////////////////////////////////////////////////////////////////////////////
//
//  Crytek Engine Source File.
//  Copyright (C), Crytek Studios, 2001-2005.
// ------------------------------------------------------------------------
//  File name:   WaterWavesRenderNode.cpp
//  Version:     v1.00
//  Created:     20/09/2005 by Tiago Sousa.
//  Compilers:   Visual Studio.NET 2003
//  Description: Draws/Creates waves in the world
// -------------------------------------------------------------------------
//  History:
//
//  Todo: 
//   - physicalization / lod
//
////////////////////////////////////////////////////////////////////////////

#include "StdAfx.h"
#include "WaterWaveRenderNode.h"
#include "VisAreas.h"
#include <Cry_Geo.h>

#define MAX_WAVE_DIST_UPDATE 5000.0f

namespace 
{
  // Some wave utilities
  
  Vec3 VecMin(const Vec3 &v1, const Vec3 &v2)
  {
    return Vec3( std::min(v1.x, v2.x), std::min(v1.y, v2.y), std::min(v1.z, v2.z));
  }

  Vec3 VecMax(const Vec3 &v1, const Vec3 &v2)
  {
    return Vec3( std::max(v1.x, v2.x), std::max(v1.y, v2.y), std::max(v1.z, v2.z));
  }

  float srand()
  {
    return cry_frand() * 2.0f - 1.0f;
  }

};

//////////////////////////////////////////////////////////////////////////
CWaterWaveRenderNode::CWaterWaveRenderNode() :
  m_nID( ~0 ),
  m_pMaterial( 0 ),   
  m_pRenderMesh( 0 ),  
  m_pMin( ZERO ),
  m_pMax( ZERO ),
  m_pSerializeParams( 0 ), 
  m_pOrigPos( ZERO ),
  m_fWaveKey( -1.0f )
{	
  // put default material on
	m_pMaterial = GetMatMan()->LoadMaterial( "Materials/Ocean/water_wave", false );	   
}

//////////////////////////////////////////////////////////////////////////
CWaterWaveRenderNode::~CWaterWaveRenderNode()
{	
  SAFE_DELETE( m_pSerializeParams );

  GetWaterWaveManager()->Unregister( this );

	Get3DEngine()->UnRegisterEntity( this );

  Get3DEngine()->FreeRenderNodeState(this);
}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveRenderNode::ComputeMinMax( const Vec3 *pVertices, unsigned int nVertexCount )
{

  m_fWaveKey = 0.0f;
  m_pMin = Vec3(0);
  m_pMax = Vec3(0);

  Matrix34 pInvWorldTM( m_pWorldTM );
  pInvWorldTM.Invert();

  // Each sector has 4 vertices
  for( int i(0); i < nVertexCount ; i += 4 )
  {  
    // Set edges (in object space)
    Vec3 p0( pVertices[ i + 0 ] );            
    p0 = pInvWorldTM.TransformPoint( p0 );

    Vec3 p1( pVertices[ i + 1 ] );            
    p1 = pInvWorldTM.TransformPoint( p1 );

    Vec3 p2( pVertices[ i + 2 ] );            
    p2 = pInvWorldTM.TransformPoint( p2 );

    Vec3 p3( pVertices[ i + 3 ] );            
    p3 = pInvWorldTM.TransformPoint( p3 );
    
    const float fKeyMultiplier = 1000.0f / 3.0f;
    
    // Compute wave key, for faster instantiation
    m_fWaveKey += ceilf((p0.x + p0.y + p0.z) * fKeyMultiplier);
    m_fWaveKey += ceilf((p1.x + p1.y + p1.z) * fKeyMultiplier);
    m_fWaveKey += ceilf((p2.x + p2.y + p2.z) * fKeyMultiplier);
    m_fWaveKey += ceilf((p3.x + p3.y + p3.z) * fKeyMultiplier);

    // Store min/max (for faster bounding box computation)

    // Get min/max
    m_pMin = VecMin( m_pMin, p0 );
    m_pMax = VecMax( m_pMax, p0 );
    m_pMin = VecMin( m_pMin, p1 );
    m_pMax = VecMax( m_pMax, p1 );
    m_pMin = VecMin( m_pMin, p2 );
    m_pMax = VecMax( m_pMax, p2 );
    m_pMin = VecMin( m_pMin, p3 );
    m_pMax = VecMax( m_pMax, p3 );
  }

  const int nSectors = nVertexCount/4;
  m_fWaveKey /= (float) nSectors;

