private RayCastOutputData GetClosestAndHighestRay(List <RayCastOutputData> rayCastResults, BoundBase characterBound)
        {
            float             boundMaxY         = characterBound.GetMax().Y;
            RayCastOutputData rayCastOutputData = null;

            List <RayCastOutputData> mostHighRayCastPositionResults = new List <RayCastOutputData>();

            // find rays with the most high start position
            foreach (var result in rayCastResults)
            {
                if (result.shortestDistance > -1 && GeometryMath.CMP(result.parentRay.StartPosition.Y, boundMaxY) > 0)
                {
                    mostHighRayCastPositionResults.Add(result);
                }
            }

            if (mostHighRayCastPositionResults.Count > 1)
            {
                // find ray with the most close intersection position
                float intersectionDistance = mostHighRayCastPositionResults.First().shortestDistance;
                rayCastOutputData = mostHighRayCastPositionResults.First();

                for (Int32 i = 1; i < mostHighRayCastPositionResults.Count; i++)
                {
                    if (mostHighRayCastPositionResults[i].shortestDistance <= intersectionDistance)
                    {
                        rayCastOutputData    = mostHighRayCastPositionResults[i];
                        intersectionDistance = rayCastOutputData.shortestDistance;
                    }
                }
            }

            return(rayCastOutputData);
        }
Example #2
0
        public override void CameraTick(float DeltaTime)
        {
            if (bTransformationDirty)
            {
                if (m_collisionHeadUnit != null)
                {
                    m_collisionHeadUnit.TryCameraCollision(this);
                }
                bTransformationDirty = false;
            }

            if (m_bThirdPersonTargetTransformationDirty)
            {
                m_lerpTimeElapsed = Math.Min(m_lerpTimeElapsed + DeltaTime, m_timeForInterpolation);

                Vector3 finalTargetVector = m_thirdPersonTarget.ComponentTranslation;
                m_actualTargetVector = LerpPosition(m_lerpTimeElapsed, 0.0f, m_timeForInterpolation, ref m_actualTargetVector, ref finalTargetVector);

                // If camera is at final position
                if (GeometryMath.CMP(m_lerpTimeElapsed, m_timeForInterpolation) > 0)
                {
                    m_lerpTimeElapsed = 0.0f;
                    m_bThirdPersonTargetTransformationDirty = false;
                }
            }
        }
Example #3
0
        public static float Intersection_TerrainRay(Landscape terrain, FRay ray)
        {
            float t = -1.0f;

            if (terrain != null)
            {
                Vector3 P = getIntersectionPoint(terrain, ray);

                if (GeometryMath.CMP(ray.Direction.X, 0.0f) <= 0.0f && GeometryMath.CMP(P.X, 0.0f) <= 0.0f)
                {
                    t = (P.X - ray.StartPosition.X) / ray.Direction.X;
                }
                else if (GeometryMath.CMP(ray.Direction.Y, 0.0f) <= 0.0f && GeometryMath.CMP(P.Y, 0.0f) <= 0.0f)
                {
                    t = (P.Y - ray.StartPosition.Y) / ray.Direction.Y;
                }
                else if (GeometryMath.CMP(ray.Direction.Z, 0.0f) <= 0.0f && GeometryMath.CMP(P.Z, 0.0f) <= 0.0f)
                {
                    t = (P.Z - ray.StartPosition.Z) / ray.Direction.Z;
                }
            }
            return(t);
        }
        public void RenderWaterRefraction(DirectionalLight Sun, BaseCamera camera, ref Matrix4 ProjectionMatrix,
                                          Vector4 clipPlane = default(Vector4))
        {
            if (bPostConstructor)
            {
                return;
            }

            Matrix4 modelMatrix;

            modelMatrix = GetWorldMatrix();

            /*If clip plane is set - enable clipping plane*/
            if (GeometryMath.CMP(clipPlane.LengthSquared, 0.0f) > 0)
            {
                GL.Disable(EnableCap.ClipDistance0);
            }
            else
            {
                GL.Enable(EnableCap.ClipDistance0);
            }

            m_liteRefractionShader.startProgram();

            m_texture.BindTexture(TextureUnit.Texture0);
            m_normalMap?.BindTexture(TextureUnit.Texture1);

            m_liteRefractionShader.SetAlbedoTexture(0);
            m_liteRefractionShader.SetNormalMap(1);
            m_liteRefractionShader.SetMaterial(m_material);
            m_liteRefractionShader.SetTransformationMatrices(ref modelMatrix, camera.GetViewMatrix(), ref ProjectionMatrix);
            m_liteRefractionShader.SetDirectionalLight(Sun);
            m_liteRefractionShader.SetClipPlane(ref clipPlane);

            m_skin.Buffer.RenderVAO(PrimitiveType.Triangles);
            m_liteRefractionShader.stopProgram();
        }