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forked from 0ad/0ad
0ad/source/graphics/HFTracer.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
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.
2023-07-27 20:54:46 +00:00

75 lines
2.7 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/*
* 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