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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <algorithm>
#include "QuadField.h"
#include "Map/ReadMap.h"
#include "Sim/Misc/CollisionVolume.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/GlobalConstants.h"
#include "Sim/Misc/TeamHandler.h"
#include "System/ContainerUtil.h"
#ifndef UNIT_TEST
#include "Sim/Features/Feature.h"
#include "Sim/Projectiles/Projectile.h"
#include "Sim/Units/Unit.h"
#include "Sim/Weapons/PlasmaRepulser.h"
#endif
CR_BIND(CQuadField, )
CR_REG_METADATA(CQuadField, (
CR_MEMBER(baseQuads),
CR_MEMBER(numQuadsX),
CR_MEMBER(numQuadsZ),
CR_MEMBER(quadSizeX),
CR_MEMBER(quadSizeZ),
CR_MEMBER(invQuadSize),
CR_IGNORED(tempUnits),
CR_IGNORED(tempFeatures),
CR_IGNORED(tempProjectiles),
CR_IGNORED(tempSolids),
CR_IGNORED(tempQuads)
))
CR_BIND(CQuadField::Quad, )
CR_REG_METADATA_SUB(CQuadField, Quad, (
CR_MEMBER(units),
CR_IGNORED(teamUnits),
CR_MEMBER(features),
CR_MEMBER(projectiles),
CR_MEMBER(repulsers),
CR_POSTLOAD(PostLoad)
))
CQuadField quadField;
#ifndef UNIT_TEST
/*
void CQuadField::Resize(int quad_size)
{
CQuadField* oldQuadField = &quadField;
CQuadField newQuadField;
newQuadField.Init(int2(mapDims.mapx, mapDims.mapy), quad_size);
for (int zq = 0; zq < oldQuadField->GetNumQuadsZ(); zq++) {
for (int xq = 0; xq < oldQuadField->GetNumQuadsX(); xq++) {
const CQuadField::Quad& quad = oldQuadField->GetQuadAt(xq, zq);
// COPY the object lists because the Remove* functions modify them
// NOTE:
// teamUnits is updated internally by RemoveUnit and MovedUnit
//
// if a unit exists in multiple quads in the old field, it will
// be removed from all of them and there is no danger of double
// re-insertion (important if new grid has higher resolution)
const std::vector<CUnit* > units = quad.units;
const std::vector<CFeature* > features = quad.features;
const std::vector<CProjectile*> projectiles = quad.projectiles;
for (auto it = units.cbegin(); it != units.cend(); ++it) {
oldQuadField->RemoveUnit(*it);
newQuadField->MovedUnit(*it); // handles addition
}
for (auto it = features.cbegin(); it != features.cend(); ++it) {
oldQuadField->RemoveFeature(*it);
newQuadField->AddFeature(*it);
}
for (auto it = projectiles.cbegin(); it != projectiles.cend(); ++it) {
oldQuadField->RemoveProjectile(*it);
newQuadField->AddProjectile(*it);
}
}
}
quadField = std::move(newQuadField);
}
*/
#endif
void CQuadField::Quad::PostLoad()
{
#ifndef UNIT_TEST
Resize(teamHandler.ActiveAllyTeams());
for (CUnit* unit: units) {
spring::VectorInsertUnique(teamUnits[unit->allyteam], unit, false);
}
#endif
}
void CQuadField::Init(int2 mapDims, int quadSize)
{
quadSizeX = quadSize;
quadSizeZ = quadSize;
numQuadsX = (mapDims.x * SQUARE_SIZE) / quadSize;
numQuadsZ = (mapDims.y * SQUARE_SIZE) / quadSize;
assert(numQuadsX >= 1);
assert(numQuadsZ >= 1);
assert((mapDims.x * SQUARE_SIZE) % quadSize == 0);
assert((mapDims.y * SQUARE_SIZE) % quadSize == 0);
invQuadSize = {1.0f / quadSizeX, 1.0f / quadSizeZ};
baseQuads.resize(numQuadsX * numQuadsZ);
tempQuads.ReserveAll(numQuadsX * numQuadsZ);
tempQuads.ReleaseAll();
#ifndef UNIT_TEST
for (Quad& quad: baseQuads) {
quad.Resize(teamHandler.ActiveAllyTeams());
}
#endif
}
void CQuadField::Kill()
{
// reuse quads when reloading
// baseQuads.clear();
for (Quad& quad: baseQuads) {
quad.Clear();
}
tempUnits.ReleaseAll();
tempFeatures.ReleaseAll();
tempProjectiles.ReleaseAll();
