Exemple #1
0
bool
Scene::IsLightObscured(const Point& obj_pos, const Point& light_pos, double obj_radius, Point* impact_point) const
{
    Point  dir = light_pos - obj_pos;
    double len = dir.Normalize();

    Scene*      pThis    = (Scene*) this; // cast-away const
    Graphic*    g        = 0;
    bool        obscured = false;

    ListIter<Graphic> g_iter = pThis->graphics;
    while (++g_iter && !obscured) {
        g = g_iter.value();

        if (g->CastsShadow() && !g->Hidden() && !g->IsInfinite()) {
            double gdist = (g->Location() - obj_pos).length();
            if (gdist > 0.1 &&                     // different than object being obscured
                    g->Radius() > obj_radius &&        // larger than object being obscured
                    (g->Radius()*400)/gdist > 10) {    // projects to a resonable size

                Point  delta = (g->Location() - light_pos);

                if (delta.length() > g->Radius() / 100) { // not the object that is emitting the light
                    Point  impact;
                    obscured = g->CheckRayIntersection(obj_pos, dir, len, impact, false) ? true : false;

                    if (impact_point)
                    *impact_point = impact;
                }
            }

            else if (obj_radius < 0 && gdist < 0.1) { // special case for camera (needed for cockpits)
                Point  delta = (g->Location() - light_pos);

                if (delta.length() > g->Radius() / 100) { // not the object that is emitting the light
                    Point  impact;
                    obscured = g->CheckRayIntersection(obj_pos, dir, len, impact, false) ? true : false;
                }
            }
        }
    }

    g_iter.attach(pThis->foreground);
    while (++g_iter && !obscured) {
        g = g_iter.value();

        if (g->CastsShadow() && !g->Hidden()) {
            double gdist = (g->Location() - obj_pos).length();
            if (gdist > 0.1 &&                     // different than object being obscured
                    g->Radius() > obj_radius &&        // larger than object being obscured
                    (g->Radius()*400)/gdist > 10) {    // projects to a resonable size

                Point  delta = (g->Location() - light_pos);

                if (delta.length() > g->Radius() / 100) { // not the object that is emitting the light
                    Point  impact;
                    obscured = g->CheckRayIntersection(obj_pos, dir, len, impact, false) ? true : false;

                    if (impact_point)
                    *impact_point = impact;
                }
            }

            else if (obj_radius < 0 && gdist < 0.1) { // special case for camera (needed for cockpits)
                Point  delta = (g->Location() - light_pos);

                if (delta.length() > g->Radius() / 100) { // not the object that is emitting the light
                    Point  impact;
                    obscured = g->CheckRayIntersection(obj_pos, dir, len, impact, false) ? true : false;
                }
            }
        }
    }

    return obscured;
}