forked from 0ad/0ad
fixed some signed/unsigned warnings
This was SVN commit r259.
This commit is contained in:
parent
df6fceba62
commit
d63248d276
@ -1,3 +1,5 @@
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#include "precompiled.h"
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#include "EntityHandles.h"
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#include "EntityManager.h"
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@ -21,8 +21,13 @@
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#include "CStr.h"
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#include "Vector3D.h"
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#pragma warning(push)
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#pragma warning(disable:4996)
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#include <hash_map>
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#pragma warning(pop)
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class CGenericProperty
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{
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public:
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@ -38,7 +38,7 @@ void CFilePacker::Write(const char* filename,u32 version,const char magicstr[4])
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}
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// get size of data
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u32 datasize=m_Data.size();
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u32 datasize=(u32)m_Data.size();
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if (fwrite(&datasize,sizeof(datasize),1,fp)!=1) {
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fclose(fp);
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throw CFileWriteError();
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@ -59,7 +59,7 @@ void CFilePacker::Write(const char* filename,u32 version,const char magicstr[4])
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// PackRaw: pack given number of bytes onto the end of the data stream
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void CFilePacker::PackRaw(const void* rawdata,u32 rawdatalen)
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{
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u32 start=m_Data.size();
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u32 start=(u32)m_Data.size();
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m_Data.resize(m_Data.size()+rawdatalen);
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memcpy(&m_Data[start],rawdata,rawdatalen);
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@ -69,7 +69,7 @@ void CFilePacker::PackRaw(const void* rawdata,u32 rawdatalen)
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// PackString: pack a string onto the end of the data stream
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void CFilePacker::PackString(const CStr& str)
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{
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u32 len=str.Length();
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u32 len=(u32)str.Length();
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PackRaw(&len,sizeof(len));
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PackRaw((const char*) str,len);
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}
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@ -67,7 +67,7 @@ void CFileUnpacker::Read(const char* filename,const char magicstr[4])
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// UnpackRaw: unpack given number of bytes from the input stream into the given array
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// - throws CFileEOFError if the end of the data stream is reached before the given
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// number of bytes have been read
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void CFileUnpacker::UnpackRaw(void* rawdata,u32 rawdatalen)
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void CFileUnpacker::UnpackRaw(void* rawdata,size_t rawdatalen)
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{
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// got enough data to unpack?
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if (m_UnpackPos+rawdatalen<=m_Data.size()) {
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@ -40,7 +40,7 @@ public:
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// UnpackRaw: unpack given number of bytes from the input stream into the given array
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// - throws CFileEOFError if the end of the data stream is reached before the given
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// number of bytes have been read
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void UnpackRaw(void* rawdata,u32 rawdatalen);
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void UnpackRaw(void* rawdata,size_t rawdatalen);
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// UnpackString: unpack a string from the raw data stream
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void UnpackString(CStr& result);
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@ -1,177 +1,177 @@
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///////////////////////////////////////////////////////////////////////////////
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//
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// Name: HFTracer.cpp
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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///////////////////////////////////////////////////////////////////////////////
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#include "HFTracer.h"
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#include "terrain/Terrain.h"
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#include "terrain/Bound.h"
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#include "terrain/Vector3D.h"
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extern CTerrain g_Terrain;
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///////////////////////////////////////////////////////////////////////////////
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// CHFTracer constructor
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CHFTracer::CHFTracer(const u16* hf,u32 mapsize,float cellsize,float heightscale)
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: m_Heightfield(hf), m_MapSize(mapsize), m_CellSize(cellsize),
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m_HeightScale(heightscale)
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// RayTriIntersect: 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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bool CHFTracer::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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{
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const float EPSILON=0.00001f;
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// calculate edge vectors
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CVector3D edge0=v1-v0;
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CVector3D edge1=v2-v0;
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// begin calculating determinant - also used to calculate U parameter
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CVector3D pvec=dir.Cross(edge1);
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// if determinant is near zero, ray lies in plane of triangle
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float det = edge0.Dot(pvec);
