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GuiTraceRay from theater ray intersection instead of camera position. #1782
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2a0a27e
GuiTraceRay from theater ray intersection instead of camera position.
saurtron fab8808
Fix typo.
saurtron 940bc8c
Fix error in plane equation.
saurtron 76e69d4
Keep track of max unit altitude inside UnitHandler.
saurtron 146709b
Make new camera methods const and improve variable name.
saurtron 9d167ce
use float3::dot
saurtron d89a16d
Change NULL to nullptr at GuiTraceRay calls.
saurtron 5773b9b
Change function name to TracePointToMaxAltitude and ensure proper
saurtron 9850d92
Init unit max altitude to readMap->GetCurrMaxHeight and change how unit
saurtron cc626ec
Also keep maxaltitude for features.
saurtron 8b8c81e
Fix function call.
saurtron 01c3ef0
The frame number to check needs to be 2^x-1.
saurtron b15e68a
Improve theater ray intersection by using std::optional and removing
saurtron 0e190f8
Don't calculate theater intersection if bottom frustum isn't parallel to
saurtron 3af3c51
Use fbl.y/100000.0 instead of stl::epsilon since the frustum points
saurtron ad030ea
Check camera is straight enough by tracing cam to ftl to theater plane.
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How about
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Shouldn't we also change the check above this for destroyed features for consistency too? Otherwise it feels a bit ad-hoc. I did it like this for internal consistency in the class tbh.
Also one concern here is everyone doing checks on frameNum % (n * GAME_SPEED), then all n multipliers of game speed would see perf hit with everyone queueing to do extra work there. So maybe want to add an offset here.
Right now all modules choose "slots" quite randomly resulting in random frames with increased load I guess.
Ideally maybe everyone should query for free/next update slots with some given period stepping so work is distributed among those, probably neither % or & standalone are really good in the end.
Maybe smth like:
I think it could even be improved to sync between different periods. Lua could also use the mechanism, the only issue would be methods who want to do it right now and then with a specific period, but for those probably best would be to actually do it right now somehow, and then conform to the slot assigned by the engine.
Right now here, I think the consistency is important so the function uses the same method for both checks. Later maybe a method like above could be used to properly distribute load among processes.
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Eventually yes. There are many
x & 31
left all over engine that should mostly becomex % GAME_SPEED
at some point, but some care needs to be taken for each to make sure there isn't a regression. In particular I am unsure if the one above is safe to change this way because running at a slightly slower rate than unit CommandAI slow updates may be on purpose to make sure CAI has an opportunity to process things.Sure. I don't mind either way.
Sure. Most of this sort of periodic work is reasonably light though, I'd expect everything just has an offset of 0 but there aren't really spikes every second. Also there may be hidden assumptions so again it would take some care to make sure not to break things (e.g. handler A's periodic update must run right after handler B's and it's not made explicit anywhere, but it sort of happens to work because they just currently have the same offset and period - I remember something like this in resource income stat collection but there may be others).
Lua is a monolith from engine PoV so it is up to Lua to arrange work for individual wupgets, e.g. they could sign up dynamically to the wupgetHandler or use
Script.DelayByFrames
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Indeed, any such rework would have to be done with extreme care to understand everything going on.
Current situation is fragile tho, because there might be such a situation happening and might be hard to notice, and any day someone may change some of the periods but then break any such assumptions, like if we decide to change both periods at featureHandler in this PR.