tempSolids.ReleaseAll();
tempQuads.ReleaseAll();
}
int2 CQuadField::WorldPosToQuadField(const float3 p) const
{
return int2(
Clamp(int(p.x / quadSizeX), 0, numQuadsX - 1),
Clamp(int(p.z / quadSizeZ), 0, numQuadsZ - 1)
);
}
int CQuadField::WorldPosToQuadFieldIdx(const float3 p) const
{
return Clamp(int(p.z / quadSizeZ), 0, numQuadsZ - 1) * numQuadsX + Clamp(int(p.x / quadSizeX), 0, numQuadsX - 1);
}
#ifndef UNIT_TEST
void CQuadField::GetQuads(QuadFieldQuery& qfq, float3 pos, float radius)
{
pos.AssertNaNs();
pos.ClampInBounds();
qfq.quads = tempQuads.ReserveVector();
const int2 min = WorldPosToQuadField(pos - radius);
const int2 max = WorldPosToQuadField(pos + radius);
if (max.y < min.y || max.x < min.x)
return;
// qsx and qsz are always equal
const float maxSqLength = (radius + quadSizeX * 0.72f) * (radius + quadSizeZ * 0.72f);
for (int z = min.y; z <= max.y; ++z) {
for (int x = min.x; x <= max.x; ++x) {
assert(x < numQuadsX);
assert(z < numQuadsZ);
const float3 quadPos = float3(x * quadSizeX + quadSizeX * 0.5f, 0, z * quadSizeZ + quadSizeZ * 0.5f);
if (pos.SqDistance2D(quadPos) < maxSqLength) {
qfq.quads->push_back(z * numQuadsX + x);
}
}
}
return;
}
void CQuadField::GetQuadsRectangle(QuadFieldQuery& qfq, const float3& mins, const float3& maxs)
{
mins.AssertNaNs();
maxs.AssertNaNs();
qfq.quads = tempQuads.ReserveVector();
const int2 min = WorldPosToQuadField(mins);
const int2 max = WorldPosToQuadField(maxs);
if (max.y < min.y || max.x < min.x)
return;
for (int z = min.y; z <= max.y; ++z) {
for (int x = min.x; x <= max.x; ++x) {
assert(x < numQuadsX);
assert(z < numQuadsZ);
qfq.quads->push_back(z * numQuadsX + x);
}
}
return;
}
#endif // UNIT_TEST
/// note: this function got an UnitTest, check the tests/ folder!
void CQuadField::GetQuadsOnRay(QuadFieldQuery& qfq, const float3& start, const float3& dir, float length)
{
dir.AssertNaNs();
start.AssertNaNs();
auto& queryQuads = *(qfq.quads = tempQuads.ReserveVector());
const float3 to = start + (dir * length);
const bool noXdir = (math::floor(start.x * invQuadSize.x) == math::floor(to.x * invQuadSize.x));
const bool noZdir = (math::floor(start.z * invQuadSize.y) == math::floor(to.z * invQuadSize.y));
// special case
if (noXdir && noZdir) {
queryQuads.push_back(WorldPosToQuadFieldIdx(start));
assert(static_cast<unsigned>(queryQuads.back()) < baseQuads.size());
return;
}
// prevent div0
if (noZdir) {
int startX = Clamp<int>(start.x * invQuadSize.x, 0, numQuadsX - 1);
int finalX = Clamp<int>( to.x * invQuadSize.x, 0, numQuadsX - 1);
if (finalX < startX)
std::swap(startX, finalX);
assert(finalX < numQuadsX);
const int row = Clamp<int>(start.z * invQuadSize.y, 0, numQuadsZ - 1) * numQuadsX;
for (unsigned x = startX; x <= finalX; x++) {
queryQuads.push_back(row + x);
assert(static_cast<unsigned>(queryQuads.back()) < baseQuads.size());
}
return;
}
// iterate z-range; compute which columns (x) are touched for each row (z)
float startZuc = start.z * invQuadSize.y;
float finalZuc = to.z * invQuadSize.y;
if (finalZuc < startZuc)
std::swap(startZuc, finalZuc);
const int startZ = Clamp<int>(startZuc, 0, numQuadsZ - 1);
const int finalZ = Clamp<int>(finalZuc, 0, numQuadsZ - 1);
assert(finalZ < quadSizeZ);
const float invDirZ = 1.0f / dir.z;
for (int z = startZ; z <= finalZ; z++) {
float t0 = ((z ) * quadSizeZ - start.z) * invDirZ;
float t1 = ((z + 1) * quadSizeZ - start.z) * invDirZ;
