mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-25 15:14:51 +01:00
549 lines
17 KiB
C++
549 lines
17 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 "stdh.h"
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#include <Engine/Terrain/Terrain.h>
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#include <Engine/Math/Plane.h>
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#include <Engine/Math/Clipping.inl>
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#include <Engine/Math/Geometry.inl>
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#include <Engine/Entities/Entity.h>
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static CTerrain *_ptrTerrain = NULL;
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static FLOAT3D _vOrigin; // Origin of ray
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static FLOAT3D _vTarget; // Ray target
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static FLOAT _fMinHeight; // Min height that ray will pass through in tested quad
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static FLOAT _fMaxHeight; // Max height that ray will pass through in tested quad
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static BOOL _bHitInvisibleTris; // Does ray hits invisible triangles
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static FLOAT3D _vHitExact; // hit point
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static FLOATplane3D _plHitPlane; // hit plane
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// TEMP
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static CStaticStackArray<GFXVertex> _avRCVertices;
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static CStaticStackArray<INDEX> _aiRCIndices;
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static FLOAT3D _vHitBegin;
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static FLOAT3D _vHitEnd;
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static FLOAT _fDistance;
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// Test ray agains one quad on terrain (if it's visible)
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static FLOAT HitCheckQuad(const PIX ix, const PIX iz)
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{
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FLOAT fDistance = UpperLimit(0.0f);
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// if quad is outside terrain
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if(ix<0 || iz<0 || ix>= (_ptrTerrain->tr_pixHeightMapWidth-1) || iz >= (_ptrTerrain->tr_pixHeightMapHeight-1)) {
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return fDistance;
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}
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ASSERT(ix>=0 && iz>=0);
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ASSERT(ix<(_ptrTerrain->tr_pixHeightMapWidth-1) && iz<(_ptrTerrain->tr_pixHeightMapHeight-1));
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const PIX pixMapWidth = _ptrTerrain->tr_pixHeightMapWidth;
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const INDEX ctVertices = _avRCVertices.Count(); // TEMP
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UWORD *puwHeight = &_ptrTerrain->tr_auwHeightMap[ix + iz*pixMapWidth];
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UBYTE *pubMask = &_ptrTerrain->tr_aubEdgeMap[ix + iz*pixMapWidth];
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GFXVertex *pvx = _avRCVertices.Push(4);
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GFXVertex *pavVertices = &_avRCVertices[0];
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// Add four vertices
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pvx[0].x = (ix+0) * _ptrTerrain->tr_vStretch(1);
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pvx[0].y = puwHeight[0] * _ptrTerrain->tr_vStretch(2);
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pvx[0].z = (iz+0) * _ptrTerrain->tr_vStretch(3);
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pvx[0].shade = pubMask[0];
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pvx[1].x = (ix+1) * _ptrTerrain->tr_vStretch(1);
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pvx[1].y = puwHeight[1] * _ptrTerrain->tr_vStretch(2);
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pvx[1].z = (iz+0) * _ptrTerrain->tr_vStretch(3);
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pvx[1].shade = pubMask[1];
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pvx[2].x = (ix+0) * _ptrTerrain->tr_vStretch(1);
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pvx[2].y = puwHeight[pixMapWidth] * _ptrTerrain->tr_vStretch(2);
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pvx[2].z = (iz+1) * _ptrTerrain->tr_vStretch(3);
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pvx[2].shade = pubMask[pixMapWidth];
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pvx[3].x = (ix+1) * _ptrTerrain->tr_vStretch(1);
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pvx[3].y = puwHeight[pixMapWidth+1] * _ptrTerrain->tr_vStretch(2);
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pvx[3].z = (iz+1) * _ptrTerrain->tr_vStretch(3);
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pvx[3].shade = pubMask[pixMapWidth+1];
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BOOL bFacing = (ix + iz*pixMapWidth)&1;
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INDEX ctIndices=0;
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// Add one quad
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if(bFacing) {
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// if at least one point of triangle is above min height and bellow max height of ray and traingle is visible
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if((pvx[0].y>=_fMinHeight || pvx[2].y>=_fMinHeight || pvx[1].y>=_fMinHeight) &&
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(pvx[0].y<=_fMaxHeight || pvx[2].y<=_fMinHeight || pvx[1].y<=_fMinHeight) &&
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((pvx[0].shade + pvx[2].shade + pvx[1].shade == 255*3) | _bHitInvisibleTris)) {
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// Add this triangle
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INDEX *pind = _aiRCIndices.Push(3);
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pind[0] = ctVertices+0;
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pind[1] = ctVertices+2;
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pind[2] = ctVertices+1;
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ctIndices+=3;
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}
