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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program 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 3 of the License, or
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(at your option) any later version.
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This program 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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include "hsBounds.h"
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#include "hsFastMath.h"
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#include "plVisLOSMgr.h"
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#include "plSpaceTree.h"
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#include "plDrawableSpans.h"
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#include "plAccessGeometry.h"
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#include "plAccessSpan.h"
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#include "plSurface/hsGMaterial.h"
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#include "plSurface/plLayerInterface.h"
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#include "plScene/plSceneNode.h"
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#include "plScene/plPageTreeMgr.h"
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#include "plPipeline.h"
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#include "pnSceneObject/plSceneObject.h"
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// Stuff for cursor los
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#include "plInputCore/plInputDevice.h"
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#include "plPipeline.h"
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#include "plTweak.h"
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#include <algorithm>
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#include <functional>
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plVisLOSMgr* plVisLOSMgr::Instance()
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{
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static plVisLOSMgr inst;
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return &inst;
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}
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hsBool plVisLOSMgr::ICheckSpaceTreeRecur(plSpaceTree* space, int which, hsTArray<plSpaceHit>& hits)
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{
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const plSpaceTreeNode& node = space->GetNode(which);
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if( node.fFlags & plSpaceTreeNode::kDisabled )
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return false;
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float closest;
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// If it's a hit
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if( ICheckBound(node.fWorldBounds, closest) )
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{
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// If it's a leaf,
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if( node.IsLeaf() )
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{
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// add it to the list with the closest intersection point,
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plSpaceHit* hit = hits.Push();
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hit->fIdx = which;
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hit->fClosest = closest;
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return true;
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}
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// else recurse on its children
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else
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{
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hsBool retVal = false;
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if( ICheckSpaceTreeRecur(space, node.GetChild(0), hits) )
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retVal = true;
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if( ICheckSpaceTreeRecur(space, node.GetChild(1), hits) )
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retVal = true;
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return retVal;
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}
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}
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return false;
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}
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struct plCompSpaceHit : public std::binary_function<plSpaceHit, plSpaceHit, bool>
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{
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bool operator()( const plSpaceHit& lhs, const plSpaceHit& rhs) const
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{
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return lhs.fClosest < rhs.fClosest;
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}
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};
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hsBool plVisLOSMgr::ICheckSpaceTree(plSpaceTree* space, hsTArray<plSpaceHit>& hits)
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{
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hits.SetCount(0);
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if( space->IsEmpty() )
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return false;
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// Hierarchical search down the tree for bounds intersecting the current ray.
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hsBool retVal = ICheckSpaceTreeRecur(space, space->GetRoot(), hits);
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// Now sort them front to back.
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plSpaceHit* begin = hits.AcquireArray();
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plSpaceHit* end = begin + hits.GetCount();
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std::sort(begin, end, plCompSpaceHit());
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return retVal;
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}
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hsBool plVisLOSMgr::ISetup(const hsPoint3& pStart, const hsPoint3& pEnd)
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{
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fCurrFrom = pStart;
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fCurrTarg = pEnd;
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fMaxDist = hsVector3(&fCurrTarg, &fCurrFrom).Magnitude();
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const float kMinMaxDist(0);
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return fMaxDist > kMinMaxDist;
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}
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hsBool plVisLOSMgr::Check(const hsPoint3& pStart, const hsPoint3& pEnd, plVisHit& hit)
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{
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if( !fPageMgr )
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return false;
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// Setup any internals, like fMaxDist
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if( !ISetup(pStart, pEnd) )
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return false;
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// Go through the nodes in the PageMgr and find the closest
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// point of intersection for each scene node. If none are before
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// pEnd, return false.
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// Node come out sorted by closest point, front to back
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static hsTArray<plSpaceHit> hits;
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if( !ICheckSpaceTree(fPageMgr->GetSpaceTree(), hits) )
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return false;
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// In front to back order, check inside each node.
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// Our max distance can be changing as we do this, because a
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// face hit will limit how far we need to look. When we hit the
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// first node with a closest distance < fMaxDist, we're done.
