mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
549 lines
17 KiB
C++
549 lines
17 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of version 2 of the GNU General Public License as published by
|
|
the Free Software Foundation
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
|
|
|
|
#include "stdh.h"
|
|
#include <Engine/Terrain/Terrain.h>
|
|
#include <Engine/Math/Plane.h>
|
|
#include <Engine/Math/Clipping.inl>
|
|
#include <Engine/Math/Geometry.inl>
|
|
#include <Engine/Entities/Entity.h>
|
|
|
|
static CTerrain *_ptrTerrain = NULL;
|
|
static FLOAT3D _vOrigin; // Origin of ray
|
|
static FLOAT3D _vTarget; // Ray target
|
|
static FLOAT _fMinHeight; // Min height that ray will pass through in tested quad
|
|
static FLOAT _fMaxHeight; // Max height that ray will pass through in tested quad
|
|
static BOOL _bHitInvisibleTris; // Does ray hits invisible triangles
|
|
|
|
static FLOAT3D _vHitExact; // hit point
|
|
static FLOATplane3D _plHitPlane; // hit plane
|
|
|
|
// TEMP
|
|
static CStaticStackArray<GFXVertex> _avRCVertices;
|
|
static CStaticStackArray<INDEX> _aiRCIndices;
|
|
static FLOAT3D _vHitBegin;
|
|
static FLOAT3D _vHitEnd;
|
|
static FLOAT _fDistance;
|
|
|
|
// Test ray agains one quad on terrain (if it's visible)
|
|
static FLOAT HitCheckQuad(const PIX ix, const PIX iz)
|
|
{
|
|
FLOAT fDistance = UpperLimit(0.0f);
|
|
|
|
// if quad is outside terrain
|
|
if(ix<0 || iz<0 || ix>= (_ptrTerrain->tr_pixHeightMapWidth-1) || iz >= (_ptrTerrain->tr_pixHeightMapHeight-1)) {
|
|
return fDistance;
|
|
}
|
|
|
|
ASSERT(ix>=0 && iz>=0);
|
|
ASSERT(ix<(_ptrTerrain->tr_pixHeightMapWidth-1) && iz<(_ptrTerrain->tr_pixHeightMapHeight-1));
|
|
|
|
const PIX pixMapWidth = _ptrTerrain->tr_pixHeightMapWidth;
|
|
const INDEX ctVertices = _avRCVertices.Count(); // TEMP
|
|
|
|
UWORD *puwHeight = &_ptrTerrain->tr_auwHeightMap[ix + iz*pixMapWidth];
|
|
UBYTE *pubMask = &_ptrTerrain->tr_aubEdgeMap[ix + iz*pixMapWidth];
|
|
GFXVertex *pvx = _avRCVertices.Push(4);
|
|
|
|
GFXVertex *pavVertices = &_avRCVertices[0];
|
|
// Add four vertices
|
|
pvx[0].x = (ix+0) * _ptrTerrain->tr_vStretch(1);
|
|
pvx[0].y = puwHeight[0] * _ptrTerrain->tr_vStretch(2);
|
|
pvx[0].z = (iz+0) * _ptrTerrain->tr_vStretch(3);
|
|
pvx[0].shade = pubMask[0];
|
|
|
|
pvx[1].x = (ix+1) * _ptrTerrain->tr_vStretch(1);
|
|
pvx[1].y = puwHeight[1] * _ptrTerrain->tr_vStretch(2);
|
|
pvx[1].z = (iz+0) * _ptrTerrain->tr_vStretch(3);
|
|
pvx[1].shade = pubMask[1];
|
|
|
|
