Slight GetTracePoints refactor
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@ -824,12 +824,22 @@ public class LightMapper
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MathUtils.PlanePointMapper planeMapper,
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Vector2[] v2ds)
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{
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polyCenter += planeMapper.Normal * 0.25f;
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var tracePoints = new Vector3[offsets.Length];
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for (var i = 0; i < offsets.Length; i++)
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{
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var offset = offsets[i];
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var pos = basePosition + offset;
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// If the target lightmap point is in view of the center
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// then we can use it as-is. Using it straight fixes seams and such.
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if (!TraceOcclusion(polyCenter, pos))
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{
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tracePoints[i] = pos;
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continue;
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}
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// If we can't see our target point from the center of the poly
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// then we need to clip the point to slightly inside the poly
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// and retrace to avoid two problems:
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@ -837,30 +847,22 @@ public class LightMapper
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// the polygon but is partially contained in the polygon
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// 2. Darkened spots from linear filtering of points outside the
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// polygon which have missed
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var occluded = TraceOcclusion(polyCenter + planeMapper.Normal * 0.25f, pos);
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if (occluded)
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var p2d = planeMapper.MapTo2d(pos);
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p2d = MathUtils.ClipPointToPoly2d(p2d, v2ds);
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pos = planeMapper.MapTo3d(p2d);
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// If the clipping fails, just say screw it and cast :(
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if (TraceOcclusion(polyCenter, pos))
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{
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var p2d = planeMapper.MapTo2d(pos);
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p2d = MathUtils.ClipPointToPoly2d(p2d, v2ds);
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pos = planeMapper.MapTo3d(p2d);
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// If the clipping fails, just say screw it and cast :(
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// TODO: This fails if there's an immovable object blocking the poly center. Need give object polys a different type and do a filtered cast/loop cast ignoring immobile hits
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occluded = TraceOcclusion(polyCenter + planeMapper.Normal * 0.25f, pos);
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if (occluded)
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var hitResult = _scene.Trace(new Ray
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{
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var origin = polyCenter + planeMapper.Normal * 0.25f;
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var direction = pos - origin;
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var hitResult = _scene.Trace(new Ray
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{
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Origin = polyCenter + planeMapper.Normal * 0.25f,
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Direction = Vector3.Normalize(direction),
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});
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if (hitResult)
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{
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pos = hitResult.Position;
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}
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Origin = polyCenter,
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Direction = Vector3.Normalize(pos - polyCenter),
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});
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if (hitResult)
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{
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pos = hitResult.Position;
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}
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}
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