GetTerrain();
ASSERT(ptrTerrain!=NULL);
// if terrain hasn't allready been tested
if(!ptrTerrain->tr_lnInActiveTerrains.IsLinked()) {
// test it now and add it to list of tested terrains
TestTerrain(pen);
_lhTestedTerrains.AddTail(ptrTerrain->tr_lnInActiveTerrains);
}
// if it is a non-hidden brush
} else if ( (pen->en_RenderType == CEntity::RT_BRUSH) &&
!(pen->en_ulFlags&ENF_HIDDEN) ) {
// get its brush
CBrush3D &brBrush = *pen->en_pbrBrush;
// add all sectors in the brush
AddAllSectorsOfBrush(&brBrush);
}
ENDFOR}
}
// for all tested terrains
{FORDELETELIST(CTerrain, tr_lnInActiveTerrains, _lhTestedTerrains, ittr) {
// remove it from list
ittr->tr_lnInActiveTerrains.Remove();
}}
ASSERT(_lhTestedTerrains.IsEmpty());
}
/*
* Do the ray casting.
*/
void CCastRay::Cast(CWorld *pwoWorld)
{
// setup stat timers
const BOOL bMainLoopTimer = _sfStats.CheckTimer(CStatForm::STI_MAINLOOP);
if( bMainLoopTimer) _sfStats.StopTimer(CStatForm::STI_MAINLOOP);
_sfStats.StartTimer(CStatForm::STI_RAYCAST);
// initially no polygon is found
cr_pbpoBrushPolygon= NULL;
cr_pbscBrushSector = NULL;
cr_penHit = NULL;
if (cr_bPhysical) {
cr_ulPassablePolygons = BPOF_PASSABLE|BPOF_SHOOTTHRU;
} else {
cr_ulPassablePolygons = BPOF_PORTAL|BPOF_OCCLUDER;
}
// if origin entity is given
if (cr_penOrigin!=NULL) {
// if not continuing
if (_aas.Count()==0) {
// add all sectors around it
AddSectorsAroundEntity(cr_penOrigin);
}
// test all sectors recursively
TestThroughSectors();
// if there is no origin entity
} else {
// test entire world against ray
TestWholeWorld(pwoWorld);
}
// calculate the hit point from the hit distance
cr_vHit = cr_vOrigin + (cr_vTarget-cr_vOrigin).Normalize()*cr_fHitDistance;
// done with timing
_sfStats.StopTimer(CStatForm::STI_RAYCAST);
if( bMainLoopTimer) _sfStats.StartTimer(CStatForm::STI_MAINLOOP);
}
/*
* Continue cast.
*/
void CCastRay::ContinueCast(CWorld *pwoWorld)
{
cr_pbpoIgnore = cr_pbpoBrushPolygon;
if (cr_penHit->GetRenderType()==CEntity::RT_MODEL) {
cr_penIgnore = cr_penHit;
}
cr_vOrigin = cr_vHit;
cl_plRay.pl_PositionVector = cr_vOrigin;
cr_fHitDistance = (cr_vTarget-cr_vOrigin).Length() + EPSILON;
Cast(pwoWorld);
}
/////////////////////////////////////////////////////////////////////
/*
* Cast a ray and see what it hits.
*/
void CWorld::CastRay(CCastRay &crRay)
{
crRay.Cast(this);
}
/*
* Continue to cast already cast ray
*/
void CWorld::ContinueCast(CCastRay &crRay)
{
crRay.ContinueCast(this);
}