pvx[2].x = (ix+0) * _ptrTerrain->tr_vStretch(1);
|
|
pvx[2].y = puwHeight[pixMapWidth] * _ptrTerrain->tr_vStretch(2);
|
|
pvx[2].z = (iz+1) * _ptrTerrain->tr_vStretch(3);
|
|
pvx[2].shade = pubMask[pixMapWidth];
|
|
|
|
pvx[3].x = (ix+1) * _ptrTerrain->tr_vStretch(1);
|
|
pvx[3].y = puwHeight[pixMapWidth+1] * _ptrTerrain->tr_vStretch(2);
|
|
pvx[3].z = (iz+1) * _ptrTerrain->tr_vStretch(3);
|
|
pvx[3].shade = pubMask[pixMapWidth+1];
|
|
|
|
BOOL bFacing = (ix + iz*pixMapWidth)&1;
|
|
|
|
INDEX ctIndices=0;
|
|
// Add one quad
|
|
if(bFacing) {
|
|
// if at least one point of triangle is above min height and bellow max height of ray and traingle is visible
|
|
if((pvx[0].y>=_fMinHeight || pvx[2].y>=_fMinHeight || pvx[1].y>=_fMinHeight) &&
|
|
(pvx[0].y<=_fMaxHeight || pvx[2].y<=_fMinHeight || pvx[1].y<=_fMinHeight) &&
|
|
((pvx[0].shade + pvx[2].shade + pvx[1].shade == 255*3) | _bHitInvisibleTris)) {
|
|
// Add this triangle
|
|
INDEX *pind = _aiRCIndices.Push(3);
|
|
pind[0] = ctVertices+0;
|
|
pind[1] = ctVertices+2;
|
|
pind[2] = ctVertices+1;
|
|
ctIndices+=3;
|
|
}
|
|
// if at least one point of triangle is above min height and bellow max height of ray and traingle is visible
|
|
if((pvx[1].y>=_fMinHeight || pvx[2].y>=_fMinHeight || pvx[3].y>=_fMinHeight) &&
|
|
(pvx[1].y<=_fMaxHeight || pvx[2].y<=_fMaxHeight || pvx[3].y<=_fMaxHeight) &&
|
|
((pvx[1].shade + pvx[2].shade + pvx[3].shade == 255*3) | _bHitInvisibleTris)) {
|
|
// Add this triangle
|
|
INDEX *pind = _aiRCIndices.Push(3);
|
|
pind[0] = ctVertices+1;
|
|
pind[1] = ctVertices+2;
|
|
pind[2] = ctVertices+3;
|
|
ctIndices+=3;
|
|
}
|
|
} else {
|
|
// if at least one point of triangle is above min height and bellow max height of ray and traingle is visible
|
|
if((pvx[2].y>=_fMinHeight || pvx[3].y>=_fMinHeight || pvx[0].y>=_fMinHeight) &&
|
|
(pvx[2].y<=_fMaxHeight || pvx[3].y<=_fMaxHeight || pvx[0].y<=_fMaxHeight) &&
|
|
((pvx[2].shade + pvx[3].shade + pvx[0].shade == 255*3) | _bHitInvisibleTris)) {
|
|
// Add this triangle
|
|
INDEX *pind = _aiRCIndices.Push(3);
|
|
pind[0] = ctVertices+2;
|
|
pind[1] = ctVertices+3;
|
|
pind[2] = ctVertices+0;
|
|
ctIndices+=3;
|
|
}
|
|
// if at least one point of triangle is above min height and bellow max height of ray and traingle is visible
|
|
if((pvx[0].y>=_fMinHeight || pvx[3].y>=_fMinHeight || pvx[1].y>=_fMinHeight) &&
|
|
(pvx[0].y<=_fMaxHeight || pvx[3].y<=_fMaxHeight || pvx[1].y<=_fMaxHeight) &&
|
|
((pvx[0].shade + pvx[3].shade + pvx[1].shade == 255*3) | _bHitInvisibleTris)) {
