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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include "Camera.h"
#include "GameSetup.h"
#include "GlobalUnsynced.h"
#include "TraceRay.h"
#include "Map/Ground.h"
#include "Map/ReadMap.h"
#include "Rendering/Models/3DModel.h"
#include "Sim/Features/Feature.h"
#include "Sim/Misc/CollisionHandler.h"
#include "Sim/Misc/CollisionVolume.h"
#include "Sim/Misc/GeometricObjects.h"
#include "Sim/Misc/LosHandler.h"
#include "Sim/Misc/QuadField.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Misc/RadarHandler.h"
#include "Sim/Units/UnitTypes/Factory.h"
#include "System/myMath.h"
//////////////////////////////////////////////////////////////////////
// Local/Helper functions
//////////////////////////////////////////////////////////////////////
/**
* helper for TestCone
* @return true if object <o> is in the firing cone, false otherwise
*/
inline bool TestConeHelper(const float3& from, const float3& weaponDir, float length, float spread, const CSolidObject* obj)
{
// account for any offset, since we want to know if our shots might hit
const float3 objDir = (obj->midPos + obj->collisionVolume->GetOffsets()) - from;
// weaponDir defines the center of the cone
float closeLength = objDir.dot(weaponDir);
if (closeLength <= 0)
return false;
if (closeLength > length)
closeLength = length;
const float3 closeVect = objDir - weaponDir * closeLength;
// NOTE: same caveat wrt. use of volumeBoundingRadius
// as for ::Explosion(), this will result in somewhat
// over-conservative tests for non-spherical volumes
const float r = obj->collisionVolume->GetBoundingRadius() + spread * closeLength + 1;
return (closeVect.SqLength() < r * r);
}
/**
* helper for TestTrajectoryCone
* @return true if object <o> is in the firing trajectory, false otherwise
*/
inline bool TestTrajectoryConeHelper(
const float3& from,
const float3& flatdir,
float length,
float linear,
float quadratic,
float spread,
float baseSize,
const CSolidObject* o)
{
const CollisionVolume* cv = o->collisionVolume;
float3 dif = (o->midPos + cv->GetOffsets()) - from;
const float3 flatdif(dif.x, 0, dif.z);
float closeFlatLength = flatdif.dot(flatdir);
if (closeFlatLength <= 0)
return false;
if (closeFlatLength > length)
closeFlatLength = length;
if (fabs(linear - quadratic * closeFlatLength) < 0.15f) {
// relatively flat region -> use approximation
dif.y -= (linear + quadratic * closeFlatLength) * closeFlatLength;
// NOTE: overly conservative for non-spherical volumes
const float3 closeVect = dif - flatdir * closeFlatLength;
const float r = cv->GetBoundingRadius() + spread * closeFlatLength + baseSize;
if (closeVect.SqLength() < r * r) {
return true;
}
} else {
float3 newfrom = from + flatdir * closeFlatLength;
newfrom.y += (linear + quadratic * closeFlatLength) * closeFlatLength;
float3 dir = flatdir;
dir.y = linear + quadratic * closeFlatLength;
dir.Normalize();
dif = (o->midPos + cv->GetOffsets()) - newfrom;
const float closeLength = dif.dot(dir);
// NOTE: overly conservative for non-spherical volumes
const float3 closeVect = dif - dir * closeLength;
const float r = cv->GetBoundingRadius() + spread * closeFlatLength + baseSize;
if (closeVect.SqLength() < r * r) {
return true;
}
}
return false;
}
//////////////////////////////////////////////////////////////////////
// Raytracing
