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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "TraceRay.h"
#include "Camera.h"
#include "GlobalUnsynced.h"
#include "Map/Ground.h"
#include "Rendering/GlobalRendering.h"
#include "Sim/Features/Feature.h"
#include "Sim/Misc/CollisionHandler.h"
#include "Sim/Misc/CollisionVolume.h"
#include "Sim/Misc/GeometricObjects.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 static bool TestConeHelper(
const float3& pos3D,
const float3& dir3D,
const float length,
const float spread,
const CSolidObject* obj)
{
const CollisionVolume* cv = obj->collisionVolume;
const float3 objVec3D = cv->GetWorldSpacePos(obj, ZeroVector) - pos3D;
const float objDst1D = Clamp(objVec3D.dot(dir3D), 0.0f, length);
const float coneSize = math::fabs(objDst1D) * spread + 1.0f;
// theoretical impact position assuming no spread
const float3 expVec3D = dir3D * objDst1D;
const float3 expPos3D = pos3D + expVec3D;
bool ret = false;
if (obj->GetBlockingMapID() < unitHandler->MaxUnits()) {
if (!ret) { ret = ((cv->GetPointSurfaceDistance(static_cast<const CUnit*>(obj), NULL, pos3D) - coneSize) <= 0.0f); }
if (!ret) { ret = ((cv->GetPointSurfaceDistance(static_cast<const CUnit*>(obj), NULL, expPos3D) - coneSize) <= 0.0f); }
} else {
if (!ret) { ret = ((cv->GetPointSurfaceDistance(static_cast<const CFeature*>(obj), NULL, pos3D) - coneSize) <= 0.0f); }
if (!ret) { ret = ((cv->GetPointSurfaceDistance(static_cast<const CFeature*>(obj), NULL, expPos3D) - coneSize) <= 0.0f); }
}
if (globalRendering->drawdebugtraceray && Threading::IsSimThread()) {
#define go geometricObjects
if (ret) {
go->SetColor(go->AddLine(expPos3D - (UpVector * expPos3D.dot(UpVector)), expPos3D, 3, 1, GAME_SPEED), 1.0f, 0.0f, 0.0f, 1.0f);
} else {
go->SetColor(go->AddLine(expPos3D - (UpVector * expPos3D.dot(UpVector)), expPos3D, 3, 1, GAME_SPEED), 0.0f, 1.0f, 0.0f, 1.0f);
}
#undef go
}
return ret;
}
/**
* helper for TestTrajectoryCone
* @return true if object <o> is in the firing trajectory, false otherwise
*/
inline static bool TestTrajectoryConeHelper(
const float3& pos3D,
const float3& dir2D,
float length,
float linear,
float quadratic,
float spread,
float baseSize,
const CSolidObject* obj)
{
// trajectory is a parabola f(x)=a*x*x + b*x with
// parameters a = quadratic, b = linear, and c = 0
// (x = objDst1D, negative values represent objects
// "behind" the testee whose collision volumes might
// still be intersected by its trajectory arc)
//
// firing-cone is centered along dir2D with radius
// <x * spread + baseSize> (usually baseSize != 0
// so weapons with spread = 0 will test against a
// cylinder, not an infinitely thin line as safety
// measure against friendly-fire damage in tightly
// packed unit groups)
//
// return true iff the world-space point <x, f(x)>
// lies on or inside the object's collision volume
// (where 'x' is actually the projected xz-distance
// to the object's colvol-center along dir2D)
//
// !NOTE!:
// THE TRAJECTORY CURVE MIGHT STILL INTERSECT
// EVEN WHEN <x, f(x)> DOES NOT LIE INSIDE CV
// SO THIS CAN GENERATE FALSE NEGATIVES
const CollisionVolume* cv = obj->collisionVolume;
const float3 objVec3D = cv->GetWorldSpacePos(obj, ZeroVector) - pos3D;
const float objDst1D = Clamp(objVec3D.dot(dir2D), 0.0f, length);
const float coneSize = math::fabs(objDst1D) * spread + baseSize;
// theoretical impact position assuming no spread
// note that unlike TestConeHelper these positions
// lie along curve f(x) here, not a straight line
// (if 1D object-distance is 0, pos3D == expPos3D)
const float3 expVec2D = dir2D * objDst1D;
const float3 expPos2D = pos3D + expVec2D;