  // Update bounding info
  UpdateBoundingBox();

}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveRenderNode::UpdateBoundingBox()
{

  m_WSBBox.max = m_pMax;
  m_WSBBox.min = m_pMin;

  // Transform back to world space
  m_WSBBox.SetTransformedAABB(m_pWorldTM, m_WSBBox);	

  m_pParams.m_pPos = m_WSBBox.GetCenter();

}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveRenderNode::Create( uint64 nID, const Vec3 *pVertices, unsigned int nVertexCount, const Vec2& pUVScale, const Matrix34 &pWorldTM )
{

	if( nVertexCount < 4 )
  {
		return;
  }

  // Copy serialization parameters
  CopySerializationParams( nID, pVertices, nVertexCount, pUVScale, pWorldTM );

	m_nID = nID;
  m_pWorldTM = pWorldTM;

	// Remove form 3d engine
  GetWaterWaveManager()->Unregister( this );
	Get3DEngine()->UnRegisterEntity( this );

  // Get min/max boundings
  ComputeMinMax( pVertices, nVertexCount );

  // Store original position
  m_pOrigPos = m_pWorldTM.GetTranslation();  

	// Add to 3d engine  
  GetWaterWaveManager()->Register( this );
	Get3DEngine()->RegisterEntity( this );

}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveRenderNode::CopySerializationParams(uint64 nID, const Vec3 *pVertices, unsigned int nVertexCount, const Vec2& pUVScale, const Matrix34 &pWorldTM)
{

  SAFE_DELETE( m_pSerializeParams );

  m_pSerializeParams = new SWaterWaveSerialize;

  m_pSerializeParams->m_nID = nID;
  m_pSerializeParams->m_pMaterial = m_pMaterial;

  m_pSerializeParams->m_fUScale = pUVScale.x;
  m_pSerializeParams->m_fVScale = pUVScale.y;

  m_pSerializeParams->m_nVertexCount = nVertexCount;

  // Copy vertices
  m_pSerializeParams->m_pVertices.resize( nVertexCount );
  for(int v( 0 ); v < nVertexCount; ++v )
  {
    m_pSerializeParams->m_pVertices[ v ] = pVertices[ v ];
  }

  m_pSerializeParams->m_pWorldTM = pWorldTM;

  m_pSerializeParams->m_pParams = m_pParams;

}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveRenderNode::SetParams( const SWaterWaveParams &pParams  )
{
  m_pParams = pParams;
}

//////////////////////////////////////////////////////////////////////////
const SWaterWaveParams &CWaterWaveRenderNode::GetParams() const
{
  return m_pParams;
}

//////////////////////////////////////////////////////////////////////////
EERType CWaterWaveRenderNode::GetRenderNodeType() 
{ 
	return eERType_WaterWave; 
}

//////////////////////////////////////////////////////////////////////////
const char* CWaterWaveRenderNode::GetEntityClassName() const
{ 
	return "CWaterWaveRenderNode";
}

//////////////////////////////////////////////////////////////////////////
const char* CWaterWaveRenderNode::GetName() const		
{ 
	return "WaterWave";
}

//////////////////////////////////////////////////////////////////////////
Vec3 CWaterWaveRenderNode::GetPos( bool bWorldOnly ) const 
{ 
	return m_pParams.m_pPos;
}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveRenderNode::Spawn()
{

  m_pWorldTM.SetTranslation( m_pOrigPos + Vec3(srand(), srand(), srand()) * m_pParams.m_fPosVar );
  m_pParams.m_fCurrLifetime = max( m_pParams.m_fLifetime + m_pParams.m_fLifetimeVar * srand(), 0.5f );
  m_pParams.m_fCurrSpeed = max( m_pParams.m_fSpeed + m_pParams.m_fSpeedVar * srand(), 1.0f );    
  m_pParams.m_fCurrHeight = max( m_pParams.m_fHeight + m_pParams.m_fHeightVar * srand(), 0.0f );    
  m_pParams.m_fCurrFrameLifetime = m_pParams.m_fCurrLifetime;

}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveRenderNode::Update(float fDistanceToCamera)
{ 