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hsBool retVal = false;
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int i;
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for( i = 0; i < hits.GetCount(); i++ )
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{
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if( hits[i].fClosest > fMaxDist )
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break;
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if( ICheckSceneNode(fPageMgr->GetNodes()[hits[i].fIdx], hit) )
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retVal = true;
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}
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return retVal;
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}
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hsBool plVisLOSMgr::ICheckSceneNode(plSceneNode* node, plVisHit& hit)
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{
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static hsTArray<plSpaceHit> hits;
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if( !ICheckSpaceTree(node->GetSpaceTree(), hits) )
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return false;
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hsBool retVal = false;
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int i;
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for( i = 0; i < hits.GetCount(); i++ )
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{
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if( hits[i].fClosest > fMaxDist )
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break;
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if( (node->GetDrawPool()[hits[i].fIdx]->GetRenderLevel().Level() > 0)
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&& !node->GetDrawPool()[hits[i].fIdx]->GetNativeProperty(plDrawable::kPropHasVisLOS) )
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continue;
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if( ICheckDrawable(node->GetDrawPool()[hits[i].fIdx], hit) )
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retVal = true;
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}
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return retVal;
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}
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hsBool plVisLOSMgr::ICheckDrawable(plDrawable* d, plVisHit& hit)
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{
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plDrawableSpans* ds = plDrawableSpans::ConvertNoRef(d);
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if( !ds )
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return false;
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static hsTArray<plSpaceHit> hits;
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if( !ICheckSpaceTree(ds->GetSpaceTree(), hits) )
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return false;
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const hsBool isOpaque = !ds->GetRenderLevel().Level();
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const hsTArray<plSpan *> spans = ds->GetSpanArray();
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hsBool retVal = false;
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int i;
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for( i = 0; i < hits.GetCount(); i++ )
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{
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if( hits[i].fClosest > fMaxDist )
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break;
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if( isOpaque || (spans[hits[i].fIdx]->fProps & plSpan::kVisLOS) )
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{
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if( ICheckSpan(ds, hits[i].fIdx, hit) )
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retVal = true;
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}
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}
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return retVal;
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}
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hsBool plVisLOSMgr::ICheckSpan(plDrawableSpans* dr, uint32_t spanIdx, plVisHit& hit)
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{
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if( !(dr->GetSpan(spanIdx)->fTypeMask & plSpan::kIcicleSpan) )
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return false;
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plAccessSpan src;
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plAccessGeometry::Instance()->OpenRO(dr, spanIdx, src);
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const hsBool twoSided = !!(src.GetMaterial()->GetLayer(0)->GetMiscFlags() & hsGMatState::kMiscTwoSided);
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hsBool retVal = false;
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// We move into local space, look for hits, and convert the closest we find
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// (if any) back into world space at the end.
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hsPoint3 currFrom = src.GetWorldToLocal() * fCurrFrom;
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hsPoint3 currTarg = src.GetWorldToLocal() * fCurrTarg;
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hsVector3 currDir(&currTarg, &currFrom);
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float maxDist = currDir.Magnitude();
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currDir /= maxDist;
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plAccTriIterator tri(&src.AccessTri());
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for( tri.Begin(); tri.More(); tri.Advance() )
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{
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// Project the current ray onto the tri plane
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hsVector3 norm = hsVector3(&tri.Position(1), &tri.Position(0)) % hsVector3(&tri.Position(2), &tri.Position(0));
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float dotNorm = norm.InnerProduct(currDir);
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const float kMinDotNorm = 1.e-3f;
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if( dotNorm >= -kMinDotNorm )
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{
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if( !twoSided )
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continue;
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if( dotNorm <= kMinDotNorm )
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continue;
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}
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float dist = hsVector3(&tri.Position(0), &currFrom).InnerProduct(norm);
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if( dist > 0 )
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continue;
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dist /= dotNorm;
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hsPoint3 projPt = currFrom;
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projPt += currDir * dist;
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// If the distance from source point to projected point is too long, skip
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if( dist > maxDist )
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continue;
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// Find the 3 cross products (v[i+1]-v[i]) X (proj - v[i]) dotted with current ray
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hsVector3 cross0 = hsVector3(&tri.Position(1), &tri.Position(0)) % hsVector3(&projPt, &tri.Position(0));
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float dot0 = cross0.InnerProduct(currDir);
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hsVector3 cross1 = hsVector3(&tri.Position(2), &tri.Position(1)) % hsVector3(&projPt, &tri.Position(1));
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float dot1 = cross1.InnerProduct(currDir);
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hsVector3 cross2 = hsVector3(&tri.Position(0), &tri.Position(2)) % hsVector3(&projPt, &tri.Position(2));
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float dot2 = cross2.InnerProduct(currDir);
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// If all 3 are negative, projPt is a hit
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// If all 3 are positive and we're two sided, projPt is a hit
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// We've already checked for back facing (when we checked for edge on in projection),
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// so we'll accept either case here.