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// if at least one point of triangle is above min height and bellow max height of ray and traingle is visible
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if((pvx[1].y>=_fMinHeight || pvx[2].y>=_fMinHeight || pvx[3].y>=_fMinHeight) &&
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(pvx[1].y<=_fMaxHeight || pvx[2].y<=_fMaxHeight || pvx[3].y<=_fMaxHeight) &&
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((pvx[1].shade + pvx[2].shade + pvx[3].shade == 255*3) | _bHitInvisibleTris)) {
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// Add this triangle
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INDEX *pind = _aiRCIndices.Push(3);
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pind[0] = ctVertices+1;
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pind[1] = ctVertices+2;
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pind[2] = ctVertices+3;
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ctIndices+=3;
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}
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} else {
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// if at least one point of triangle is above min height and bellow max height of ray and traingle is visible
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if((pvx[2].y>=_fMinHeight || pvx[3].y>=_fMinHeight || pvx[0].y>=_fMinHeight) &&
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(pvx[2].y<=_fMaxHeight || pvx[3].y<=_fMaxHeight || pvx[0].y<=_fMaxHeight) &&
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((pvx[2].shade + pvx[3].shade + pvx[0].shade == 255*3) | _bHitInvisibleTris)) {
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// Add this triangle
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INDEX *pind = _aiRCIndices.Push(3);
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pind[0] = ctVertices+2;
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pind[1] = ctVertices+3;
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pind[2] = ctVertices+0;
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ctIndices+=3;
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}
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// if at least one point of triangle is above min height and bellow max height of ray and traingle is visible
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if((pvx[0].y>=_fMinHeight || pvx[3].y>=_fMinHeight || pvx[1].y>=_fMinHeight) &&
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(pvx[0].y<=_fMaxHeight || pvx[3].y<=_fMaxHeight || pvx[1].y<=_fMaxHeight) &&
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((pvx[0].shade + pvx[3].shade + pvx[1].shade == 255*3) | _bHitInvisibleTris)) {
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// Add this triangle
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INDEX *pind = _aiRCIndices.Push(3);
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pind[0] = ctVertices+0;
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pind[1] = ctVertices+3;
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pind[2] = ctVertices+1;
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ctIndices+=3;
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}
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}
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if(ctIndices==0) {
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return fDistance;
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}
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INDEX *paiIndices = &_aiRCIndices[_aiRCIndices.Count() - ctIndices];
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// for each triangle
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for(INDEX iTri=0;iTri<ctIndices;iTri+=3) {
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INDEX *pind = &paiIndices[iTri];
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GFXVertex &v0 = pavVertices[pind[0]];
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GFXVertex &v1 = pavVertices[pind[1]];
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GFXVertex &v2 = pavVertices[pind[2]];
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FLOAT3D vx0(v0.x,v0.y,v0.z);
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FLOAT3D vx1(v1.x,v1.y,v1.z);
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FLOAT3D vx2(v2.x,v2.y,v2.z);
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FLOATplane3D plTriPlane(vx0,vx1,vx2);
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FLOAT fDistance0 = plTriPlane.PointDistance(_vOrigin);
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FLOAT fDistance1 = plTriPlane.PointDistance(_vTarget);
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// if the ray hits the polygon plane
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if (fDistance0>=0 && fDistance0>=fDistance1) {
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// calculate fraction of line before intersection
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FLOAT fFraction = fDistance0/(fDistance0-fDistance1);
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// calculate intersection coordinate
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FLOAT3D vHitPoint = _vOrigin+(_vTarget-_vOrigin)*fFraction;
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// calculate intersection distance
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FLOAT fHitDistance = (vHitPoint-_vOrigin).Length();
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// if the hit point can not be new closest candidate
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if (fHitDistance>fDistance) {
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// skip this triangle
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continue;
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}
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// find major axes of the polygon plane
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INDEX iMajorAxis1, iMajorAxis2;
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GetMajorAxesForPlane(plTriPlane, iMajorAxis1, iMajorAxis2);
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// create an intersector
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CIntersector isIntersector(vHitPoint(iMajorAxis1), vHitPoint(iMajorAxis2));
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// check intersections for all three edges of the polygon
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isIntersector.AddEdge(
