mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
143 lines
4.5 KiB
C++
143 lines
4.5 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Entities/Entity.h>
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#include <Engine/Entities/EntityCollision.h>
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#include <Engine/Base/Console.h>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/Math/Geometry.inl>
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#include <Engine/Math/Clipping.inl>
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#include <Engine/Math/OBBox.h>
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#include <Engine/Brushes/Brush.h>
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#include <Engine/Templates/BSP.h>
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#include <Engine/Templates/DynamicArray.cpp>
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#include <Engine/Templates/StaticArray.cpp>
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static CEntity *penField;
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static CBrushSector *_pbsc;
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static CStaticStackArray<CEntity *> _apenActive;
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static BOOL EntityIsInside(CEntity *pen)
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{
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// get bounding sphere
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FLOAT fSphereRadius = pen->en_fSpatialClassificationRadius;
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const FLOAT3D &vSphereCenter = pen->en_plPlacement.pl_PositionVector;
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// if the entity touches sector's bounding box
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if (_pbsc->bsc_boxBoundingBox.TouchesSphere(vSphereCenter, fSphereRadius)) {
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// make oriented bounding box of the entity
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const FLOAT3D &v = pen->en_plPlacement.pl_PositionVector;
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const FLOATmatrix3D &m = pen->en_mRotation;
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FLOATobbox3D boxEntity = FLOATobbox3D(pen->en_boxSpatialClassification, v, m);
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DOUBLEobbox3D boxdEntity = FLOATtoDOUBLE(boxEntity);
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// if the box touches the sector's BSP
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if (boxEntity.HasContactWith(FLOATobbox3D(_pbsc->bsc_boxBoundingBox)) &&
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_pbsc->bsc_bspBSPTree.TestBox(boxdEntity)<=0) {
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// for each collision sphere
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CStaticArray<CMovingSphere> &absSpheres = pen->en_pciCollisionInfo->ci_absSpheres;
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for(INDEX iSphere=0; iSphere<absSpheres.Count(); iSphere++) {
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CMovingSphere &ms = absSpheres[iSphere];
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ms.ms_vRelativeCenter0 = ms.ms_vCenter*m+v;
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// if the sphere is in the sector
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if (_pbsc->bsc_bspBSPTree.TestSphere(
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FLOATtoDOUBLE(ms.ms_vRelativeCenter0), ms.ms_fR)<=0) {
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return TRUE;
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}
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}
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}
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}
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// otherwise it doesn't touch
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return FALSE;
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}
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// find first entity touching a field (this entity must be a field brush)
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CEntity *CEntity::TouchingEntity(BOOL (*ConsiderEntity)(CEntity *), CEntity *penHintMaybeInside)
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{
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// if not a field brush
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if (en_RenderType!=RT_FIELDBRUSH) {
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// error
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ASSERT(FALSE);
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return NULL;
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}
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// remember the entity and its first sector
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penField = this;
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CBrushMip *pbm = en_pbrBrush->GetBrushMipByDistance(0.0f);
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_pbsc = NULL;
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{FOREACHINDYNAMICARRAY(pbm->bm_abscSectors, CBrushSector, itbsc) {
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_pbsc = itbsc;
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break;
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}}
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// if illegal number of sectors
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if (_pbsc==NULL || pbm->bm_abscSectors.Count()>1) {
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// error
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CPrintF("Field doesn't have exactly one sector - ignoring!\n");
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return NULL;
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}
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// if a specific entity to check is given
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if (penHintMaybeInside!=NULL) {
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// if it is inside
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if (EntityIsInside(penHintMaybeInside)) {
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// return it
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return penHintMaybeInside;
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}
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}
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CEntity *penTouched = NULL;
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// no entities active initially
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_apenActive.PopAll();
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// for each zoning sector that this entity is in
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{FOREACHSRCOFDST(en_rdSectors, CBrushSector, bsc_rsEntities, pbsc)
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// for all movable model entities that should be considered in the sector
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{FOREACHDSTOFSRC(pbsc->bsc_rsEntities, CEntity, en_rdSectors, pen)
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if (!(pen->en_ulPhysicsFlags&EPF_MOVABLE)
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|| (pen->en_RenderType!=RT_MODEL&&pen->en_RenderType!=RT_EDITORMODEL)
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|| (!ConsiderEntity(pen))) {
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continue;
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}
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// if already active
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if (pen->en_ulFlags&ENF_FOUNDINGRIDSEARCH) {
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// skip it
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continue;
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}
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// if it is inside
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if (EntityIsInside(pen)) {
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// stop the search
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penTouched = pen;
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break;
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}
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// add it to active
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_apenActive.Push() = pen;
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pen->en_ulFlags |= ENF_FOUNDINGRIDSEARCH;
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}}
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ENDFOR}
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// mark all as inactive
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{for (INDEX ien=0; ien<_apenActive.Count(); ien++) {
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CEntity *pen = _apenActive[ien];
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pen->en_ulFlags &= ~ENF_FOUNDINGRIDSEARCH;
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}}
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_apenActive.PopAll();
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return penTouched;
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}
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