//////////////////////////////////////////////////////////////////////
namespace TraceRay {
// called by {CRifle, CBeamLaser, CLightningCannon}::Fire(), CWeapon::HaveFreeLineOfFire(), and Skirmish AIs
float TraceRay(const float3& start, const float3& dir, float length, int collisionFlags, const CUnit* owner, CUnit*& hitUnit, CFeature*& hitFeature)
{
const bool ignoreEnemies = ((collisionFlags & Collision::NOENEMIES ) != 0);
const bool ignoreAllies = ((collisionFlags & Collision::NOFRIENDLIES) != 0);
const bool ignoreFeatures = ((collisionFlags & Collision::NOFEATURES ) != 0);
const bool ignoreNeutrals = ((collisionFlags & Collision::NONEUTRALS ) != 0);
const bool ignoreGround = ((collisionFlags & Collision::NOGROUND ) != 0);
const bool ignoreUnits = ignoreEnemies && ignoreAllies && ignoreNeutrals;
hitFeature = NULL;
hitUnit = NULL;
if (dir == ZeroVector) {
return -1.0f;
}
if (!ignoreFeatures || !ignoreUnits) {
GML_RECMUTEX_LOCK(quad); // TraceRay
CollisionQuery cq;
int* begQuad = NULL;
int* endQuad = NULL;
qf->GetQuadsOnRay(start, dir, length, begQuad, endQuad);
// feature intersection
if (!ignoreFeatures) {
for (int* quadPtr = begQuad; quadPtr != endQuad; ++quadPtr) {
const CQuadField::Quad& quad = qf->GetQuad(*quadPtr);
for (std::list<CFeature*>::const_iterator ui = quad.features.begin(); ui != quad.features.end(); ++ui) {
CFeature* f = *ui;
// NOTE:
// if f is non-blocking, ProjectileHandler will not test
// for collisions with projectiles so we can skip it here
if (!f->blocking || f->collisionVolume == NULL)
continue;
if (CCollisionHandler::DetectHit(f, start, start + dir * length, &cq, true)) {
const float3& intPos = (cq.b0)? cq.p0: cq.p1;
const float len = (intPos - start).dot(dir); // same as (intPos - start).Length()
// we want the closest feature (intersection point) on the ray
if (len < length) {
length = len;
hitFeature = f;
}
}
}
}
}
// unit intersection
if (!ignoreUnits) {
for (int* quadPtr = begQuad; quadPtr != endQuad; ++quadPtr) {
const CQuadField::Quad& quad = qf->GetQuad(*quadPtr);
for (std::list<CUnit*>::const_iterator ui = quad.units.begin(); ui != quad.units.end(); ++ui) {
CUnit* u = *ui;
if (u == owner)
continue;
if (ignoreAllies && u->allyteam == owner->allyteam)
continue;
if (ignoreNeutrals && u->IsNeutral())
continue;
if (ignoreEnemies && u->allyteam != owner->allyteam)
continue;
if (CCollisionHandler::DetectHit(u, start, start + dir * length, &cq, true)) {
const float3& intPos = (cq.b0)? cq.p0: cq.p1;
const float len = (intPos - start).dot(dir); // same as (intPos - start).Length()
// we want the closest unit (intersection point) on the ray
if (len < length) {
length = len;
hitUnit = u;
}
}
}
}
if (hitUnit)
hitFeature = NULL;
}
}
if (!ignoreGround) {
// ground intersection
const float groundLength = ground->LineGroundCol(start, start + dir * length);
if (length > groundLength && groundLength > 0) {
length = groundLength;
hitUnit = NULL;
hitFeature = NULL;
}
}
return length;
}
float GuiTraceRay(const float3 &start, const float3 &dir, float length, bool useRadar, const CUnit* exclude, CUnit*& hitUnit, CFeature*& hitFeature)
{
hitUnit = NULL;
hitFeature = NULL;
if (dir == ZeroVector) {
return -1.0f;
}
float origlength = length;
float length2 = length;
bool hover_factory = false;
CollisionQuery cq;
{
GML_RECMUTEX_LOCK(quad); // GuiTraceRay
int* begQuad = NULL;
int* endQuad = NULL;
