Add support for multiple meshes (DoomLevelSubmesh)
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8 changed files with 292 additions and 347 deletions
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@ -183,17 +183,44 @@ struct LevelMeshSurfaceStats
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Stats surfaces, pixels;
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};
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class LevelMesh
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class LevelSubmesh
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{
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public:
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LevelMesh()
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LevelSubmesh()
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{
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// Default portal
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LevelMeshPortal portal;
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Portals.Push(portal);
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// Default empty mesh (we can't make it completely empty since vulkan doesn't like that)
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float minval = -100001.0f;
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float maxval = -100000.0f;
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MeshVertices.Push({ minval, minval, minval });
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MeshVertices.Push({ maxval, minval, minval });
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MeshVertices.Push({ maxval, maxval, minval });
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MeshVertices.Push({ minval, minval, minval });
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MeshVertices.Push({ minval, maxval, minval });
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MeshVertices.Push({ maxval, maxval, minval });
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MeshVertices.Push({ minval, minval, maxval });
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MeshVertices.Push({ maxval, minval, maxval });
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MeshVertices.Push({ maxval, maxval, maxval });
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MeshVertices.Push({ minval, minval, maxval });
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MeshVertices.Push({ minval, maxval, maxval });
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MeshVertices.Push({ maxval, maxval, maxval });
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MeshVertexUVs.Resize(MeshVertices.Size());
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for (int i = 0; i < 3 * 4; i++)
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MeshElements.Push(i);
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UpdateCollision();
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}
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virtual ~LevelMesh() = default;
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virtual ~LevelSubmesh() = default;
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virtual LevelMeshSurface* GetSurface(int index) { return nullptr; }
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virtual unsigned int GetSurfaceIndex(const LevelMeshSurface* surface) const { return 0xffffffff; }
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virtual int GetSurfaceCount() { return 0; }
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TArray<FVector3> MeshVertices;
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TArray<FVector2> MeshVertexUVs;
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@ -201,26 +228,26 @@ public:
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TArray<uint32_t> MeshElements;
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TArray<int> MeshSurfaceIndexes;
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std::unique_ptr<TriangleMeshShape> Collision;
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virtual LevelMeshSurface* GetSurface(int index) { return nullptr; }
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virtual unsigned int GetSurfaceIndex(const LevelMeshSurface* surface) const { return 0xffffffff; }
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virtual int GetSurfaceCount() { return 0; }
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virtual int AddSurfaceLights(const LevelMeshSurface* surface, LevelMeshLight* list, int listMaxSize) { return 0; }
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TArray<LevelMeshPortal> Portals;
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std::unique_ptr<TriangleMeshShape> Collision;
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// Lightmap atlas
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int LMTextureCount = 0;
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int LMTextureSize = 0;
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TArray<uint16_t> LMTextureData; // TODO better place for this?
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TArray<uint16_t> LMTextureData;
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inline uint32_t AtlasPixelCount() const { return uint32_t(LMTextureCount * LMTextureSize * LMTextureSize); }
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inline LevelMeshSurfaceStats GatherSurfacePixelStats() //const
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uint16_t LightmapSampleDistance = 16;
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uint32_t AtlasPixelCount() const { return uint32_t(LMTextureCount * LMTextureSize * LMTextureSize); }
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void UpdateCollision()
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{
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LevelMeshSurfaceStats stats;
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Collision = std::make_unique<TriangleMeshShape>(MeshVertices.Data(), MeshVertices.Size(), MeshElements.Data(), MeshElements.Size());
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}
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void GatherSurfacePixelStats(LevelMeshSurfaceStats& stats)
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{
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int count = GetSurfaceCount();
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for (int i = 0; i < count; ++i)
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{
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@ -240,63 +267,9 @@ public:
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stats.pixels.sky += area;
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}
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}
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stats.surfaces.total = count;
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return stats;
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stats.surfaces.total += count;
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}
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// Map defaults
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FVector3 SunDirection = FVector3(0.0f, 0.0f, -1.0f);
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FVector3 SunColor = FVector3(0.0f, 0.0f, 0.0f);
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uint16_t LightmapSampleDistance = 16;
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LevelMeshSurface* Trace(const FVector3& start, FVector3 direction, float maxDist)
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{
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maxDist = std::max(maxDist - 10.0f, 0.0f);
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FVector3 origin = start;
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FVector3 end;
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auto collision = Collision.get();
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LevelMeshSurface* hitSurface = nullptr;
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while (true)
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{
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end = origin + direction * maxDist;
