/* Copyright (C) 2014 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 0 A.D. If not, see . */ /* * Determine intersection of rays with a heightfield. */ #ifndef INCLUDED_HFTRACER #define INCLUDED_HFTRACER class CPatch; class CVector3D; class CTerrain; /////////////////////////////////////////////////////////////////////////////// // CHFTracer: a class for determining ray intersections with a heightfield class CHFTracer { public: // constructor; setup data CHFTracer(CTerrain *pTerrain); // intersect ray with this heightfield; return true if intersection // occurs (and fill in grid coordinates and point of intersection), or false otherwise bool RayIntersect(const CVector3D& origin, const CVector3D& dir, int& x, int& z, CVector3D& ipt) const; /** * Intersects ray with a single patch. * The ray is a half-infinite line starting at @p origin with direction @p dir * (not required to be a unit vector).. The patch is treated as a collection * of two-sided triangles, corresponding to the terrain tiles. * * If there is an intersection, returns true; and if @p out is not NULL, it * is set to the intersection point. This is guaranteed to be the earliest * tile intersected (starting at @p origin), but not necessarily the earlier * triangle inside that tile. * * This partly duplicates RayIntersect, but it only operates on a single * patch, and it's more precise (it uses the same tile triangulation as the * renderer), and tries to be more numerically robust. */ static bool PatchRayIntersect(CPatch* patch, const CVector3D& origin, const CVector3D& dir, CVector3D* out); private: // test if ray intersects either of the triangles in the given bool CellIntersect(int cx, int cz, const CVector3D& origin, const CVector3D& dir, float& dist) const; // The terrain we're operating on CTerrain *m_pTerrain; // the heightfield were tracing const u16* m_Heightfield; // size of the heightfield size_t m_MapSize; // cell size - size of each cell in x and z float m_CellSize; // vertical scale - size of each cell in y float m_HeightScale; }; #endif