qf->GetQuadsOnRay(start, dir, length, begQuad, endQuad);
std::list<CUnit*>::const_iterator ui;
std::list<CFeature*>::const_iterator fi;
for (int* quadPtr = begQuad; quadPtr != endQuad; ++quadPtr) {
const CQuadField::Quad& quad = qf->GetQuad(*quadPtr);
// Unit Intersection
for (ui = quad.units.begin(); ui != quad.units.end(); ++ui) {
CUnit* unit = *ui;
if (unit == exclude) {
continue;
}
if ((unit->allyteam == gu->myAllyTeam) || gu->spectatingFullView ||
(unit->losStatus[gu->myAllyTeam] & (LOS_INLOS | LOS_CONTRADAR)) ||
(useRadar && radarhandler->InRadar(unit, gu->myAllyTeam)))
{
CollisionVolume cv(unit->collisionVolume);
if (unit->isIcon) {
// for iconified units, just pretend the collision
// volume is a sphere of radius <unit->IconRadius>
cv.Init(unit->iconRadius);
}
if (CCollisionHandler::MouseHit(unit, start, start + dir * origlength, &cv, &cq)) {
// get the distance to the ray-volume ingress point
const float3& intPos = (cq.b0) ? cq.p0 : cq.p1;
const float len = (intPos - start).dot(dir); // same as (intPos - start).Length()
const bool isfactory = dynamic_cast<CFactory*>(unit);
const float3& intPos2 = (cq.b1) ? cq.p1 : cq.p0;
const float len2 = (intPos2 - start).dot(dir); // same as (intPos2 - start).Length()
// give units in a factory a higher priority than the factory itself
if (!hitUnit ||
(isfactory && ((hover_factory && len < length) || (!hover_factory && len2 < length))) ||
(!isfactory && ((hover_factory && len < length2) || (!hover_factory && len < length)))) {
hover_factory = isfactory;
length = len;
length2 = len2;
hitUnit = unit;
hitFeature = NULL;
}
}
}
}
// Feature Intersection
// NOTE: switch this to custom volumes fully?
// (not used for any LOF checks, maybe wasteful)
for (fi = quad.features.begin(); fi != quad.features.end(); ++fi) {
CFeature* f = *fi;
if (f->collisionVolume == NULL) {
continue;
}
//FIXME add useradar?
if (!gu->spectatingFullView && !f->IsInLosForAllyTeam(gu->myAllyTeam)) {
continue;
}
if (f->noSelect) {
continue;
}
if (CCollisionHandler::DetectHit(f, start, start + dir * origlength, &cq, true)) {
const float3& intPos = (cq.b0)? cq.p0 : cq.p1;
const float len = (intPos - start).dot(dir); // same as (intPos - start).Length()
// we want the closest feature (intersection point) on the ray
// give features in a factory (?) a higher priority than the factory itself
if (!hitUnit ||
((hover_factory && len < length2) || (!hover_factory && len < length))) {
hover_factory = false;
length = len;
hitFeature = f;
hitUnit = NULL;
}
}
}
}
}
// ground intersection
float groundLen = ground->LineGroundCol(start, start + dir * origlength, false);
if (groundLen > 0.0f) {
if ((groundLen + 200.0f) < length) {
length = groundLen;
hitUnit = NULL;
hitFeature = NULL;
}
}
return length;
}
// called by CWeapon::TryTarget()
bool LineFeatureCol(const float3& start, const float3& dir, float length)
{
GML_RECMUTEX_LOCK(quad); // LineFeatureCol
int* begQuad = NULL;
int* endQuad = NULL;
if (qf->GetQuadsOnRay(start, dir, length, begQuad, endQuad) == 0)
return false;
CollisionQuery cq;
for (int* quadPtr = begQuad; quadPtr != endQuad; ++quadPtr) {
const CQuadField::Quad& quad = qf->GetQuad(*quadPtr);
for (std::list<CFeature*>::const_iterator ui = quad.features.begin(); ui != quad.features.end(); ++ui) {
const CFeature* f = *ui;
if (!f->blocking || f->collisionVolume == NULL)
continue;
