paysages3d/src/render/software/TerrainRayWalker.cpp

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#include "TerrainRayWalker.h"
#include "SoftwareRenderer.h"
#include "Scenery.h"
#include "TerrainDefinition.h"
#include "TexturesDefinition.h"
#include "TerrainRenderer.h"
#include "TexturesRenderer.h"
#include "Matrix4.h"
TerrainRayWalker::TerrainRayWalker(SoftwareRenderer* renderer):
renderer(renderer)
{
setQuality(0.5);
}
void TerrainRayWalker::setQuality(double displacement_safety, double minimal_step, double maximal_step, double step_factor, double max_distance, double escape_step)
{
this->displacement_safety = displacement_safety;
this->minimal_step = minimal_step;
this->maximal_step = maximal_step;
this->step_factor = step_factor;
this->max_distance = max_distance;
this->escape_step = escape_step;
}
void TerrainRayWalker::setQuality(double factor)
{
setQuality(0.2 + 0.8 * factor,
1.0 / (factor * factor * 30.0 + 1.0),
50.0 / (factor * 10.0 + 1.0),
1.0 / (factor * 10.0 + 1.0),
10.0 + factor * 200.0,
factor * factor * 100.0);
}
void TerrainRayWalker::update()
{
TerrainDefinition* terrain = renderer->getScenery()->getTerrain();
HeightInfo info = terrain->getHeightInfo();
TexturesDefinition* textures = renderer->getScenery()->getTextures();
displacement_base = textures->getMaximalDisplacement();
ymin = info.min_height - displacement_base;
ymax = info.max_height + displacement_base;
}
static inline Vector3 _getShiftAxis(const Vector3 &direction)
{
if (fabs(direction.y) > 0.99)
{
// When the ray is vertical, we choose an arbitrary shift axis
return VECTOR_NORTH;
}
else
{
return VECTOR_UP.crossProduct(direction);
}
}
bool TerrainRayWalker::startWalking(const Vector3 &start, Vector3 direction, double escape_angle, TerrainHitResult &result)
{
TerrainRenderer* terrain_renderer = renderer->getTerrainRenderer();
TexturesRenderer* textures_renderer = renderer->getTexturesRenderer();
TerrainRenderer::TerrainResult terrain_result;
Vector3 cursor, displaced;
double diff;
Matrix4 shift_matrix;
double shift_step = 0.0;
Vector3 previous_cursor = start;
bool hit = false;
double step_length = minimal_step;
double walked_length = 0.0;
result.escape_angle = 0.0;
if (escape_angle != 0.0)
{
// Prepare escape
shift_step = escape_angle / escape_step;
shift_matrix = Matrix4::newRotateAxis(-shift_step, _getShiftAxis(direction));
}
do
{
// Perform a step
cursor = previous_cursor.add(direction.scale(step_length));
// Get the terrain info at end (without textures displacement)
terrain_result = terrain_renderer->getResult(cursor.x, cursor.z, true, false);
diff = cursor.y - terrain_result.location.y;
// If we are very under the terrain, consider a hit
if (diff < -displacement_base * displacement_safety)
{
hit = true;
}
// If we are close enough to the terrain, apply displacement
else if (diff < displacement_base * displacement_safety)
{
displaced = textures_renderer->displaceTerrain(terrain_result);
diff = cursor.y - displaced.y;
hit = diff < 0.0;
}
if (hit)
{
// TODO Refine the hit with dichotomy at high quality
/*if (renderer->render_quality > 7)
{
cursor = refineHit(previous_cursor, cursor, step_length);
}*/
// Shift ray to escape terrain
if (escape_angle != 0.0)
{
result.escape_angle += shift_step;
if (result.escape_angle > escape_angle)
{
// Too much shifted to escape, make it a hit
result.escape_angle = 0.0;
return true;
}
hit = false;
direction = shift_matrix.multPoint(direction);
previous_cursor = start.add(shift_matrix.multPoint(previous_cursor.sub(start)));
}
result.hit_location = cursor;
}
else
{
// Prepare next step
previous_cursor = cursor;
walked_length += step_length;
step_length = diff * step_factor;
if (step_length < minimal_step)
{
step_length = minimal_step;
}
else if (step_length > maximal_step)
{
step_length = maximal_step;
}
}
} while (not hit and cursor.y < ymax and walked_length < max_distance);
return hit or result.escape_angle > 0.0;
}