if ((startZuc < 0 && z == 0) || (startZuc >= numQuadsZ && z == finalZ))
t0 = ((startZuc ) * quadSizeZ - start.z) * invDirZ;
if ((finalZuc < 0 && z == 0) || (finalZuc >= numQuadsZ && z == finalZ))
t1 = ((finalZuc + 1) * quadSizeZ - start.z) * invDirZ;
t0 = Clamp(t0, 0.0f, length);
t1 = Clamp(t1, 0.0f, length);
unsigned startX = Clamp<int>((dir.x * t0 + start.x) * invQuadSize.x, 0, numQuadsX - 1);
unsigned finalX = Clamp<int>((dir.x * t1 + start.x) * invQuadSize.x, 0, numQuadsX - 1);
if (finalX < startX)
std::swap(startX, finalX);
assert(finalX < numQuadsX);
const int row = Clamp(z, 0, numQuadsZ - 1) * numQuadsX;
for (unsigned x = startX; x <= finalX; x++) {
queryQuads.push_back(row + x);
assert(static_cast<unsigned>(queryQuads.back()) < baseQuads.size());
}
}
}
#ifndef UNIT_TEST
bool CQuadField::InsertUnitIf(CUnit* unit, const float3& wpos)
{
assert(unit != nullptr);
const int wposQuadIdx = WorldPosToQuadFieldIdx(wpos);
const int uposQuadIdx = WorldPosToQuadFieldIdx(unit->pos);
// do nothing if unit already exists in cell containing <wpos>
if (wposQuadIdx == uposQuadIdx)
return false;
// unit might also be overlapping the cell, so test for uniqueness
if (!spring::VectorInsertUnique(unit->quads, wposQuadIdx, true))
return false;
spring::VectorInsertUnique(baseQuads[wposQuadIdx].units, unit, false);
spring::VectorInsertUnique(baseQuads[wposQuadIdx].teamUnits[unit->allyteam], unit, false);
return true;
}
bool CQuadField::RemoveUnitIf(CUnit* unit, const float3& wpos)
{
if (unit == nullptr)
return false;
const int wposQuadIdx = WorldPosToQuadFieldIdx(wpos);
const int uposQuadIdx = WorldPosToQuadFieldIdx(unit->pos);
// do nothing if unit now exists in cell containing <wpos>
// (meaning it must have somehow moved since InsertUnitIf)
if (wposQuadIdx == uposQuadIdx)
return false;
QuadFieldQuery qfQuery;
GetQuads(qfQuery, unit->pos, unit->radius);
// do nothing if the cells touched by unit now contain <wpos>
if (std::find(qfQuery.quads->begin(), qfQuery.quads->end(), wposQuadIdx) != qfQuery.quads->end()) {
assert(std::find(unit->quads.begin(), unit->quads.end(), wposQuadIdx) != unit->quads.end());
return false;
}
if (!spring::VectorErase(unit->quads, wposQuadIdx))
return false;
spring::VectorErase(baseQuads[wposQuadIdx].units, unit);
spring::VectorErase(baseQuads[wposQuadIdx].teamUnits[unit->allyteam], unit);
return true;
}
#endif
#ifndef UNIT_TEST
void CQuadField::MovedUnit(CUnit* unit)
{
QuadFieldQuery qfQuery;
GetQuads(qfQuery, unit->pos, unit->radius);
// compare if the quads have changed, if not stop here
if (qfQuery.quads->size() == unit->quads.size()) {
if (std::equal(qfQuery.quads->begin(), qfQuery.quads->end(), unit->quads.begin()))
return;
}
for (const int qi: unit->quads) {
spring::VectorErase(baseQuads[qi].units, unit);
spring::VectorErase(baseQuads[qi].teamUnits[unit->allyteam], unit);
}
for (const int qi: *qfQuery.quads) {
spring::VectorInsertUnique(baseQuads[qi].units, unit, false);
spring::VectorInsertUnique(baseQuads[qi].teamUnits[unit->allyteam], unit, false);
}
unit->quads = std::move(*qfQuery.quads);
}
void CQuadField::RemoveUnit(CUnit* unit)
{
for (const int qi: unit->quads) {
spring::VectorErase(baseQuads[qi].units, unit);
spring::VectorErase(baseQuads[qi].teamUnits[unit->allyteam], unit);
}
unit->quads.clear();
#ifdef DEBUG_QUADFIELD
for (const Quad& q: baseQuads) {
for (auto& teamUnits: q.teamUnits) {
for (CUnit* u: teamUnits) {