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vx0(iMajorAxis1), vx0(iMajorAxis2),
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vx1(iMajorAxis1), vx1(iMajorAxis2));
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isIntersector.AddEdge(
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vx1(iMajorAxis1), vx1(iMajorAxis2),
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vx2(iMajorAxis1), vx2(iMajorAxis2));
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isIntersector.AddEdge(
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vx2(iMajorAxis1), vx2(iMajorAxis2),
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vx0(iMajorAxis1), vx0(iMajorAxis2));
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// if the polygon is intersected by the ray, and it is the closest intersection so far
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if (isIntersector.IsIntersecting() && (fHitDistance < fDistance)) {
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// remember hit coordinates
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if(fHitDistance<fDistance) {
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fDistance = fHitDistance;
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_vHitExact = vHitPoint;
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_plHitPlane = plTriPlane;
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}
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}
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}
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}
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return fDistance;
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}
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#pragma message(">> Remove defined NUMDIM, RIGHT, LEFT ...")
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#define NUMDIM 3
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#define RIGHT 0
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#define LEFT 1
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#define MIDDLE 2
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// Check if ray hits aabbox and return coords where ray enter and exit the box
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static BOOL HitAABBox(const FLOAT3D &vOrigin, const FLOAT3D &vTarget, FLOAT3D &vHitBegin,
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FLOAT3D &vHitEnd, const FLOATaabbox3D &bbox)
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{
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const FLOAT3D vDir = (vTarget - vOrigin).Normalize();
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const FLOAT3D vMin = bbox.minvect;
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const FLOAT3D vMax = bbox.maxvect;
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FLOAT3D vBeginCandidatePlane;
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FLOAT3D vEndCandidatePlane;
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FLOAT3D vBeginTDistance;
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FLOAT3D vEndTDistance;
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INDEX iOriginSide[3];
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BOOL bOriginInside = TRUE;
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INDEX i;
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// Find candidate planes
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for(i=1;i<4;i++) {
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// Check begining of ray
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if(vOrigin(i) < vMin(i)) {
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vBeginCandidatePlane(i) = vMin(i);
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vEndCandidatePlane(i) = vMax(i);
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bOriginInside = FALSE;
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iOriginSide[i-1] = LEFT;
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} else if(vOrigin(i) > vMax(i)) {
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vBeginCandidatePlane(i) = vMax(i);
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vEndCandidatePlane(i) = vMin(i);
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bOriginInside = FALSE;
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iOriginSide[i-1] = RIGHT;
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} else {
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iOriginSide[i-1] = MIDDLE;
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if(vDir(i)>0.0f) {
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vEndCandidatePlane(i) = vMax(i);
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} else {
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vEndCandidatePlane(i) = vMin(i);
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}
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}
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}
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// Calculate T distances to candidate planes
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for(i=1;i<4;i++) {
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if(iOriginSide[i-1]!=MIDDLE && vDir(i)!=0.0f) {
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vBeginTDistance(i) = (vBeginCandidatePlane(i)-vOrigin(i)) / vDir(i);
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} else {
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vBeginTDistance(i) = -1.0f;
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}
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if(vDir(i)!=0.0f) {
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vEndTDistance(i) = (vEndCandidatePlane(i)-vOrigin(i)) / vDir(i);
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} else {
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vEndTDistance(i) = -1.0f;
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}
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}
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// Get largest of the T distances for final choice of intersection
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INDEX iBeginMaxT = 1;
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INDEX iEndMinT = 1;
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for(i=2;i<4;i++) {
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if(vBeginTDistance(i) > vBeginTDistance(iBeginMaxT)) {
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iBeginMaxT = i;
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}