|
|
// Add this triangle
|
|
INDEX *pind = _aiRCIndices.Push(3);
|
|
pind[0] = ctVertices+0;
|
|
pind[1] = ctVertices+3;
|
|
pind[2] = ctVertices+1;
|
|
ctIndices+=3;
|
|
}
|
|
}
|
|
|
|
if(ctIndices==0) {
|
|
return fDistance;
|
|
}
|
|
|
|
INDEX *paiIndices = &_aiRCIndices[_aiRCIndices.Count() - ctIndices];
|
|
// for each triangle
|
|
for(INDEX iTri=0;iTri<ctIndices;iTri+=3) {
|
|
INDEX *pind = &paiIndices[iTri];
|
|
GFXVertex &v0 = pavVertices[pind[0]];
|
|
GFXVertex &v1 = pavVertices[pind[1]];
|
|
GFXVertex &v2 = pavVertices[pind[2]];
|
|
|
|
FLOAT3D vx0(v0.x,v0.y,v0.z);
|
|
FLOAT3D vx1(v1.x,v1.y,v1.z);
|
|
FLOAT3D vx2(v2.x,v2.y,v2.z);
|
|
|
|
FLOATplane3D plTriPlane(vx0,vx1,vx2);
|
|
FLOAT fDistance0 = plTriPlane.PointDistance(_vOrigin);
|
|
FLOAT fDistance1 = plTriPlane.PointDistance(_vTarget);
|
|
|
|
// if the ray hits the polygon plane
|
|
if (fDistance0>=0 && fDistance0>=fDistance1) {
|
|
// calculate fraction of line before intersection
|
|
FLOAT fFraction = fDistance0/(fDistance0-fDistance1);
|
|
// calculate intersection coordinate
|
|
FLOAT3D vHitPoint = _vOrigin+(_vTarget-_vOrigin)*fFraction;
|
|
// calculate intersection distance
|
|
FLOAT fHitDistance = (vHitPoint-_vOrigin).Length();
|
|
// if the hit point can not be new closest candidate
|
|
if (fHitDistance>fDistance) {
|
|
// skip this triangle
|
|
continue;
|
|
}
|
|
|
|
// find major axes of the polygon plane
|
|
INDEX iMajorAxis1, iMajorAxis2;
|
|
GetMajorAxesForPlane(plTriPlane, iMajorAxis1, iMajorAxis2);
|
|
|
|
// create an intersector
|
|
CIntersector isIntersector(vHitPoint(iMajorAxis1), vHitPoint(iMajorAxis2));
|
|
|
|
// check intersections for all three edges of the polygon
|
|
isIntersector.AddEdge(
|
|
vx0(iMajorAxis1), vx0(iMajorAxis2),
|
|
vx1(iMajorAxis1), vx1(iMajorAxis2));
|
|
isIntersector.AddEdge(
|
|
vx1(iMajorAxis1), vx1(iMajorAxis2),
|
|
vx2(iMajorAxis1), vx2(iMajorAxis2));
|
|
isIntersector.AddEdge(
|
|
vx2(iMajorAxis1), vx2(iMajorAxis2),
|
|
vx0(iMajorAxis1), vx0(iMajorAxis2));
|
|
|
|
// if the polygon is intersected by the ray, and it is the closest intersection so far
|
|
if (isIntersector.IsIntersecting() && (fHitDistance < fDistance)) {
|
|
// remember hit coordinates
|
|
if(fHitDistance<fDistance) {
|
|
fDistance = fHitDistance;
|
|
_vHitExact = vHitPoint;
|
|
_plHitPlane = plTriPlane;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return fDistance;
|
|
}
|
|
|
|
#pragma message(">> Remove defined NUMDIM, RIGHT, LEFT ...")