assert(u != unit);
}
}
}
#endif
}
void CQuadField::MovedRepulser(CPlasmaRepulser* repulser)
{
QuadFieldQuery qfQuery;
GetQuads(qfQuery, repulser->weaponMuzzlePos, repulser->GetRadius());
const auto& repulserQuads = repulser->GetQuads();
// compare if the quads have changed, if not stop here
if (qfQuery.quads->size() == repulserQuads.size()) {
if (std::equal(qfQuery.quads->begin(), qfQuery.quads->end(), repulserQuads.begin()))
return;
}
for (const int qi: repulserQuads) {
spring::VectorErase(baseQuads[qi].repulsers, repulser);
}
for (const int qi: *qfQuery.quads) {
spring::VectorInsertUnique(baseQuads[qi].repulsers, repulser, false);
}
repulser->SetQuads(std::move(*qfQuery.quads));
}
void CQuadField::RemoveRepulser(CPlasmaRepulser* repulser)
{
for (const int qi: repulser->GetQuads()) {
spring::VectorErase(baseQuads[qi].repulsers, repulser);
}
repulser->ClearQuads();
#ifdef DEBUG_QUADFIELD
for (const Quad& q: baseQuads) {
for (CPlasmaRepulser* r: q.repulsers) {
assert(r != repulser);
}
}
#endif
}
void CQuadField::AddFeature(CFeature* feature)
{
QuadFieldQuery qfQuery;
GetQuads(qfQuery, feature->pos, feature->radius);
for (const int qi: *qfQuery.quads) {
spring::VectorInsertUnique(baseQuads[qi].features, feature, false);
}
}
void CQuadField::RemoveFeature(CFeature* feature)
{
QuadFieldQuery qfQuery;
GetQuads(qfQuery, feature->pos, feature->radius);
for (const int qi: *qfQuery.quads) {
spring::VectorErase(baseQuads[qi].features, feature);
}
#ifdef DEBUG_QUADFIELD
for (const Quad& q: baseQuads) {
for (CFeature* f: q.features) {
assert(f != feature);
}
}
#endif
}
void CQuadField::MovedProjectile(CProjectile* p)
{
if (!p->synced)
return;
// hit-scan projectiles do NOT move!
if (p->hitscan)
return;
const int newQuad = WorldPosToQuadFieldIdx(p->pos);
if (newQuad != p->quads.back()) {
RemoveProjectile(p);
AddProjectile(p);
}
}
void CQuadField::AddProjectile(CProjectile* p)
{
assert(p->synced);
if (p->hitscan) {
QuadFieldQuery qfQuery;
GetQuadsOnRay(qfQuery, p->pos, p->dir, p->speed.w);
for (const int qi: *qfQuery.quads) {
spring::VectorInsertUnique(baseQuads[qi].projectiles, p, false);
}
p->quads = std::move(*qfQuery.quads);
} else {
int newQuad = WorldPosToQuadFieldIdx(p->pos);
spring::VectorInsertUnique(baseQuads[newQuad].projectiles, p, false);
p->quads.clear();
p->quads.push_back(newQuad);
}
}
void CQuadField::RemoveProjectile(CProjectile* p)
{
assert(p->synced);
for (const int qi: p->quads) {
spring::VectorErase(baseQuads[qi].projectiles, p);
}
p->quads.clear();
}
void CQuadField::GetUnits(QuadFieldQuery& qfq, const float3& pos, float radius)
{
QuadFieldQuery qfQuery;
GetQuads(qfQuery, pos, radius);
const int tempNum = gs->GetTempNum();
qfq.units = tempUnits.ReserveVector();
for (const int qi: *qfQuery.quads) {
for (CUnit* u: baseQuads[qi].units) {
if (u->tempNum == tempNum)
continue;
u->tempNum = tempNum;
qfq.units->push_back(u);
}
}
return;
}
void CQuadField::GetUnitsExact(QuadFieldQuery& qfq, const float3& pos, float radius, bool spherical)
{
QuadFieldQuery qfQuery;
GetQuads(qfQuery, pos, radius);
const int tempNum = gs->GetTempNum();
qfq.units = tempUnits.ReserveVector();
for (const int qi: *qfQuery.quads) {
for (CUnit* u: baseQuads[qi].units) {
if (u->tempNum == tempNum)
continue;
u->tempNum = tempNum;
const float totRad = radius + u->radius;
const float totRadSq = totRad * totRad;
const float posUnitDstSq = spherical?