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if (fabs(det)<EPSILON)
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return false;
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float inv_det = 1.0f/det;
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// calculate vector from vert0 to ray origin
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CVector3D tvec=origin-v0;
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// calculate U parameter, test bounds
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float u=tvec.Dot(pvec)*inv_det;
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if (u<-0.01f || u>1.01f)
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return false;
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// prepare to test V parameter
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CVector3D qvec=tvec.Cross(edge0);
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// calculate V parameter and test bounds
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float v=dir.Dot(qvec)*inv_det;
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if (v<0.0f || u+v>1.0f)
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return false;
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// calculate distance to intersection point from ray origin
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float d=edge1.Dot(qvec)*inv_det;
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if (d>=0 && d<dist) {
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dist=d;
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////
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// CellIntersect: test if ray intersects either of the triangles in the given
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// cell - return hit result, and distance to hit, if hit occurred
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bool CHFTracer::CellIntersect(int cx,int cz,CVector3D& origin,CVector3D& dir,float& dist) const
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{
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bool res=false;
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// get vertices for this cell
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CVector3D vpos[4];
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g_Terrain.CalcPosition(cx,cz,vpos[0]);
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g_Terrain.CalcPosition(cx+1,cz,vpos[1]);
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g_Terrain.CalcPosition(cx+1,cz+1,vpos[2]);
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g_Terrain.CalcPosition(cx,cz+1,vpos[3]);
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dist=1.0e30f;
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if (RayTriIntersect(vpos[0],vpos[1],vpos[2],origin,dir,dist)) {
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res=true;
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}
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if (RayTriIntersect(vpos[0],vpos[2],vpos[3],origin,dir,dist)) {
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res=true;
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}
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return res;
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}
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///////////////////////////////////////////////////////////////////////////////
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// RayIntersect: intersect ray with this heightfield; return true if
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// intersection occurs (and fill in grid coordinates of intersection), or false
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// otherwise
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bool CHFTracer::RayIntersect(CVector3D& origin,CVector3D& dir,int& x,int& z,CVector3D& ipt) const
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{
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// intersect first against bounding box
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CBound bound;
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bound[0]=CVector3D(0,0,0);
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bound[1]=CVector3D(m_MapSize*m_CellSize,65535*m_HeightScale,m_MapSize*m_CellSize);
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float tmin,tmax;
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if (!bound.RayIntersect(origin,dir,tmin,tmax)) {
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// ray missed world bounds; no intersection
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return false;
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}
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// project origin onto grid, if necessary, to get starting point for traversal
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CVector3D traversalPt;
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if (tmin>0) {
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traversalPt=origin+dir*tmin;
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} else {
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traversalPt=origin;
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}
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// setup traversal variables
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int sx=dir.X<0 ? -1 : 1;
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int sz=dir.Z<0 ? -1 : 1;
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float invCellSize=1.0f/float(m_CellSize);
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float fcx=traversalPt.X*invCellSize;
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int cx=int(fcx);
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float fcz=traversalPt.Z*invCellSize;
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int cz=int(fcz);
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float invdx=float(1.0/fabs(dir.X));
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float invdz=float(1.0/fabs(dir.Z));
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float dist;
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do {
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// test current cell
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if (cx>=0 && cx<int(m_MapSize-1) && cz>=0 && cz<int(m_MapSize-1)) {
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if (CellIntersect(cx,cz,origin,dir,dist)) {
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x=cx;
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z=cz;
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ipt=origin+dir*dist;
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return true;
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}
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}
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// get coords of current cell
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fcx=traversalPt.X*invCellSize;
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fcz=traversalPt.Z*invCellSize;
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// get distance to next cell in x,z
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float dx=(sx==-1) ? fcx-float(cx) : 1-(fcx-float(cx));
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dx*=invdx;
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float dz=(sz==-1) ? fcz-float(cz) : 1-(fcz-float(cz));
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dz*=invdz;
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// advance ..
