| 163 | } |
| 164 | |
| 165 | bool TSShapeInstance::castRay(const Point3F & a, const Point3F & b, RayInfo * rayInfo, S32 dl) |
| 166 | { |
| 167 | // if dl==-1, nothing to do |
| 168 | if (dl==-1) |
| 169 | return false; |
| 170 | |
| 171 | AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::castRay"); |
| 172 | |
| 173 | // get subshape and object detail |
| 174 | const TSDetail * detail = &mShape->details[dl]; |
| 175 | S32 ss = detail->subShapeNum; |
| 176 | S32 od = detail->objectDetailNum; |
| 177 | |
| 178 | // This detail has no geometry to hit. |
| 179 | if ( ss < 0 ) |
| 180 | return false; |
| 181 | |
| 182 | S32 start = mShape->subShapeFirstObject[ss]; |
| 183 | S32 end = mShape->subShapeNumObjects[ss] + start; |
| 184 | RayInfo saveRay; |
| 185 | saveRay.t = 1.0f; |
| 186 | const MatrixF * saveMat = NULL; |
| 187 | bool found = false; |
| 188 | if (start<end) |
| 189 | { |
| 190 | Point3F ta, tb; |
| 191 | |
| 192 | // set up for first object's node |
| 193 | MatrixF mat; |
| 194 | const MatrixF * previousMat = &mMeshObjects[start].getTransform(); |
| 195 | mat = *previousMat; |
| 196 | mat.inverse(); |
| 197 | mat.mulP(a,&ta); |
| 198 | mat.mulP(b,&tb); |
| 199 | |
| 200 | // run through objects and collide |
| 201 | for (S32 i=start; i<end; i++) |
| 202 | { |
| 203 | MeshObjectInstance * mesh = &mMeshObjects[i]; |
| 204 | |
| 205 | if (od >= mesh->object->numMeshes) |
| 206 | continue; |
| 207 | |
| 208 | if (&mesh->getTransform() != previousMat) |
| 209 | { |
| 210 | // different node from before, set up for this node |
| 211 | previousMat = &mesh->getTransform(); |
| 212 | |
| 213 | if (previousMat != NULL) |
| 214 | { |
| 215 | mat = *previousMat; |
| 216 | mat.inverse(); |
| 217 | mat.mulP(a,&ta); |
| 218 | mat.mulP(b,&tb); |
| 219 | } |
| 220 | } |
| 221 | // collide... |
| 222 | if (mesh->castRay(od,ta,tb,rayInfo, mMaterialList)) |
nothing calls this directly
no test coverage detected