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if(vEndTDistance(i)>=0.0f && (vEndTDistance(iEndMinT)<0.0f || vEndTDistance(i) < vEndTDistance(iEndMinT)) ) {
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iEndMinT = i;
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}
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}
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// if origin inside box
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if(bOriginInside) {
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// Begining of ray is origin point
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vHitBegin = vOrigin;
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// else
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} else {
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// Check final candidate actually inside box
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if(vBeginTDistance(iBeginMaxT)<0.0f) {
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return FALSE;
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}
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if(vEndTDistance(iEndMinT)<0.0f) {
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return FALSE;
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}
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// Calculate point where ray enter box
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for(i=1;i<4;i++) {
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if(iBeginMaxT != i) {
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vHitBegin(i) = vOrigin(i) + vBeginTDistance(iBeginMaxT) * vDir(i);
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if(vHitBegin(i) < vMin(i) || vHitBegin(i) > vMax(i)) {
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return FALSE;
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}
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} else {
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vHitBegin(i) = vBeginCandidatePlane(i);
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}
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}
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}
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// Caclulate point where ray exit box
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for(i=1;i<4;i++) {
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if(iEndMinT != i) {
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vHitEnd(i) = vOrigin(i) + vEndTDistance(iEndMinT) * vDir(i);
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if(vHitEnd(i) < vMin(i) || vHitEnd(i) > vMax(i)) {
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// no ray exit point !?
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ASSERT(FALSE);
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}
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} else {
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vHitEnd(i) = vEndCandidatePlane(i);
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}
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}
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return TRUE;
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}
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// Test all quads in ray direction and return exact hit location
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static FLOAT GetExactHitLocation(CTerrain *ptrTerrain, const FLOAT3D &vHitBegin, const FLOAT3D &vHitEnd,
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const FLOAT fOldDistance)
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{
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// set global vars
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_ptrTerrain = ptrTerrain;
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_vOrigin = vHitBegin;
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_vTarget = vHitEnd;
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// TEMP
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_avRCVertices.PopAll();
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_aiRCIndices.PopAll();
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const FLOAT fX0 = vHitBegin(1) / ptrTerrain->tr_vStretch(1);
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const FLOAT fY0 = vHitBegin(3) / ptrTerrain->tr_vStretch(3);
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const FLOAT fH0 = vHitBegin(2);// / ptrTerrain->tr_vStretch(2);
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const FLOAT fX1 = vHitEnd(1) / ptrTerrain->tr_vStretch(1);
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const FLOAT fY1 = vHitEnd(3) / ptrTerrain->tr_vStretch(3);
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const FLOAT fH1 = vHitEnd(2);// / ptrTerrain->tr_vStretch(2);
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FLOAT fDeltaX = Abs(fX1-fX0);
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FLOAT fDeltaY = Abs(fY1-fY0);
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FLOAT fIterator;
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if(fDeltaX>fDeltaY) {
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fIterator = fDeltaX;
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} else {
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fIterator = fDeltaY;
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}
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if(fIterator==0) {
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fIterator = 0.01f;
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}
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const FLOAT fStepX = (fX1-fX0) / fIterator;
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const FLOAT fStepY = (fY1-fY0) / fIterator;
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const FLOAT fStepH = (fH1-fH0) / fIterator;
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const FLOAT fEpsilonH = Abs(fStepH);
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FLOAT fX;
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FLOAT fY;
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FLOAT fH;
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// calculate prestep
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if(fDeltaX>fDeltaY) {
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if(fX0<fX1) {
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fX = ceil(fX0);
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fY = fY0 + (fX-fX0)*fStepY;
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fH = fH0 + (fX-fX0)*fStepH;