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float dist;
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if (dx<dz) {
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cx+=sx;
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dist=dx;
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} else {
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cz+=sz;
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dist=dz;
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}
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traversalPt+=dir*dist;
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} while (traversalPt.Y>=0);
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// fell off end of heightmap with no intersection; return a miss
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////
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//
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// Name: HFTracer.cpp
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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///////////////////////////////////////////////////////////////////////////////
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#include "HFTracer.h"
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#include "terrain/Terrain.h"
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#include "terrain/Bound.h"
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#include "terrain/Vector3D.h"
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extern CTerrain g_Terrain;
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///////////////////////////////////////////////////////////////////////////////
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// CHFTracer constructor
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CHFTracer::CHFTracer(const u16* hf,u32 mapsize,float cellsize,float heightscale)
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: m_Heightfield(hf), m_MapSize(mapsize), m_CellSize(cellsize),
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m_HeightScale(heightscale)
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// RayTriIntersect: 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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bool CHFTracer::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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{
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const float EPSILON=0.00001f;
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// calculate edge vectors
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CVector3D edge0=v1-v0;
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CVector3D edge1=v2-v0;
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// begin calculating determinant - also used to calculate U parameter
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CVector3D pvec=dir.Cross(edge1);
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// if determinant is near zero, ray lies in plane of triangle
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float det = edge0.Dot(pvec);
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if (fabs(det)<EPSILON)
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return false;
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float inv_det = 1.0f/det;
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// calculate vector from vert0 to ray origin
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CVector3D tvec=origin-v0;
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// calculate U parameter, test bounds
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float u=tvec.Dot(pvec)*inv_det;
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if (u<-0.01f || u>1.01f)
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return false;
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// prepare to test V parameter
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CVector3D qvec=tvec.Cross(edge0);
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// calculate V parameter and test bounds
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float v=dir.Dot(qvec)*inv_det;
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if (v<0.0f || u+v>1.0f)
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return false;
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// calculate distance to intersection point from ray origin
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float d=edge1.Dot(qvec)*inv_det;
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if (d>=0 && d<dist) {
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dist=d;
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////
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// CellIntersect: test if ray intersects either of the triangles in the given
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// cell - return hit result, and distance to hit, if hit occurred
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bool CHFTracer::CellIntersect(int cx,int cz,CVector3D& origin,CVector3D& dir,float& dist) const
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{
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bool res=false;
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// get vertices for this cell
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CVector3D vpos[4];
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g_Terrain.CalcPosition(cx,cz,vpos[0]);
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g_Terrain.CalcPosition(cx+1,cz,vpos[1]);
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g_Terrain.CalcPosition(cx+1,cz+1,vpos[2]);
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g_Terrain.CalcPosition(cx,cz+1,vpos[3]);
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dist=1.0e30f;
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if (RayTriIntersect(vpos[0],vpos[1],vpos[2],origin,dir,dist)) {
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res=true;
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}
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if (RayTriIntersect(vpos[0],vpos[2],vpos[3],origin,dir,dist)) {
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res=true;
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}
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return res;
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}
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///////////////////////////////////////////////////////////////////////////////
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// RayIntersect: intersect ray with this heightfield; return true if
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// intersection occurs (and fill in grid coordinates of intersection), or false
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// otherwise
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bool CHFTracer::RayIntersect(CVector3D& origin,CVector3D& dir,int& x,int& z,CVector3D& ipt) const
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{
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// intersect first against bounding box
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CBound bound;
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bound[0]=CVector3D(0,0,0);
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bound[1]=CVector3D(m_MapSize*m_CellSize,65535*m_HeightScale,m_MapSize*m_CellSize);
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float tmin,tmax;
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if (!bound.RayIntersect(origin,dir,tmin,tmax)) {
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// ray missed world bounds; no intersection
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return false;
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}
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// project origin onto grid, if necessary, to get starting point for traversal
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CVector3D traversalPt;
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if (tmin>0) {
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traversalPt=origin+dir*tmin;
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} else {
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traversalPt=origin;
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}
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// setup traversal variables
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int sx=dir.X<0 ? -1 : 1;
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int sz=dir.Z<0 ? -1 : 1;
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float invCellSize=1.0f/float(m_CellSize);
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float fcx=traversalPt.X*invCellSize;
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int cx=int(fcx);
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float fcz=traversalPt.Z*invCellSize;
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int cz=int(fcz);
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float invdx=float(1.0/fabs(dir.X));
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float invdz=float(1.0/fabs(dir.Z));
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float dist;
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do {
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// test current cell
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if (cx>=0 && cx<int(m_MapSize-1) && cz>=0 && cz<int(m_MapSize-1)) {
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if (CellIntersect(cx,cz,origin,dir,dist)) {
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x=cx;
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z=cz;
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ipt=origin+dir*dist;
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return true;
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}
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}
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// get coords of current cell
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fcx=traversalPt.X*invCellSize;
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fcz=traversalPt.Z*invCellSize;
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// get distance to next cell in x,z
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float dx=(sx==-1) ? fcx-float(cx) : 1-(fcx-float(cx));
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dx*=invdx;
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float dz=(sz==-1) ? fcz-float(cz) : 1-(fcz-float(cz));
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dz*=invdz;
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// advance ..