|
|
#define NUMDIM 3
|
|
#define RIGHT 0
|
|
#define LEFT 1
|
|
#define MIDDLE 2
|
|
|
|
// Check if ray hits aabbox and return coords where ray enter and exit the box
|
|
static BOOL HitAABBox(const FLOAT3D &vOrigin, const FLOAT3D &vTarget, FLOAT3D &vHitBegin,
|
|
FLOAT3D &vHitEnd, const FLOATaabbox3D &bbox)
|
|
{
|
|
const FLOAT3D vDir = (vTarget - vOrigin).Normalize();
|
|
const FLOAT3D vMin = bbox.minvect;
|
|
const FLOAT3D vMax = bbox.maxvect;
|
|
FLOAT3D vBeginCandidatePlane;
|
|
FLOAT3D vEndCandidatePlane;
|
|
FLOAT3D vBeginTDistance;
|
|
FLOAT3D vEndTDistance;
|
|
INDEX iOriginSide[3];
|
|
BOOL bOriginInside = TRUE;
|
|
|
|
INDEX i;
|
|
|
|
// Find candidate planes
|
|
for(i=1;i<4;i++) {
|
|
// Check begining of ray
|
|
if(vOrigin(i) < vMin(i)) {
|
|
vBeginCandidatePlane(i) = vMin(i);
|
|
vEndCandidatePlane(i) = vMax(i);
|
|
bOriginInside = FALSE;
|
|
iOriginSide[i-1] = LEFT;
|
|
} else if(vOrigin(i) > vMax(i)) {
|
|
vBeginCandidatePlane(i) = vMax(i);
|
|
vEndCandidatePlane(i) = vMin(i);
|
|
bOriginInside = FALSE;
|
|
iOriginSide[i-1] = RIGHT;
|
|
} else {
|
|
iOriginSide[i-1] = MIDDLE;
|
|
if(vDir(i)>0.0f) {
|
|
vEndCandidatePlane(i) = vMax(i);
|
|
} else {
|
|
vEndCandidatePlane(i) = vMin(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Calculate T distances to candidate planes
|
|
for(i=1;i<4;i++) {
|
|
if(iOriginSide[i-1]!=MIDDLE && vDir(i)!=0.0f) {
|
|
vBeginTDistance(i) = (vBeginCandidatePlane(i)-vOrigin(i)) / vDir(i);
|
|
} else {
|
|
vBeginTDistance(i) = -1.0f;
|
|
}
|
|
if(vDir(i)!=0.0f) {
|
|
vEndTDistance(i) = (vEndCandidatePlane(i)-vOrigin(i)) / vDir(i);
|
|
} else {
|
|
vEndTDistance(i) = -1.0f;
|
|
}
|
|
}
|
|
|
|
// Get largest of the T distances for final choice of intersection
|
|
INDEX iBeginMaxT = 1;
|
|
INDEX iEndMinT = 1;
|
|
for(i=2;i<4;i++) {
|
|
if(vBeginTDistance(i) > vBeginTDistance(iBeginMaxT)) {
|
|
iBeginMaxT = i;
|
|
}
|
|
if(vEndTDistance(i)>=0.0f && (vEndTDistance(iEndMinT)<0.0f || vEndTDistance(i) < vEndTDistance(iEndMinT)) ) {
|
|
iEndMinT = i;
|
|
}
|
|
}
|
|
|
|
// if origin inside box
|
|
if(bOriginInside) {
|
|
// Begining of ray is origin point
|
|
vHitBegin = vOrigin;
|
|
// else
|
|
} else {
|
|
// Check final candidate actually inside box
|
|
if(vBeginTDistance(iBeginMaxT)<0.0f) {
|
|
return FALSE;
|
|
}
|
|
if(vEndTDistance(iEndMinT)<0.0f) {
|
|
return FALSE;
|
|
}
|
|
|
|
// Calculate point where ray enter box
|
|
for(i=1;i<4;i++) {
|
|
if(iBeginMaxT != i) {
|
|
vHitBegin(i) = vOrigin(i) + vBeginTDistance(iBeginMaxT) * vDir(i);
|
|
if(vHitBegin(i) < vMin(i) || vHitBegin(i) > vMax(i)) {
|
|
return FALSE;
|
|
}
|
|
} else {
|
|
vHitBegin(i) = vBeginCandidatePlane(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Caclulate point where ray exit box
|
|
for(i=1;i<4;i++) {
|
|
if(iEndMinT != i) {
|
|
vHitEnd(i) = vOrigin(i) + vEndTDistance(iEndMinT) * vDir(i);
|
|
if(vHitEnd(i) < vMin(i) || vHitEnd(i) > vMax(i)) {
|
|
// no ray exit point !?