  // Check distance to terrain
  Vec3 pCenterPos = m_pParams.m_pPos;
  float fTerrainZ( GetTerrain()->GetZApr( pCenterPos.x, pCenterPos.y ) );
  m_fCurrTerrainDepth = max(pCenterPos.z - fTerrainZ, 0.0f);
  
  float fDepthAttenuation =   clamp_tpl<float>( m_fCurrTerrainDepth * 0.2f, 0.0f, 1.0f);

  // Slide wave along transformation orientation

  Vec3 pDirection( m_pWorldTM.GetColumn1() );
  Vec3 pPos( m_pWorldTM.GetTranslation() );

  float fDelta( m_pParams.m_fCurrSpeed * GetTimer()->GetFrameTime() );
  pPos += pDirection * fDelta * fDepthAttenuation;

  // Always set Z to water level
  float fWaterLevel( Get3DEngine()->GetWaterLevel() );
  pPos.z = fWaterLevel - 0.5f;

  // Update position and bounding box

  m_pWorldTM.SetTranslation( pPos );
  UpdateBoundingBox();
 
  // Update lifetime
  m_pParams.m_fCurrFrameLifetime -= GetTimer()->GetFrameTime();

  // Spawn new wave
  if( m_pParams.m_fCurrFrameLifetime <= 0.0f || m_fCurrTerrainDepth == 0.0f ) 
    Spawn();

  //////////////////////////////////////////////////////////////////////////////////////////////////
  // Set custom render data
  m_fRECustomData[8] = clamp_tpl<float>(m_pParams.m_fCurrFrameLifetime, 0.0f, 1.0f);
  m_fRECustomData[8] *= m_fRECustomData[8] * (3.0f - 2.0f * m_fRECustomData[8]);

  m_fRECustomData[9] = clamp_tpl<float>(m_pParams.m_fCurrFrameLifetime / m_pParams.m_fCurrLifetime, 0.0f, 1.0f);

  m_fRECustomData[10] = min(m_fCurrTerrainDepth, 1.0f);
  m_fRECustomData[11] = min(1.0f, 1.0f - (fDistanceToCamera / GetMaxViewDist()));
  m_fRECustomData[12] = m_pParams.m_fCurrHeight * (fDepthAttenuation);


}

//////////////////////////////////////////////////////////////////////////
bool CWaterWaveRenderNode::Render( const SRendParams& rParam )
{
  if( m_pRenderMesh == 0)
  {
    return false;
  }
  
	if( !m_pMaterial || GetCVars()->e_water_waves == 0 || GetCVars()->e_water_ocean == 0)
  {
		return false;
  }

  C3DEngine* p3DEngine( Get3DEngine() );
	IRenderer* pRenderer( GetRenderer() );

	// get render objects
	CRenderObject* pRenderObj( pRenderer->EF_GetObject( true ) );
	if( !pRenderObj )
  {
		return false;
  }

  float fWaterLevel( Get3DEngine()->GetWaterLevel() );
  Vec3 pCamPos( GetCamera().GetPosition() );

  // don't render if bellow water level
  if( max( (pCamPos.z - fWaterLevel ) * 100.0f , 0.0f) == 0.0f)
  {
    return false;
  }

	// Fill in data for render object

	pRenderObj->m_II.m_Matrix = m_pWorldTM;
	pRenderObj->m_fSort = 0;
  pRenderObj->m_ObjFlags |= FOB_TRANS_MASK;
  pRenderObj->m_fTempVars[0] = 1.0f;    
  
	
  m_fRECustomData[0] = p3DEngine->m_oceanWindDirection;
  m_fRECustomData[1] = p3DEngine->m_oceanWindSpeed;
  m_fRECustomData[2] = p3DEngine->m_oceanWavesSpeed;
  m_fRECustomData[3] = p3DEngine->m_oceanWavesAmount;
  m_fRECustomData[4] = p3DEngine->m_oceanWavesSize;

  cry_sincosf(p3DEngine->m_oceanWindDirection, &m_fRECustomData[6], &m_fRECustomData[5]);
  m_fRECustomData[7] = fWaterLevel;

  pRenderObj->m_CustomData = &m_fRECustomData;

