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[10175] Fix incorrectly blocked line of sight in certain locations.
I really should know by now that floats are not infinitely precise...
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parent
695f0f1655
commit
00751347e5
4 changed files with 30 additions and 23 deletions
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@ -34,13 +34,18 @@ namespace VMAP
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class MapRayCallback
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{
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public:
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MapRayCallback(ModelInstance *val): prims(val) {}
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ModelInstance *prims;
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MapRayCallback(ModelInstance *val): prims(val), hit(false) {}
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bool operator()(const G3D::Ray& ray, uint32 entry, float& distance, bool pStopAtFirstHit=true)
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{
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return prims[entry].intersectRay(ray, distance, pStopAtFirstHit);
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//std::cout << "trying to intersect '" << entity->name << "'\n";
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bool result = prims[entry].intersectRay(ray, distance, pStopAtFirstHit);
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if (result)
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hit = true;
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return result;
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}
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bool didHit(){ return hit; }
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protected:
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ModelInstance *prims;
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bool hit;
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};
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class AreaInfoCallback
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@ -131,21 +136,23 @@ namespace VMAP
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//=========================================================
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/**
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return dist to hit or inf() if no hit
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If intersection is found within pMaxDist, sets pMaxDist to intersection distance and returns true.
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Else, pMaxDist is not modified and returns false;
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*/
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float StaticMapTree::getIntersectionTime(const G3D::Ray& pRay, float pMaxDist, bool pStopAtFirstHit) const
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bool StaticMapTree::getIntersectionTime(const G3D::Ray& pRay, float &pMaxDist, bool pStopAtFirstHit) const
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{
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float distance = pMaxDist;
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MapRayCallback intersectionCallBack(iTreeValues);
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iTree.intersectRay(pRay, intersectionCallBack, distance, pStopAtFirstHit);
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return distance;
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if (intersectionCallBack.didHit())
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pMaxDist = distance;
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return intersectionCallBack.didHit();
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}
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//=========================================================
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bool StaticMapTree::isInLineOfSight(const Vector3& pos1, const Vector3& pos2) const
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{
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bool result = true;
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float maxDist = (pos2 - pos1).magnitude();
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// valid map coords should *never ever* produce float overflow, but this would produce NaNs too:
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ASSERT(maxDist < std::numeric_limits<float>::max());
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@ -154,12 +161,10 @@ namespace VMAP
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return true;
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// direction with length of 1
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G3D::Ray ray = G3D::Ray::fromOriginAndDirection(pos1, (pos2 - pos1)/maxDist);
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float resultDist = getIntersectionTime(ray, maxDist, true);
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if (resultDist < maxDist)
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{
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result = false;
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}
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return result;
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if (getIntersectionTime(ray, maxDist, true))
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return false;
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return true;
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}
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//=========================================================
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/**
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@ -181,8 +186,8 @@ namespace VMAP
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}
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Vector3 dir = (pPos2 - pPos1)/maxDist; // direction with length of 1
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G3D::Ray ray(pPos1, dir);
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float dist = getIntersectionTime(ray, maxDist, false);
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if (dist < maxDist)
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float dist = maxDist;
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if (getIntersectionTime(ray, dist, false))
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{
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pResultHitPos = pPos1 + dir * dist;
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if (pModifyDist < 0)
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@ -218,10 +223,9 @@ namespace VMAP
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Vector3 dir = Vector3(0,0,-1);
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G3D::Ray ray(pPos, dir); // direction with length of 1
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float maxDist = VMapDefinitions::getMaxCanFallDistance();
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float dist = getIntersectionTime(ray, maxDist, false);
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if (dist < maxDist)
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if (getIntersectionTime(ray, maxDist, false))
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{
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height = pPos.z - dist;
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height = pPos.z - maxDist;
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}
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return(height);
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}
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