|
|
ASSERT(FALSE);
|
|
}
|
|
} else {
|
|
vHitEnd(i) = vEndCandidatePlane(i);
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
// Test all quads in ray direction and return exact hit location
|
|
static FLOAT GetExactHitLocation(CTerrain *ptrTerrain, const FLOAT3D &vHitBegin, const FLOAT3D &vHitEnd,
|
|
const FLOAT fOldDistance)
|
|
{
|
|
// set global vars
|
|
_ptrTerrain = ptrTerrain;
|
|
_vOrigin = vHitBegin;
|
|
_vTarget = vHitEnd;
|
|
|
|
// TEMP
|
|
_avRCVertices.PopAll();
|
|
_aiRCIndices.PopAll();
|
|
|
|
const FLOAT fX0 = vHitBegin(1) / ptrTerrain->tr_vStretch(1);
|
|
const FLOAT fY0 = vHitBegin(3) / ptrTerrain->tr_vStretch(3);
|
|
const FLOAT fH0 = vHitBegin(2);// / ptrTerrain->tr_vStretch(2);
|
|
const FLOAT fX1 = vHitEnd(1) / ptrTerrain->tr_vStretch(1);
|
|
const FLOAT fY1 = vHitEnd(3) / ptrTerrain->tr_vStretch(3);
|
|
const FLOAT fH1 = vHitEnd(2);// / ptrTerrain->tr_vStretch(2);
|
|
|
|
FLOAT fDeltaX = Abs(fX1-fX0);
|
|
FLOAT fDeltaY = Abs(fY1-fY0);
|
|
FLOAT fIterator;
|
|
|
|
if(fDeltaX>fDeltaY) {
|
|
fIterator = fDeltaX;
|
|
} else {
|
|
fIterator = fDeltaY;
|
|
}
|
|
if(fIterator==0) {
|
|
fIterator = 0.01f;
|
|
}
|
|
|
|
const FLOAT fStepX = (fX1-fX0) / fIterator;
|
|
const FLOAT fStepY = (fY1-fY0) / fIterator;
|
|
const FLOAT fStepH = (fH1-fH0) / fIterator;
|
|
const FLOAT fEpsilonH = Abs(fStepH);
|
|
|
|
FLOAT fX;
|
|
FLOAT fY;
|
|
FLOAT fH;
|
|
// calculate prestep
|
|
if(fDeltaX>fDeltaY) {
|
|
if(fX0<fX1) {
|
|
fX = ceil(fX0);
|
|
fY = fY0 + (fX-fX0)*fStepY;
|
|
fH = fH0 + (fX-fX0)*fStepH;
|
|
} else {
|
|
fX = floor(fX0);
|
|
fY = fY0 + (fX0-fX)*fStepY;
|
|
fH = fH0 + (fX0-fX)*fStepH;
|
|
}
|
|
} else {
|
|
if(fY0<fY1) {
|
|
fY = ceil(fY0);
|
|
fX = fX0 + (fY-fY0)*fStepX;
|
|
fH = fH0 + (fY-fY0)*fStepH;
|
|
} else {
|
|
fY = floor(fY0);
|
|
fX = fX0 + (fY0-fY)*fStepX;
|
|
fH = fH0 + (fY0-fY)*fStepH;
|
|
}
|
|
}
|
|
|
|
|
|
// Chech quad where ray starts
|
|
_fMinHeight = vHitBegin(2)-fEpsilonH;
|
|
_fMaxHeight = vHitBegin(2)+fEpsilonH;
|
|
FLOAT fDistanceStart = HitCheckQuad(floor(fX0),floor(fY0));
|
|
if(fDistanceStart<fOldDistance) {
|
|
return fDistanceStart;
|
|
}
|
|
|
|
// for each iteration
|
|
INDEX ctit = ceil(fIterator);
|
|
for(INDEX iit=0;iit<ctit;iit++) {
|
|
PIX pixX = floor(fX);
|
|
PIX pixY = floor(fY);
|
|
|
|