if (CCollisionHandler::DetectHit(f, start, start + dir * length, &cq, true)) {
return true;
}
}
}
return false;
}
bool TestCone(
const float3& from,
const float3& dir,
float length,
float spread,
int allyteam,
bool testFriendly,
bool testNeutral,
bool testFeatures,
CUnit* owner)
{
GML_RECMUTEX_LOCK(quad); // TestCone
int* begQuad = NULL;
int* endQuad = NULL;
if (qf->GetQuadsOnRay(from, dir, length, begQuad, endQuad) == 0)
return true;
for (int* quadPtr = begQuad; quadPtr != endQuad; ++quadPtr) {
const CQuadField::Quad& quad = qf->GetQuad(*quadPtr);
if (testFriendly) {
const std::list<CUnit*>& units = quad.teamUnits[allyteam];
std::list<CUnit*>::const_iterator unitsIt;
for (unitsIt = units.begin(); unitsIt != units.end(); ++unitsIt) {
const CUnit* u = *unitsIt;
if (u == owner)
continue;
if (TestConeHelper(from, dir, length, spread, u))
return true;
}
}
if (testNeutral) {
const std::list<CUnit*>& units = quad.units;
std::list<CUnit*>::const_iterator unitsIt;
for (unitsIt = units.begin(); unitsIt != units.end(); ++unitsIt) {
const CUnit* u = *unitsIt;
if (u == owner)
continue;
if (!u->IsNeutral())
continue;
if (TestConeHelper(from, dir, length, spread, u))
return true;
}
}
if (testFeatures) {
const std::list<CFeature*>& features = quad.features;
std::list<CFeature*>::const_iterator featuresIt;
for (featuresIt = features.begin(); featuresIt != features.end(); ++featuresIt) {
const CFeature* f = *featuresIt;
if (f->collisionVolume == NULL)
continue;
if (!f->blocking)
continue;
if (TestConeHelper(from, dir, length, spread, f))
return true;
}
}
}
return false;
}
bool TestTrajectoryCone(
const float3& from,
const float3& dir,
float length,
float linear,
float quadratic,
float spread,
float baseSize,
int allyteam,
bool testFriendly,
bool testNeutral,
bool testFeatures,
CUnit* owner)
{
GML_RECMUTEX_LOCK(quad); // TestTrajectoryCone
int* begQuad = NULL;
int* endQuad = NULL;
if (qf->GetQuadsOnRay(from, dir, length, begQuad, endQuad) == 0)
return true;
for (int* quadPtr = begQuad; quadPtr != endQuad; ++quadPtr) {
const CQuadField::Quad& quad = qf->GetQuad(*quadPtr);
// friendly units in this quad
if (testFriendly) {
const std::list<CUnit*>& units = quad.teamUnits[allyteam];
std::list<CUnit*>::const_iterator unitsIt;
for (unitsIt = units.begin(); unitsIt != units.end(); ++unitsIt) {
const CUnit* u = *unitsIt;
if (u == owner)
continue;
if (TestTrajectoryConeHelper(from, dir, length, linear, quadratic, spread, baseSize, u))
return true;
}
}
// neutral units in this quad
if (testNeutral) {
const std::list<CUnit*>& units = quad.units;
std::list<CUnit*>::const_iterator unitsIt;
for (unitsIt = units.begin(); unitsIt != units.end(); ++unitsIt) {
const CUnit* u = *unitsIt;
if (u == owner)
continue;
if (!u->IsNeutral())
continue;
if (TestTrajectoryConeHelper(from, dir, length, linear, quadratic, spread, baseSize, u))
return true;
}
}
// features in this quad
if (testFeatures) {
const std::list<CFeature*>& features = quad.features;
std::list<CFeature*>::const_iterator featuresIt;
for (featuresIt = features.begin(); featuresIt != features.end(); ++featuresIt) {
const CFeature* f = *featuresIt;
if (f->collisionVolume == NULL)
continue;
if (!f->blocking)
continue;
if (TestTrajectoryConeHelper(from, dir, length, linear, quadratic, spread, baseSize, f))
return true;
}
}
}
return false;
}
} //namespace TraceRay
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