pos.SqDistance(u->pos):
pos.SqDistance2D(u->pos);
if (posUnitDstSq >= totRadSq)
continue;
qfq.units->push_back(u);
}
}
return;
}
void CQuadField::GetUnitsExact(QuadFieldQuery& qfq, const float3& mins, const float3& maxs)
{
QuadFieldQuery qfQuery;
GetQuadsRectangle(qfQuery, mins, maxs);
const int tempNum = gs->GetTempNum();
qfq.units = tempUnits.ReserveVector();
for (const int qi: *qfQuery.quads) {
for (CUnit* unit: baseQuads[qi].units) {
if (unit->tempNum == tempNum)
continue;
unit->tempNum = tempNum;
const float3& pos = unit->pos;
if (pos.x < mins.x || pos.x > maxs.x)
continue;
if (pos.z < mins.z || pos.z > maxs.z)
continue;
qfq.units->push_back(unit);
}
}
return;
}
void CQuadField::GetFeaturesExact(QuadFieldQuery& qfq, const float3& pos, float radius, bool spherical)
{
QuadFieldQuery qfQuery;
GetQuads(qfQuery, pos, radius);
const int tempNum = gs->GetTempNum();
qfq.features = tempFeatures.ReserveVector();
for (const int qi: *qfQuery.quads) {
for (CFeature* f: baseQuads[qi].features) {
if (f->tempNum == tempNum)
continue;
f->tempNum = tempNum;
const float totRad = radius + f->radius;
const float totRadSq = totRad * totRad;
const float posDstSq = spherical?
pos.SqDistance(f->pos):
pos.SqDistance2D(f->pos);
if (posDstSq >= totRadSq)
continue;
qfq.features->push_back(f);
}
}
return;
}
void CQuadField::GetFeaturesExact(QuadFieldQuery& qfq, const float3& mins, const float3& maxs)
{
QuadFieldQuery qfQuery;
GetQuadsRectangle(qfQuery, mins, maxs);
const int tempNum = gs->GetTempNum();
qfq.features = tempFeatures.ReserveVector();
for (const int qi: *qfQuery.quads) {
for (CFeature* feature: baseQuads[qi].features) {
if (feature->tempNum == tempNum)
continue;
feature->tempNum = tempNum;
const float3& pos = feature->pos;
if (pos.x < mins.x || pos.x > maxs.x)
continue;
if (pos.z < mins.z || pos.z > maxs.z)
continue;
qfq.features->push_back(feature);
}
}
return;
}
void CQuadField::GetProjectilesExact(QuadFieldQuery& qfq, const float3& pos, float radius)
{
QuadFieldQuery qfQuery;
GetQuads(qfQuery, pos, radius);
const int tempNum = gs->GetTempNum();
qfq.projectiles = tempProjectiles.ReserveVector();
for (const int qi: *qfQuery.quads) {
for (CProjectile* p: baseQuads[qi].projectiles) {
if (p->tempNum == tempNum)
continue;
p->tempNum = tempNum;
if (pos.SqDistance(p->pos) >= Square(radius + p->radius))
continue;
qfq.projectiles->push_back(p);
}
}
return;
}
void CQuadField::GetProjectilesExact(QuadFieldQuery& qfq, const float3& mins, const float3& maxs)
{
QuadFieldQuery qfQuery;
GetQuadsRectangle(qfQuery, mins, maxs);
const int tempNum = gs->GetTempNum();
qfq.projectiles = tempProjectiles.ReserveVector();
for (const int qi: *qfQuery.quads) {
for (CProjectile* p: baseQuads[qi].projectiles) {
if (p->tempNum == tempNum)
continue;
p->tempNum = tempNum;
const float3& pos = p->pos;
if (pos.x < mins.x || pos.x > maxs.x)
continue;
if (pos.z < mins.z || pos.z > maxs.z)
continue;
qfq.projectiles->push_back(p);
}
}
return;
}
void CQuadField::GetSolidsExact(
QuadFieldQuery& qfq,
const float3& pos,
const float radius,
const unsigned int physicalStateBits,
const unsigned int collisionStateBits
) {
QuadFieldQuery qfQuery;
GetQuads(qfQuery, pos, radius);