FLOAT fDistance0;
|
|
FLOAT fDistance1;
|
|
|
|
// Check first quad
|
|
_fMinHeight = fH-fEpsilonH;
|
|
_fMaxHeight = fH+fEpsilonH;
|
|
fDistance0 = HitCheckQuad(pixX,pixY);
|
|
// if iterating by x
|
|
if(fDeltaX>fDeltaY) {
|
|
// check left quad
|
|
fDistance1 = HitCheckQuad(pixX-1,pixY);
|
|
// else
|
|
} else {
|
|
// check upper quad
|
|
fDistance1 = HitCheckQuad(pixX,pixY-1);
|
|
}
|
|
|
|
// find closer of two quads
|
|
if(fDistance1<fDistance0) {
|
|
fDistance0 = fDistance1;
|
|
}
|
|
// if distance is closer than old distance
|
|
if(fDistance0<fOldDistance) {
|
|
// return distance
|
|
return fDistance0;
|
|
}
|
|
|
|
fX+=fStepX;
|
|
fY+=fStepY;
|
|
fH+=fStepH;
|
|
}
|
|
|
|
// Chech quad where ray ends
|
|
_fMinHeight = vHitEnd(2)-fEpsilonH;
|
|
_fMaxHeight = vHitEnd(2)+fEpsilonH;
|
|
FLOAT fDistanceEnd = HitCheckQuad(floor(fX1),floor(fY1));
|
|
if(fDistanceEnd<fOldDistance) {
|
|
return fDistanceEnd;
|
|
}
|
|
|
|
|
|
// no hit
|
|
return UpperLimit(0.0f);
|
|
}
|
|
|
|
// Test a ray agains given terrain
|
|
FLOAT TestRayCastHit(CTerrain *ptrTerrain, const FLOATmatrix3D &mRotation, const FLOAT3D &vPosition,
|
|
const FLOAT3D &vOrigin, const FLOAT3D &vTarget,const FLOAT fOldDistance, const BOOL bHitInvisibleTris)
|
|
{
|
|
_vHitBegin = FLOAT3D(0,0,0);
|
|
_vHitEnd = FLOAT3D(0,0,0);
|
|
_vHitExact = FLOAT3D(0,0,0);
|
|
_bHitInvisibleTris = bHitInvisibleTris;
|
|
|
|
FLOATaabbox3D bboxAll;
|
|
FLOATmatrix3D mInvertRot = !mRotation;
|
|
|
|
FLOAT3D vStart = (vOrigin-vPosition) * mInvertRot;
|
|
FLOAT3D vEnd = (vTarget-vPosition) * mInvertRot;
|
|
FLOAT3D vHitBegin;
|
|
FLOAT3D vHitEnd;
|
|
FLOAT fDistance = UpperLimit(0.0f);
|
|
|
|
ptrTerrain->GetAllTerrainBBox(bboxAll);
|
|
|
|
extern INDEX ter_bTempFreezeCast;
|
|
static FLOAT3D _vFrozenStart;
|
|
static FLOAT3D _vFrozenEnd;
|
|
|
|
if(ter_bTempFreezeCast) {
|
|
vStart = _vFrozenStart;
|
|
vEnd = _vFrozenEnd;
|
|
} else {
|
|
_vFrozenStart = vStart;
|
|
_vFrozenEnd = vEnd;
|
|
}
|
|
|
|
// if ray hits terrain box
|
|
if(HitAABBox(vStart,vEnd,vHitBegin,vHitEnd,bboxAll)) {
|
|
// if begin and end are at same pos
|
|
if(vHitBegin==vHitEnd) {
|
|
// move end hit
|
|
vHitBegin(2)+=0.1f;
|
|
vHitEnd(2)-=0.1f;
|
|
}
|
|
_vHitBegin = vHitBegin;
|
|
_vHitEnd = vHitEnd;
|
|
// find exact hit location on terrain