const float3 expPos3D = expPos2D + (UpVector * (quadratic * objDst1D * objDst1D + linear * objDst1D));
bool ret = false;
if (obj->GetBlockingMapID() < unitHandler->MaxUnits()) {
// first test the muzzle-position, then the impact-position
// (if neither is inside obstacle's CV, the weapon can fire)
if (!ret) { ret = ((cv->GetPointSurfaceDistance(static_cast<const CUnit*>(obj), NULL, pos3D) - coneSize) <= 0.0f); }
if (!ret) { ret = ((cv->GetPointSurfaceDistance(static_cast<const CUnit*>(obj), NULL, expPos3D) - coneSize) <= 0.0f); }
} else {
if (!ret) { ret = ((cv->GetPointSurfaceDistance(static_cast<const CFeature*>(obj), NULL, pos3D) - coneSize) <= 0.0f); }
if (!ret) { ret = ((cv->GetPointSurfaceDistance(static_cast<const CFeature*>(obj), NULL, expPos3D) - coneSize) <= 0.0f); }
}
if (globalRendering->drawdebugtraceray && Threading::IsSimThread()) {
// FIXME? seems to under-estimate gravity near edge of range
// (place objects along trajectory of a cannon to visualize)
#define go geometricObjects
if (ret) {
go->SetColor(go->AddLine(expPos2D, expPos3D, 3, 1, GAME_SPEED), 1.0f, 0.0f, 0.0f, 1.0f);
} else {
go->SetColor(go->AddLine(expPos2D, expPos3D, 3, 1, GAME_SPEED), 0.0f, 1.0f, 0.0f, 1.0f);
}
#undef go
}
return ret;
}
//////////////////////////////////////////////////////////////////////
// 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 avoidFlags,
const CUnit* owner,
CUnit*& hitUnit,
CFeature*& hitFeature,
CollisionQuery* hitColQuery
) {
const bool ignoreEnemies = ((avoidFlags & Collision::NOENEMIES ) != 0);
const bool ignoreAllies = ((avoidFlags & Collision::NOFRIENDLIES) != 0);
const bool ignoreFeatures = ((avoidFlags & Collision::NOFEATURES ) != 0);
const bool ignoreNeutrals = ((avoidFlags & Collision::NONEUTRALS ) != 0);
const bool ignoreGround = ((avoidFlags & Collision::NOGROUND ) != 0);
const bool ignoreCloaked = ((avoidFlags & Collision::NOCLOAKED ) != 0);
const bool ignoreUnits = ignoreEnemies && ignoreAllies && ignoreNeutrals;
hitFeature = NULL;
hitUnit = NULL;
if (dir == ZeroVector)
return -1.0f;
if (!ignoreFeatures || !ignoreUnits) {
CollisionQuery cq;
int* begQuad = NULL;
int* endQuad = NULL;
quadField->GetQuadsOnRay(start, dir, length, begQuad, endQuad);
// locally point somewhere non-NULL; we cannot pass hitColQuery
// to DetectHit directly because each call resets it internally
if (hitColQuery == NULL)
hitColQuery = &cq;
// feature intersection
if (!ignoreFeatures) {
for (int* quadPtr = begQuad; quadPtr != endQuad; ++quadPtr) {
const CQuadField::Quad& quad = quadField->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->HasCollidableStateBit(CSolidObject::CSTATE_BIT_QUADMAPRAYS))
continue;
if (CCollisionHandler::DetectHit(f, start, start + dir * length, &cq, true)) {
const float len = cq.GetHitPosDist(start, dir);
// we want the closest feature (intersection point) on the ray
if (len < length) {
length = len;
hitFeature = f;
*hitColQuery = cq;
}
}
}
}
}
// unit intersection
if (!ignoreUnits) {
for (int* quadPtr = begQuad; quadPtr != endQuad; ++quadPtr) {
const CQuadField::Quad& quad = quadField->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 (!u->HasCollidableStateBit(CSolidObject::CSTATE_BIT_QUADMAPRAYS))
continue;
if (ignoreAllies && u->allyteam == owner->allyteam)
continue;
if (ignoreEnemies && u->allyteam != owner->allyteam)
continue;
if (ignoreNeutrals && u->IsNeutral())
continue;
if (ignoreCloaked && u->IsCloaked())
continue;
if (CCollisionHandler::DetectHit(u, start, start + dir * length, &cq, true)) {
const float len = cq.GetHitPosDist(start, dir);
// we want the closest unit (intersection point) on the ray
if (len < length) {
length = len;
