2009-04-18 19:00:33 +02:00
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/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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2009-04-18 19:51:05 +02:00
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/*
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* Determine intersection of rays with a heightfield.
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2007-05-07 18:33:24 +02:00
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*/
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2004-05-30 02:46:58 +02:00
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2007-05-07 18:33:24 +02:00
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#ifndef INCLUDED_HFTRACER
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#define INCLUDED_HFTRACER
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2004-05-30 02:46:58 +02:00
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class CVector3D;
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2004-07-31 17:57:18 +02:00
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class CTerrain;
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2004-05-30 02:46:58 +02:00
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///////////////////////////////////////////////////////////////////////////////
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// CHFTracer: a class for determining ray intersections with a heightfield
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class CHFTracer
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{
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public:
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// constructor; setup data
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2004-07-31 17:57:18 +02:00
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CHFTracer(CTerrain *pTerrain);
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2004-05-30 02:46:58 +02:00
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// intersect ray with this heightfield; return true if intersection
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// occurs (and fill in grid coordinates and point of intersection), or false otherwise
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2010-07-25 16:10:46 +02:00
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bool RayIntersect(const CVector3D& origin, const CVector3D& dir, int& x, int& z, CVector3D& ipt) const;
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2004-05-30 02:46:58 +02:00
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private:
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// intersect a ray with triangle defined by vertices
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// v0,v1,v2; return true if ray hits triangle at distance less than dist,
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// or false otherwise
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2010-07-25 16:10:46 +02:00
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bool RayTriIntersect(const CVector3D& v0, const CVector3D& v1, const CVector3D& v2,
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const CVector3D& origin, const CVector3D& dir, float& dist) const;
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2004-05-30 02:46:58 +02:00
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// test if ray intersects either of the triangles in the given
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2010-07-25 16:10:46 +02:00
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bool CellIntersect(int cx, int cz, const CVector3D& origin, const CVector3D& dir, float& dist) const;
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2004-05-30 02:46:58 +02:00
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2004-07-31 17:57:18 +02:00
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// The terrain we're operating on
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CTerrain *m_pTerrain;
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2004-05-30 02:46:58 +02:00
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// the heightfield were tracing
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const u16* m_Heightfield;
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// size of the heightfield
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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size_t m_MapSize;
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2004-05-30 02:46:58 +02:00
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// cell size - size of each cell in x and z
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float m_CellSize;
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// vertical scale - size of each cell in y
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float m_HeightScale;
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};
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2004-06-11 04:14:18 +02:00
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#endif
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