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} else {
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fX = floor(fX0);
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fY = fY0 + (fX0-fX)*fStepY;
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fH = fH0 + (fX0-fX)*fStepH;
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}
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} else {
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if(fY0<fY1) {
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fY = ceil(fY0);
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fX = fX0 + (fY-fY0)*fStepX;
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fH = fH0 + (fY-fY0)*fStepH;
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} else {
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fY = floor(fY0);
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fX = fX0 + (fY0-fY)*fStepX;
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fH = fH0 + (fY0-fY)*fStepH;
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}
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}
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// Chech quad where ray starts
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_fMinHeight = vHitBegin(2)-fEpsilonH;
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_fMaxHeight = vHitBegin(2)+fEpsilonH;
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FLOAT fDistanceStart = HitCheckQuad(floor(fX0),floor(fY0));
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if(fDistanceStart<fOldDistance) {
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return fDistanceStart;
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}
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// for each iteration
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INDEX ctit = ceil(fIterator);
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for(INDEX iit=0;iit<ctit;iit++) {
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PIX pixX = floor(fX);
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PIX pixY = floor(fY);
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FLOAT fDistance0;
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FLOAT fDistance1;
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// Check first quad
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_fMinHeight = fH-fEpsilonH;
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_fMaxHeight = fH+fEpsilonH;
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fDistance0 = HitCheckQuad(pixX,pixY);
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// if iterating by x
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if(fDeltaX>fDeltaY) {
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// check left quad
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fDistance1 = HitCheckQuad(pixX-1,pixY);
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// else
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} else {
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// check upper quad
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fDistance1 = HitCheckQuad(pixX,pixY-1);
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}
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// find closer of two quads
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if(fDistance1<fDistance0) {
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fDistance0 = fDistance1;
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}
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// if distance is closer than old distance
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if(fDistance0<fOldDistance) {
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// return distance
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return fDistance0;
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}
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fX+=fStepX;
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fY+=fStepY;
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fH+=fStepH;
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}
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// Chech quad where ray ends
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_fMinHeight = vHitEnd(2)-fEpsilonH;
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_fMaxHeight = vHitEnd(2)+fEpsilonH;
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FLOAT fDistanceEnd = HitCheckQuad(floor(fX1),floor(fY1));
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if(fDistanceEnd<fOldDistance) {
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return fDistanceEnd;
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}
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// no hit
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return UpperLimit(0.0f);
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}
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// Test a ray agains given terrain
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FLOAT TestRayCastHit(CTerrain *ptrTerrain, const FLOATmatrix3D &mRotation, const FLOAT3D &vPosition,
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const FLOAT3D &vOrigin, const FLOAT3D &vTarget,const FLOAT fOldDistance, const BOOL bHitInvisibleTris)
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{
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_vHitBegin = FLOAT3D(0,0,0);
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_vHitEnd = FLOAT3D(0,0,0);
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_vHitExact = FLOAT3D(0,0,0);
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_bHitInvisibleTris = bHitInvisibleTris;
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FLOATaabbox3D bboxAll;
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FLOATmatrix3D mInvertRot = !mRotation;
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FLOAT3D vStart = (vOrigin-vPosition) * mInvertRot;
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FLOAT3D vEnd = (vTarget-vPosition) * mInvertRot;
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FLOAT3D vHitBegin;
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FLOAT3D vHitEnd;
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FLOAT fDistance = UpperLimit(0.0f);
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ptrTerrain->GetAllTerrainBBox(bboxAll);
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extern INDEX ter_bTempFreezeCast;
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static FLOAT3D _vFrozenStart;
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static FLOAT3D _vFrozenEnd;