hitUnit = u;
*hitColQuery = cq;
}
}
}
}
if (hitUnit != NULL) {
hitFeature = NULL;
}
}
}
if (!ignoreGround) {
// ground intersection
const float groundLength = CGround::LineGroundCol(start, start + dir * length);
if (length > groundLength && groundLength > 0.0f) {
length = groundLength;
hitUnit = NULL;
hitFeature = NULL;
}
}
return length;
}
float GuiTraceRay(
const float3& start,
const float3& dir,
const float length,
const CUnit* exclude,
CUnit*& hitUnit,
CFeature*& hitFeature,
bool useRadar,
bool groundOnly,
bool ignoreWater
) {
hitUnit = NULL;
hitFeature = NULL;
if (dir == ZeroVector)
return -1.0f;
// ground and water-plane intersection
const float guiRayLength = length;
const float groundRayLength = CGround::LineGroundCol(start, start + dir * guiRayLength, false);
const float waterRayLength = math::floorf(math::fabs(start.y / std::min(dir.y, -0.00001f)));
float minRayLength = groundRayLength;
float minIngressDist = length;
float minEgressDist = length;
bool hitFactory = false;
// if ray cares about water, take minimum
// of distance to ground and water surface
if (!ignoreWater)
minRayLength = std::min(groundRayLength, waterRayLength);
if (groundOnly)
return minRayLength;
int* begQuad = NULL;
int* endQuad = NULL;
quadField->GetQuadsOnRay(start, dir, length, begQuad, endQuad);
std::list<CUnit*>::const_iterator ui;
std::list<CFeature*>::const_iterator fi;
CollisionQuery cq;
for (int* quadPtr = begQuad; quadPtr != endQuad; ++quadPtr) {
const CQuadField::Quad& quad = quadField->GetQuad(*quadPtr);
// Unit Intersection
for (ui = quad.units.begin(); ui != quad.units.end(); ++ui) {
CUnit* unit = *ui;
const bool unitIsEnemy = !teamHandler->Ally(unit->allyteam, gu->myAllyTeam);
const bool unitOnRadar = (useRadar && radarHandler->InRadar(unit, gu->myAllyTeam));
const bool unitInSight = (unit->losStatus[gu->myAllyTeam] & (LOS_INLOS | LOS_CONTRADAR));
const bool unitVisible = !unitIsEnemy || unitOnRadar || unitInSight || gu->spectatingFullView;
if (unit == exclude)
continue;
// test this bit only in synced traces, rely on noSelect here
if (false && !unit->HasCollidableStateBit(CSolidObject::CSTATE_BIT_QUADMAPRAYS))
continue;
if (unit->noSelect)
continue;
if (!unitVisible)
continue;
CollisionVolume cv(unit->collisionVolume);
if (unit->isIcon || (!unitInSight && unitOnRadar && unitIsEnemy)) {
// for iconified units, just pretend the collision
// volume is a sphere of radius <unit->IconRadius>
// (count radar blips as such too)
cv.InitSphere(unit->iconRadius);
}
if (CCollisionHandler::MouseHit(unit, start, start + dir * guiRayLength, &cv, &cq)) {
// get the distance to the ray-volume ingress point
// (not likely to generate inside-hit special cases)
const float ingressDist = cq.GetIngressPosDist(start, dir);
const float egressDist = cq.GetEgressPosDist(start, dir);
const bool factoryUnderCursor = unit->unitDef->IsFactoryUnit();
const bool factoryHitBeforeUnit = ((hitFactory && ingressDist < minIngressDist) || (!hitFactory && egressDist < minIngressDist));
const bool unitHitInsideFactory = ((hitFactory && ingressDist < minEgressDist) || (!hitFactory && ingressDist < minIngressDist));
// give units in a factory higher priority than the factory itself
if (hitUnit == NULL || (factoryUnderCursor && factoryHitBeforeUnit) || (!factoryUnderCursor && unitHitInsideFactory)) {
hitFactory = factoryUnderCursor;
minIngressDist = ingressDist;
minEgressDist = egressDist;
hitUnit = unit;
hitFeature = NULL;
}
}
}
// Feature Intersection
for (fi = quad.features.begin(); fi != quad.features.end(); ++fi) {
CFeature* f = *fi;
if (!gu->spectatingFullView && !f->IsInLosForAllyTeam(gu->myAllyTeam))
continue;