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if( ((dot0 <= 0) && (dot1 <= 0) && (dot2 <= 0))
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||((dot0 >= 0) && (dot1 >= 0) && (dot2 >= 0)) )
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{
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if( dist < maxDist )
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{
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maxDist = dist;
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hit.fPos = projPt;
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retVal = true;
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}
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}
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}
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plAccessGeometry::Instance()->Close(src);
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if( retVal )
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{
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hit.fPos = src.GetLocalToWorld() * hit.fPos;
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fCurrTarg = hit.fPos;
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fMaxDist = hsVector3(&fCurrTarg, &fCurrFrom).Magnitude();
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}
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return retVal;
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}
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hsBool plVisLOSMgr::ICheckBound(const hsBounds3Ext& bnd, float& closest)
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{
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if( bnd.GetType() != kBoundsNormal )
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return false;
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if( bnd.IsInside(&fCurrFrom) || bnd.IsInside(&fCurrTarg) )
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{
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closest = 0;
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return true;
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}
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const int face[6][4] =
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{
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{0,1,3,2},
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{1,5,7,3},
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{2,3,7,6},
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{5,4,6,7},
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{0,4,5,1},
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{0,2,6,4}
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};
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hsPoint3 corn[8];
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bnd.GetCorners(corn);
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hsBool retVal = false;
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const hsPoint3& currFrom = fCurrFrom;
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const hsPoint3& currTarg = fCurrTarg;
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hsVector3 currDir(&currTarg, &currFrom);
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const float maxDistSq = currDir.MagnitudeSquared();
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currDir *= hsFastMath::InvSqrt(maxDistSq);
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int i;
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for( i = 0; i < 6; i++ )
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{
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const hsPoint3& p0 = corn[face[i][0]];
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const hsPoint3& p1 = corn[face[i][1]];
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const hsPoint3& p2 = corn[face[i][2]];
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const hsPoint3& p3 = corn[face[i][3]];
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// Project the current ray onto the tri plane
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hsVector3 norm = hsVector3(&p1, &p0) % hsVector3(&p2, &p0);
|
|
|
|
float dotNorm = norm.InnerProduct(currDir);
|
|
|
|
|
|
|
|
const float kMinDotNorm = 1.e-3f;
|
|
|
|
if( dotNorm >= -kMinDotNorm )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
float dist = hsVector3(&p0, &currFrom).InnerProduct(norm);
|
|
|
|
if( dist >= 0 )
|
|
|
|
continue;
|
|
|
|
dist /= dotNorm;
|
|
|
|
|
|
|
|
// If the distance from source point to projected point is too long, skip
|
|
|
|
if( dist > fMaxDist )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
hsPoint3 projPt = currFrom;
|
|
|
|
projPt += currDir * dist;
|
|
|
|
|
|
|
|
// Find the 3 cross products (v[i+1]-v[i]) X (proj - v[i]) dotted with current ray
|
|
|
|
hsVector3 cross0 = hsVector3(&p1, &p0) % hsVector3(&projPt, &p0);
|
|
|
|
float dot0 = cross0.InnerProduct(currDir);
|
|
|
|
|
|
|
|
hsVector3 cross1 = hsVector3(&p2, &p1) % hsVector3(&projPt, &p1);
|
|
|
|
float dot1 = cross1.InnerProduct(currDir);
|
|
|
|
|
|
|
|
hsVector3 cross2 = hsVector3(&p3, &p2) % hsVector3(&projPt, &p2);
|
|
|
|
float dot2 = cross2.InnerProduct(currDir);
|
|
|
|
|
|
|
|
hsVector3 cross3 = hsVector3(&p0, &p3) % hsVector3(&projPt, &p3);
|
|
|
|
float dot3 = cross3.InnerProduct(currDir);
|
|
|
|
|
|
|
|
// If all 4 are negative, projPt is a hit
|
|
|
|
if( (dot0 <= 0) && (dot1 <= 0) && (dot2 <= 0) && (dot3 <= 0) )
|
|
|
|
{
|
|
|
|
closest = dist;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plVisLOSMgr::CursorCheck(plVisHit& hit)
|
|
|
|
{
|
|
|
|
int32_t sx= int32_t(plMouseDevice::Instance()->GetCursorX() * fPipe->Width());
|
|
|
|
int32_t sy= int32_t(plMouseDevice::Instance()->GetCursorY() * fPipe->Height());
|
|
|
|
|
|
|
|
hsPoint3 from = fPipe->GetViewPositionWorld();
|
|
|
|
plConst(float) dist(1.e5f);
|
|
|
|
|
|
|
|
hsPoint3 targ;
|
|
|
|
fPipe->ScreenToWorldPoint(1, 0, &sx, &sy, dist, 0, &targ);
|
|
|
|
return Check(from, targ, hit);
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
static plSceneObject* marker = nil;
|
|
|
|
static plPipeline* fPipe = nil;
|
|
|
|
|
|
|
|
|
|
|
|
void VisLOSHackBegin(plPipeline* p, plSceneObject* m)
|
|
|
|
{
|
|
|
|
marker = m;
|
|
|
|
fPipe = p;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VisLOSHackPulse()
|
|
|
|
{
|
|
|
|
if( !fPipe )
|
|
|
|
return;
|
|
|
|
|
|
|
|
plVisHit hit;
|
|
|
|
if( plVisLOSMgr::Instance()->CursorCheck(hit) )
|
|
|
|
{
|
|
|
|
if( marker )
|
|
|
|
{
|
|
|
|
hsMatrix44 l2w = marker->GetLocalToWorld();
|
|
|
|
l2w.fMap[0][3] = hit.fPos.fX;
|
|
|
|
l2w.fMap[1][3] = hit.fPos.fY;
|
|
|
|
l2w.fMap[2][3] = hit.fPos.fZ;
|
|
|
|
l2w.NotIdentity();
|
|
|
|
hsMatrix44 w2l;
|
|
|
|
l2w.GetInverse(&w2l);
|
|
|
|
marker->SetTransform(l2w, w2l);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|