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if(ter_bTempFreezeCast) {
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vStart = _vFrozenStart;
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vEnd = _vFrozenEnd;
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} else {
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_vFrozenStart = vStart;
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_vFrozenEnd = vEnd;
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}
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// if ray hits terrain box
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if(HitAABBox(vStart,vEnd,vHitBegin,vHitEnd,bboxAll)) {
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// if begin and end are at same pos
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if(vHitBegin==vHitEnd) {
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// move end hit
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vHitBegin(2)+=0.1f;
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vHitEnd(2)-=0.1f;
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}
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_vHitBegin = vHitBegin;
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_vHitEnd = vHitEnd;
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// find exact hit location on terrain
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fDistance = GetExactHitLocation(ptrTerrain,vHitBegin,vHitEnd,fOldDistance);
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fDistance += (vStart-vHitBegin).Length();
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}
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_fDistance = fDistance;
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return fDistance;
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}
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FLOAT TestRayCastHit(CTerrain *ptrTerrain, const FLOATmatrix3D &mRotation, const FLOAT3D &vPosition,
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const FLOAT3D &vOrigin, const FLOAT3D &vTarget,const FLOAT fOldDistance,
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const BOOL bHitInvisibleTris, FLOATplane3D &plHitPlane, FLOAT3D &vHitPoint)
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{
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ASSERT(ptrTerrain!=NULL);
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ASSERT(ptrTerrain->tr_penEntity!=NULL);
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CEntity *pen = ptrTerrain->tr_penEntity;
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// casting ray
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FLOAT fDistance = TestRayCastHit(ptrTerrain, mRotation, vPosition, vOrigin, vTarget, fOldDistance, bHitInvisibleTris);
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// convert hit point to absulute point
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vHitPoint = (_vHitExact * pen->en_mRotation) + pen->en_plPlacement.pl_PositionVector;
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plHitPlane = _plHitPlane;
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return fDistance;
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}
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#include <Engine/Graphics/Drawport.h>
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#include <Engine/Graphics/Font.h>
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void ShowRayPath(CDrawPort *pdp)
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{
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return;
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INDEX ctVertices = _avRCVertices.Count();
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INDEX ctIndices = _aiRCIndices.Count();
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if(ctVertices>0 && ctIndices>0) {
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gfxDisableTexture();
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gfxDisableBlend();
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gfxEnableDepthBias();
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gfxPolygonMode(GFX_LINE);
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gfxSetVertexArray(&_avRCVertices[0],_avRCVertices.Count());
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gfxSetConstantColor(0xFFFFFFFF);
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gfxDrawElements(_aiRCIndices.Count(),&_aiRCIndices[0]);
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gfxDisableDepthBias();
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gfxPolygonMode(GFX_FILL);
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}
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gfxEnableDepthBias();
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gfxDisableDepthTest();
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pdp->DrawPoint3D(_vHitBegin,0x00FF00FF,8);
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pdp->DrawPoint3D(_vHitEnd,0xFF0000FF,8);
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pdp->DrawPoint3D(_vHitExact,0x00FFFF,8);
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pdp->DrawLine3D(_vHitBegin,_vHitEnd,0xFFFF00FF);
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pdp->DrawLine3D(FLOAT3D(_vHitBegin(1),_vHitEnd(2),_vHitBegin(3)),_vHitEnd,0xFF0000FF);
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gfxEnableDepthTest();
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gfxDisableDepthBias();
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/*
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extern void gfxDrawWireBox(FLOATaabbox3D &bbox, COLOR col);
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if(_ptrTerrain!=NULL) {
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FLOATaabbox3D bboxAll;
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_ptrTerrain->GetAllTerrainBBox(bboxAll);
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gfxDrawWireBox(bboxAll,0xFFFF00FF);
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}
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pdp->SetFont( _pfdConsoleFont);
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pdp->SetTextAspect( 1.0f);
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pdp->SetOrtho();
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pdp->PutText(CTString(0,"%g",_fDistance),0,0,0xFFFFFFFF);
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*/
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}
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