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auto hit = TriangleMeshShape::find_first_hit(collision, origin, end);
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if (hit.triangle < 0)
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{
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return nullptr;
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}
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hitSurface = GetSurface(MeshSurfaceIndexes[hit.triangle]);
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auto portal = hitSurface->portalIndex;
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if (!portal)
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{
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break;
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}
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auto& transformation = Portals[portal];
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auto travelDist = hit.fraction * maxDist + 2.0f;
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if (travelDist >= maxDist)
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{
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break;
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}
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origin = transformation.TransformPosition(origin + direction * travelDist);
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direction = transformation.TransformRotation(direction);
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maxDist -= travelDist;
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}
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return hitSurface; // I hit something
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}
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protected:
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void BuildSmoothingGroups()
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{
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TArray<LevelMeshSmoothingGroup> SmoothingGroups;
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@ -346,6 +319,7 @@ protected:
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for (int i = 0, count = GetSurfaceCount(); i < count; i++)
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{
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auto targetSurface = GetSurface(i);
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targetSurface->tileSurfaces.Clear();
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for (LevelMeshSurface* surface : SmoothingGroups[targetSurface->smoothingGroupIndex].surfaces)
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{
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FVector2 minUV = ToUV(surface->bounds.min, targetSurface);
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@ -358,6 +332,7 @@ protected:
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}
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}
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private:
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FVector2 ToUV(const FVector3& vert, const LevelMeshSurface* targetSurface)
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{
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FVector3 localPos = vert - targetSurface->translateWorldToLocal;
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@ -366,3 +341,73 @@ protected:
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return FVector2(u, v);
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}
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};
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class LevelMesh
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{
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public:
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virtual ~LevelMesh() = default;
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std::unique_ptr<LevelSubmesh> StaticMesh = std::make_unique<LevelSubmesh>();
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std::unique_ptr<LevelSubmesh> DynamicMesh = std::make_unique<LevelSubmesh>();
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virtual int AddSurfaceLights(const LevelMeshSurface* surface, LevelMeshLight* list, int listMaxSize) { return 0; }
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LevelMeshSurfaceStats GatherSurfacePixelStats()
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{
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LevelMeshSurfaceStats stats;
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StaticMesh->GatherSurfacePixelStats(stats);
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DynamicMesh->GatherSurfacePixelStats(stats);
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return stats;
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}
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// Map defaults
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FVector3 SunDirection = FVector3(0.0f, 0.0f, -1.0f);
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FVector3 SunColor = FVector3(0.0f, 0.0f, 0.0f);
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LevelMeshSurface* Trace(const FVector3& start, FVector3 direction, float maxDist)
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{
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maxDist = std::max(maxDist - 10.0f, 0.0f);
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FVector3 origin = start;
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LevelMeshSurface* hitSurface = nullptr;
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while (true)
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{
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FVector3 end = origin + direction * maxDist;
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TraceHit hit0 = TriangleMeshShape::find_first_hit(StaticMesh->Collision.get(), origin, end);
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TraceHit hit1 = TriangleMeshShape::find_first_hit(DynamicMesh->Collision.get(), origin, end);
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LevelSubmesh* hitmesh = hit0.fraction < hit1.fraction ? StaticMesh.get() : DynamicMesh.get();
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TraceHit hit = hit0.fraction < hit1.fraction ? hit0 : hit1;
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if (hit.triangle < 0)
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{
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return nullptr;
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}
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hitSurface = hitmesh->GetSurface(hitmesh->MeshSurfaceIndexes[hit.triangle]);
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auto portal = hitSurface->portalIndex;
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if (!portal)
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{
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break;
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}
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auto& transformation = hitmesh->Portals[portal];
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auto travelDist = hit.fraction * maxDist + 2.0f;
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if (travelDist >= maxDist)
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{
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break;
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}
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origin = transformation.TransformPosition(origin + direction * travelDist);
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direction = transformation.TransformRotation(direction);
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maxDist -= travelDist;
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}
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return hitSurface; // I hit something
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}
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};
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