Пример #1
0
//RBP - Global function declared in Terrdata.h
TerrainBlock* getTerrainUnderWorldPoint(const Point3F & wPos)
{
	// Cast a ray straight down from the world position and see which
	// Terrain is the closest to our starting point
	Point3F startPnt = wPos;
	Point3F endPnt = wPos + Point3F(0.0f, 0.0f, -10000.0f);

	S32 blockIndex = -1;
	F32 nearT = 1.0f;

	SimpleQueryList queryList;
	gServerContainer.findObjects( TerrainObjectType, SimpleQueryList::insertionCallback, &queryList);

	for (U32 i = 0; i < queryList.mList.size(); i++)
	{
		Point3F tStartPnt, tEndPnt;
		TerrainBlock* terrBlock = dynamic_cast<TerrainBlock*>(queryList.mList[i]);
		terrBlock->getWorldTransform().mulP(startPnt, &tStartPnt);
		terrBlock->getWorldTransform().mulP(endPnt, &tEndPnt);

		RayInfo ri;
		if (terrBlock->castRayI(tStartPnt, tEndPnt, &ri, true))
		{
			if (ri.t < nearT)
			{
				blockIndex = i;
				nearT = ri.t;
			}
		}
	}

	if (blockIndex > -1)
		return (TerrainBlock*)(queryList.mList[blockIndex]);

	return NULL;
}
Пример #2
0
bool SceneCullingState::isOccludedByTerrain( SceneObject* object ) const
{
   PROFILE_SCOPE( SceneCullingState_isOccludedByTerrain );

   // Don't try to occlude globally bounded objects.
   if( object->isGlobalBounds() )
      return false;

   const Vector< SceneObject* >& terrains = getSceneManager()->getContainer()->getTerrains();
   const U32 numTerrains = terrains.size();

   for( U32 terrainIdx = 0; terrainIdx < numTerrains; ++ terrainIdx )
   {
      TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( terrains[ terrainIdx ] );
      if( !terrain )
         continue;

      MatrixF terrWorldTransform = terrain->getWorldTransform();

      Point3F localCamPos = getCameraState().getViewPosition();
      terrWorldTransform.mulP(localCamPos);
      F32 height;
      terrain->getHeight( Point2F( localCamPos.x, localCamPos.y ), &height );
      bool aboveTerrain = ( height <= localCamPos.z );

      // Don't occlude if we're below the terrain.  This prevents problems when
      //  looking out from underground bases...
      if( !aboveTerrain )
         continue;

      const Box3F& oBox = object->getObjBox();
      F32 minSide = getMin(oBox.len_x(), oBox.len_y());
      if (minSide > 85.0f)
         continue;

      const Box3F& rBox = object->getWorldBox();
      Point3F ul(rBox.minExtents.x, rBox.minExtents.y, rBox.maxExtents.z);
      Point3F ur(rBox.minExtents.x, rBox.maxExtents.y, rBox.maxExtents.z);
      Point3F ll(rBox.maxExtents.x, rBox.minExtents.y, rBox.maxExtents.z);
      Point3F lr(rBox.maxExtents.x, rBox.maxExtents.y, rBox.maxExtents.z);

      terrWorldTransform.mulP(ul);
      terrWorldTransform.mulP(ur);
      terrWorldTransform.mulP(ll);
      terrWorldTransform.mulP(lr);

      Point3F xBaseL0_s = ul - localCamPos;
      Point3F xBaseL0_e = lr - localCamPos;
      Point3F xBaseL1_s = ur - localCamPos;
      Point3F xBaseL1_e = ll - localCamPos;

      static F32 checkPoints[3] = {0.75, 0.5, 0.25};
      RayInfo rinfo;
      for( U32 i = 0; i < 3; i ++ )
      {
         Point3F start = (xBaseL0_s * checkPoints[i]) + localCamPos;
         Point3F end   = (xBaseL0_e * checkPoints[i]) + localCamPos;

         if (terrain->castRay(start, end, &rinfo))
            continue;

         terrain->getHeight(Point2F(start.x, start.y), &height);
         if ((height <= start.z) == aboveTerrain)
            continue;

         start = (xBaseL1_s * checkPoints[i]) + localCamPos;
         end   = (xBaseL1_e * checkPoints[i]) + localCamPos;

         if (terrain->castRay(start, end, &rinfo))
            continue;

         Point3F test = (start + end) * 0.5;
         if (terrain->castRay(localCamPos, test, &rinfo) == false)
            continue;

         return true;
      }
   }

   return false;
}