|
|
fDistance = GetExactHitLocation(ptrTerrain,vHitBegin,vHitEnd,fOldDistance);
|
|
fDistance += (vStart-vHitBegin).Length();
|
|
}
|
|
_fDistance = fDistance;
|
|
return fDistance;
|
|
}
|
|
|
|
FLOAT TestRayCastHit(CTerrain *ptrTerrain, const FLOATmatrix3D &mRotation, const FLOAT3D &vPosition,
|
|
const FLOAT3D &vOrigin, const FLOAT3D &vTarget,const FLOAT fOldDistance,
|
|
const BOOL bHitInvisibleTris, FLOATplane3D &plHitPlane, FLOAT3D &vHitPoint)
|
|
{
|
|
ASSERT(ptrTerrain!=NULL);
|
|
ASSERT(ptrTerrain->tr_penEntity!=NULL);
|
|
|
|
CEntity *pen = ptrTerrain->tr_penEntity;
|
|
|
|
// casting ray
|
|
FLOAT fDistance = TestRayCastHit(ptrTerrain, mRotation, vPosition, vOrigin, vTarget, fOldDistance, bHitInvisibleTris);
|
|
// convert hit point to absulute point
|
|
vHitPoint = (_vHitExact * pen->en_mRotation) + pen->en_plPlacement.pl_PositionVector;
|
|
|
|
plHitPlane = _plHitPlane;
|
|
return fDistance;
|
|
|
|
}
|
|
|
|
#include <Engine/Graphics/Drawport.h>
|
|
#include <Engine/Graphics/Font.h>
|
|
void ShowRayPath(CDrawPort *pdp)
|
|
{
|
|
return;
|
|
INDEX ctVertices = _avRCVertices.Count();
|
|
INDEX ctIndices = _aiRCIndices.Count();
|
|
if(ctVertices>0 && ctIndices>0) {
|
|
gfxDisableTexture();
|
|
gfxDisableBlend();
|
|
gfxEnableDepthBias();
|
|
gfxPolygonMode(GFX_LINE);
|
|
gfxSetVertexArray(&_avRCVertices[0],_avRCVertices.Count());
|
|
gfxSetConstantColor(0xFFFFFFFF);
|
|
gfxDrawElements(_aiRCIndices.Count(),&_aiRCIndices[0]);
|
|
gfxDisableDepthBias();
|
|
gfxPolygonMode(GFX_FILL);
|
|
}
|
|
|
|
gfxEnableDepthBias();
|
|
gfxDisableDepthTest();
|
|
pdp->DrawPoint3D(_vHitBegin,0x00FF00FF,8);
|
|
pdp->DrawPoint3D(_vHitEnd,0xFF0000FF,8);
|
|
pdp->DrawPoint3D(_vHitExact,0x00FFFF,8);
|
|
pdp->DrawLine3D(_vHitBegin,_vHitEnd,0xFFFF00FF);
|
|
pdp->DrawLine3D(FLOAT3D(_vHitBegin(1),_vHitEnd(2),_vHitBegin(3)),_vHitEnd,0xFF0000FF);
|
|
gfxEnableDepthTest();
|
|
gfxDisableDepthBias();
|
|
|
|
/*
|
|
extern void gfxDrawWireBox(FLOATaabbox3D &bbox, COLOR col);
|
|
if(_ptrTerrain!=NULL) {
|
|
FLOATaabbox3D bboxAll;
|
|
_ptrTerrain->GetAllTerrainBBox(bboxAll);
|
|
gfxDrawWireBox(bboxAll,0xFFFF00FF);
|
|
}
|
|
pdp->SetFont( _pfdConsoleFont);
|
|
pdp->SetTextAspect( 1.0f);
|
|
pdp->SetOrtho();
|
|
pdp->PutText(CTString(0,"%g",_fDistance),0,0,0xFFFFFFFF);
|
|
*/
|
|
}
|