// test this bit only in synced traces, rely on noSelect here
if (false && !f->HasCollidableStateBit(CSolidObject::CSTATE_BIT_QUADMAPRAYS))
continue;
if (f->noSelect)
continue;
if (CCollisionHandler::DetectHit(f, start, start + dir * guiRayLength, &cq, true)) {
const float hitDist = cq.GetHitPosDist(start, dir);
const bool factoryHitBeforeUnit = ( hitFactory && hitDist < minEgressDist);
const bool unitHitInsideFactory = (!hitFactory && hitDist < minIngressDist);
// we want the closest feature (intersection point) on the ray
// give features in a factory (?) higher priority than the factory itself
if (hitUnit == NULL || factoryHitBeforeUnit || unitHitInsideFactory) {
hitFactory = false;
minIngressDist = hitDist;
hitFeature = f;
hitUnit = NULL;
}
}
}
}
if ((minRayLength > 0.0f) && ((minRayLength + 200.0f) < minIngressDist)) {
minIngressDist = minRayLength;
hitUnit = NULL;
hitFeature = NULL;
}
return minIngressDist;
}
bool TestCone(
const float3& from,
const float3& dir,
float length,
float spread,
int allyteam,
int avoidFlags,
CUnit* owner)
{
int* begQuad = NULL;
int* endQuad = NULL;
if (quadField->GetQuadsOnRay(from, dir, length, begQuad, endQuad) == 0)
return true;
const bool ignoreAllies = ((avoidFlags & Collision::NOFRIENDLIES) != 0);
const bool ignoreNeutrals = ((avoidFlags & Collision::NONEUTRALS ) != 0);
const bool ignoreFeatures = ((avoidFlags & Collision::NOFEATURES ) != 0);
for (int* quadPtr = begQuad; quadPtr != endQuad; ++quadPtr) {
const CQuadField::Quad& quad = quadField->GetQuad(*quadPtr);
if (!ignoreAllies) {
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 (!u->HasCollidableStateBit(CSolidObject::CSTATE_BIT_QUADMAPRAYS))
continue;
if (TestConeHelper(from, dir, length, spread, u))
return true;
}
}
if (!ignoreNeutrals) {
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->HasCollidableStateBit(CSolidObject::CSTATE_BIT_QUADMAPRAYS))
continue;
if (!u->IsNeutral())
continue;
if (TestConeHelper(from, dir, length, spread, u))
return true;
}
}
if (!ignoreFeatures) {
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->HasCollidableStateBit(CSolidObject::CSTATE_BIT_QUADMAPRAYS))
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,
int allyteam,
int avoidFlags,
CUnit* owner)
{
int* begQuad = NULL;
int* endQuad = NULL;
if (quadField->GetQuadsOnRay(from, dir, length, begQuad, endQuad) == 0)
return true;
const bool ignoreAllies = ((avoidFlags & Collision::NOFRIENDLIES) != 0);
const bool ignoreNeutrals = ((avoidFlags & Collision::NONEUTRALS ) != 0);
const bool ignoreFeatures = ((avoidFlags & Collision::NOFEATURES ) != 0);
for (int* quadPtr = begQuad; quadPtr != endQuad; ++quadPtr) {
const CQuadField::Quad& quad = quadField->GetQuad(*quadPtr);
// friendly units in this quad
if (!ignoreAllies) {
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 (!u->HasCollidableStateBit(CSolidObject::CSTATE_BIT_QUADMAPRAYS))
continue;
if (TestTrajectoryConeHelper(from, dir, length, linear, quadratic, spread, 0.0f, u)) {
return true;
}
}
}
// neutral units in this quad
if (!ignoreNeutrals) {
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 (!u->HasCollidableStateBit(CSolidObject::CSTATE_BIT_QUADMAPRAYS))
continue;
if (TestTrajectoryConeHelper(from, dir, length, linear, quadratic, spread, 0.0f, u))
return true;
}
}
// features in this quad
if (!ignoreFeatures) {
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->HasCollidableStateBit(CSolidObject::CSTATE_BIT_QUADMAPRAYS))
continue;
if (TestTrajectoryConeHelper(from, dir, length, linear, quadratic, spread, 0.0f, f))
return true;
}
}
}
return false;
}
} //namespace TraceRay
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