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float dist;
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if (dx<dz) {
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cx+=sx;
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dist=dx;
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} else {
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cz+=sz;
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dist=dz;
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}
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traversalPt+=dir*dist;
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} while (traversalPt.Y>=0);
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// fell off end of heightmap with no intersection; return a miss
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return false;
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}
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@ -1,48 +1,48 @@
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///////////////////////////////////////////////////////////////////////////////
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//
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// Name: HFTracer.h
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _HFTRACER_H
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#define _HFTRACER_H
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class CVector3D;
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#include "res/res.h"
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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(const u16* hf,u32 mapsize,float cellsize,float heightscale);
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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(CVector3D& origin,CVector3D& dir,int& x,int& z,CVector3D& ipt) const;
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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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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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// test if ray intersects either of the triangles in the given
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bool CellIntersect(int cx,int cz,CVector3D& origin,CVector3D& dir,float& dist) const;
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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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u32 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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///////////////////////////////////////////////////////////////////////////////
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//
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// Name: HFTracer.h
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _HFTRACER_H
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#define _HFTRACER_H
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|
||||
class CVector3D;
|
||||
|
||||
#include "res/res.h"
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// CHFTracer: a class for determining ray intersections with a heightfield
|
||||
class CHFTracer
|
||||
{
|
||||
public:
|
||||
// constructor; setup data
|
||||
CHFTracer(const u16* hf,u32 mapsize,float cellsize,float heightscale);
|
||||
|
||||
// intersect ray with this heightfield; return true if intersection
|
||||
// occurs (and fill in grid coordinates and point of intersection), or false otherwise
|
||||
bool RayIntersect(CVector3D& origin,CVector3D& dir,int& x,int& z,CVector3D& ipt) const;
|
||||
|
||||
private:
|
||||
// intersect a ray with triangle defined by vertices
|
||||
// v0,v1,v2; return true if ray hits triangle at distance less than dist,
|
||||
// or false otherwise
|
||||
bool RayTriIntersect(const CVector3D& v0,const CVector3D& v1,const CVector3D& v2,
|
||||
const CVector3D& origin,const CVector3D& dir,float& dist) const;
|
||||
|
||||
// test if ray intersects either of the triangles in the given
|
||||
bool CellIntersect(int cx,int cz,CVector3D& origin,CVector3D& dir,float& dist) const;
|
||||
|
||||
// the heightfield were tracing
|
||||
const u16* m_Heightfield;
|
||||
// size of the heightfield
|
||||
u32 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
|
@ -5,6 +5,7 @@
|
||||
#include "MapReader.h"
|
||||
#include "UnitManager.h"
|
||||
#include "ObjectManager.h"
|
||||
|
||||
#include "BaseEntity.h"
|
||||
#include "BaseEntityCollection.h"
|
||||
#include "EntityManager.h"
|
||||
|
@ -101,7 +101,8 @@ void CPatchRData::BuildBlends()
|
||||
}
|
||||
}
|
||||
if (neighbourTextures.size()>0) {
|
||||
u32 count=neighbourTextures.size();
|
||||
// u32 count=neighbourTextures.size();
|
||||
// janwas fixing warnings: not used?
|
||||
// sort textures from lowest to highest priority
|
||||
std::sort(neighbourTextures.begin(),neighbourTextures.end());
|
||||
|
||||
@ -476,7 +477,7 @@ void CPatchRData::RenderStreams(u32 streamflags)
|
||||
if (streamflags & STREAM_UV0) glTexCoordPointer(2,GL_FLOAT,sizeof(SBaseVertex),base+offsetof(SBaseVertex,m_UVs));
|
||||
|
||||
// render all base splats at once
|
||||
glDrawElements(GL_QUADS,m_Indices.size(),GL_UNSIGNED_SHORT,&m_Indices[0]);
|
||||
glDrawElements(GL_QUADS,(GLsizei)m_Indices.size(),GL_UNSIGNED_SHORT,&m_Indices[0]);
|
||||
|
||||
// bump stats
|
||||
g_Renderer.m_Stats.m_DrawCalls++;
|
||||
|
@ -24,7 +24,7 @@ void CTextureManager::AddTextureType(const char* name)
|
||||
m_TerrainTextures.resize(m_TerrainTextures.size()+1);
|
||||
STextureType& ttype=m_TerrainTextures.back();
|
||||
ttype.m_Name=name;
|
||||
ttype.m_Index=m_TerrainTextures.size()-1;
|
||||
ttype.m_Index=(int)(m_TerrainTextures.size()-1);
|
||||
}
|
||||
|
||||
CTextureEntry* CTextureManager::FindTexture(const char* filename)
|
||||
|
@ -7,16 +7,10 @@
|
||||
#include "ObjectManager.h"
|
||||
#include "Prometheus.h"
|
||||
|
||||
#include "time.h"
|
||||
#include "sdl.h"
|
||||
#include "res/tex.h"
|
||||
#include "detect.h"
|
||||
|
||||
#include <malloc.h>
|
||||
|
||||
// TODO: fix scrolling hack - framerate independent, use SDL
|
||||
//#include "win.h" // REMOVEME
|
||||
|
||||
void InitScene ();
|
||||
void InitResources ();
|
||||
void RenderScene ();
|
||||
|
Loading…
Reference in New Issue
Block a user