const int tempNum = gs->GetTempNum();
qfq.solids = tempSolids.ReserveVector();
for (const int qi: *qfQuery.quads) {
for (CUnit* u: baseQuads[qi].units) {
if (u->tempNum == tempNum)
continue;
u->tempNum = tempNum;
if (!u->HasPhysicalStateBit(physicalStateBits))
continue;
if (!u->HasCollidableStateBit(collisionStateBits))
continue;
if ((pos - u->pos).SqLength() >= Square(radius + u->radius))
continue;
qfq.solids->push_back(u);
}
for (CFeature* f: baseQuads[qi].features) {
if (f->tempNum == tempNum)
continue;
f->tempNum = tempNum;
if (!f->HasPhysicalStateBit(physicalStateBits))
continue;
if (!f->HasCollidableStateBit(collisionStateBits))
continue;
if ((pos - f->pos).SqLength() >= Square(radius + f->radius))
continue;
qfq.solids->push_back(f);
}
}
return;
}
bool CQuadField::NoSolidsExact(
const float3& pos,
const float radius,
const unsigned int physicalStateBits,
const unsigned int collisionStateBits
) {
QuadFieldQuery qfQuery;
GetQuads(qfQuery, pos, radius);
const int tempNum = gs->GetTempNum();
for (const int qi: *qfQuery.quads) {
for (CUnit* u: baseQuads[qi].units) {
if (u->tempNum == tempNum)
continue;
u->tempNum = tempNum;
if (!u->HasPhysicalStateBit(physicalStateBits))
continue;
if (!u->HasCollidableStateBit(collisionStateBits))
continue;
if ((pos - u->pos).SqLength() >= Square(radius + u->radius))
continue;
return false;
}
for (CFeature* f: baseQuads[qi].features) {
if (f->tempNum == tempNum)
continue;
f->tempNum = tempNum;
if (!f->HasPhysicalStateBit(physicalStateBits))
continue;
if (!f->HasCollidableStateBit(collisionStateBits))
continue;
if ((pos - f->pos).SqLength() >= Square(radius + f->radius))
continue;
return false;
}
}
return true;
}
// optimization specifically for projectile collisions
void CQuadField::GetUnitsAndFeaturesColVol(
const float3& pos,
const float radius,
std::vector<CUnit*>& units,
std::vector<CFeature*>& features,
std::vector<CPlasmaRepulser*>* repulsers
) {
const int tempNum = gs->GetTempNum();
QuadFieldQuery qfQuery;
GetQuads(qfQuery, pos, radius);
// start counting from the previous object-cache sizes
for (const int qi: *qfQuery.quads) {
const Quad& quad = baseQuads[qi];
for (CUnit* u: quad.units) {
// prevent double adding
if (u->tempNum == tempNum)
continue;
u->tempNum = tempNum;
const auto* colvol = &u->collisionVolume;
const float totRad = radius + colvol->GetBoundingRadius();
if (pos.SqDistance(colvol->GetWorldSpacePos(u)) >= (totRad * totRad))
continue;
units.push_back(u);
}
for (CFeature* f: quad.features) {
// prevent double adding
if (f->tempNum == tempNum)
continue;
f->tempNum = tempNum;
const auto* colvol = &f->collisionVolume;
const float totRad = radius + colvol->GetBoundingRadius();
if (pos.SqDistance(colvol->GetWorldSpacePos(f)) >= (totRad * totRad))
continue;
features.push_back(f);
}
if (repulsers != nullptr) {
for (CPlasmaRepulser* r: quad.repulsers) {
// prevent double adding
if (r->tempNum == tempNum)
continue;
r->tempNum = tempNum;
const auto* colvol = &r->collisionVolume;
const float totRad = radius + colvol->GetBoundingRadius();
if (pos.SqDistance(r->weaponMuzzlePos) >= (totRad * totRad))
continue;
repulsers->push_back(r);
}
}
}
}
#endif // UNIT_TEST
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