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157c6af18e
Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
75 lines
2.7 KiB
C++
75 lines
2.7 KiB
C++
/* Copyright (C) 2014 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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/*
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* Determine intersection of rays with a heightfield.
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*/
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#ifndef INCLUDED_HFTRACER
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#define INCLUDED_HFTRACER
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class CPatch;
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class CVector3D;
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class CTerrain;
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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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CHFTracer(CTerrain *pTerrain);
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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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bool RayIntersect(const CVector3D& origin, const CVector3D& dir, int& x, int& z, CVector3D& ipt) const;
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/**
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* Intersects ray with a single patch.
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* The ray is a half-infinite line starting at @p origin with direction @p dir
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* (not required to be a unit vector).. The patch is treated as a collection
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* of two-sided triangles, corresponding to the terrain tiles.
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*
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* If there is an intersection, returns true; and if @p out is not NULL, it
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* is set to the intersection point. This is guaranteed to be the earliest
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* tile intersected (starting at @p origin), but not necessarily the earlier
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* triangle inside that tile.
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*
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* This partly duplicates RayIntersect, but it only operates on a single
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* patch, and it's more precise (it uses the same tile triangulation as the
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* renderer), and tries to be more numerically robust.
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*/
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static bool PatchRayIntersect(CPatch* patch, const CVector3D& origin, const CVector3D& dir, CVector3D* out);
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private:
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// test if ray intersects either of the triangles in the given
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bool CellIntersect(int cx, int cz, const CVector3D& origin, const CVector3D& dir, float& dist) const;
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// The terrain we're operating on
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CTerrain *m_pTerrain;
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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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size_t m_MapSize;
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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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#endif
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