Пример #1
0
std::vector<CSolidObject*> CQuadField::GetSolidsExact(
    const float3& pos,
    const float radius,
    const unsigned int physicalStateBits,
    const unsigned int collisionStateBits
) {
    GML_RECMUTEX_LOCK(qnum); // GetSolidsExact

    const std::vector<int>& quads = GetQuads(pos, radius);
    const int tempNum = gs->tempNum++;

    std::vector<CSolidObject*> solids;
    std::vector<int>::const_iterator qi;

    std::list<CUnit*>::iterator ui;
    std::list<CFeature*>::iterator fi;

    for (qi = quads.begin(); qi != quads.end(); ++qi) {
        for (ui = baseQuads[*qi].units.begin(); ui != baseQuads[*qi].units.end(); ++ui) {
            CUnit* u = *ui;

            if (u->tempNum == tempNum)
                continue;
            if (!u->HasPhysicalStateBit(physicalStateBits))
                continue;
            if (!u->HasCollidableStateBit(collisionStateBits))
                continue;
            if ((pos - u->midPos).SqLength() >= Square(radius + u->radius))
                continue;

            u->tempNum = tempNum;
            solids.push_back(u);
        }

        for (fi = baseQuads[*qi].features.begin(); fi != baseQuads[*qi].features.end(); ++fi) {
            CFeature* f = *fi;

            if (f->tempNum == tempNum)
                continue;
            if (!f->HasPhysicalStateBit(physicalStateBits))
                continue;
            if (!f->HasCollidableStateBit(collisionStateBits))
                continue;
            if ((pos - f->midPos).SqLength() >= Square(radius + f->radius))
                continue;

            f->tempNum = tempNum;
            solids.push_back(f);
        }
    }

    return solids;
}
Пример #2
0
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 = ground->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;

	GML_RECMUTEX_LOCK(quad); // GuiTraceRay

	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;
}
Пример #3
0
// 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 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;

		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 (ignoreNeutrals && u->IsNeutral())
						continue;
					if (ignoreEnemies && u->allyteam != owner->allyteam)
						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)
				hitFeature = NULL;
		}
	}

	if (!ignoreGround) {
		// ground intersection
		const float groundLength = ground->LineGroundCol(start, start + dir * length);

		if (length > groundLength && groundLength > 0.0f) {
			length = groundLength;
			hitUnit = NULL;
			hitFeature = NULL;
		}
	}

	return length;
}