	// Submit wave surface
  bool bAboveWaterLevel( max(pCamPos.z - fWaterLevel, 0.0f) > 0.0f );

  m_pRenderMesh->AddRenderElements(pRenderObj, EFSLIST_WATER_VOLUMES, bAboveWaterLevel, m_pMaterial);  

  return true;
} 

//////////////////////////////////////////////////////////////////////////
IPhysicalEntity* CWaterWaveRenderNode::GetPhysics() const 
{ 
  return 0;
}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveRenderNode::SetPhysics( IPhysicalEntity* ) 
{
  // make me
}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveRenderNode::SetMaterial( IMaterial* pMat ) 
{ 
	m_pMaterial = pMat;	
}

//////////////////////////////////////////////////////////////////////////
IMaterial* CWaterWaveRenderNode::GetMaterial( Vec3* pHitPos ) 
{ 
	return m_pMaterial;
}

//////////////////////////////////////////////////////////////////////////
float CWaterWaveRenderNode::GetMaxViewDist()
{
	if (GetMinSpecFromRenderNodeFlags(m_dwRndFlags) == CONFIG_DETAIL_SPEC)
		return max(GetCVars()->e_view_dist_min,GetBBox().GetRadius()*GetCVars()->e_view_dist_ratio_detail*GetViewDistRatioNormilized());

	return max( GetCVars()->e_view_dist_min,GetBBox().GetRadius()*GetCVars()->e_view_dist_ratio * GetViewDistRatioNormilized() );
}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveRenderNode::GetMemoryUsage( ICrySizer* pSizer )
{
	SIZER_COMPONENT_NAME( pSizer, "WaterWaveNode" );	
	size_t dynSize( sizeof( *this ) );	
  
	pSizer->AddObject( this, dynSize );
}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveRenderNode::Precache()
{

}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveRenderNode::SetRenderMesh( IRenderMesh *pRenderMesh )
{
  m_pRenderMesh = pRenderMesh;
}

//////////////////////////////////////////////////////////////////////////
CWaterWaveManager::CWaterWaveManager()
{

}

//////////////////////////////////////////////////////////////////////////
CWaterWaveManager::~CWaterWaveManager()
{

  Release();

}

//////////////////////////////////////////////////////////////////////////
IRenderMesh *CWaterWaveManager::CreateRenderMeshInstance( CWaterWaveRenderNode *pWave )
{
  // todo: put tesselation and indices generation outside

  f32 fWaveKey( pWave->GetWaveKey() );
  InstancedWavesMap::iterator pItor( m_pInstancedWaves.find( fWaveKey ) );

  if( pItor == m_pInstancedWaves.end() )
  {
    // Create render mesh and store it
    const SWaterWaveSerialize *pSerParam = pWave->GetSerializationParams();
    
    Matrix34 pInvWorldTM( pSerParam->m_pWorldTM );
    pInvWorldTM.Invert();

    int32 nVertexCount( pSerParam->m_nVertexCount );
    float fUScale( pSerParam->m_fUScale );
    float fVScale( pSerParam->m_fVScale );

    IRenderMesh *pRenderMesh( 0 );
    std::vector< Vec3 > pVertices( pSerParam->m_pVertices );  
    std::vector< struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F > pWaveVertices;  
    std::vector< uint16 > pWaveIndices;  
    
    const int nGridRes = GetCVars()->e_water_waves_tesselation_amount;
    const float fGridStep = 1.0f / ((float) nGridRes - 1);

    // Generate vertices
    pWaveVertices.resize(0);
    pWaveIndices.resize(0);

    pWaveVertices.reserve( nVertexCount );
    pWaveIndices.reserve( nVertexCount );

    // Tesselate sectors
    Vec3 pTmpPos;
    int i = 0;

    const int nSectors = nVertexCount/4;
    const int nGridResTotal = nGridRes * nSectors - nSectors ;
    const float fGridResTotalStep = 1.0f / ((float)nGridResTotal);
    int nCurrVertex = 0;

    // Each sector has 4 vertices
    for( i = 0; i < nVertexCount ; i += 4 )
    {  
      // Set edges (in object space)
      Vec3 p0( pVertices[ i + 0 ] );            
      p0 = pInvWorldTM.TransformPoint( p0 );

      Vec3 p1( pVertices[ i + 1 ] );            
      p1 = pInvWorldTM.TransformPoint( p1 );

      Vec3 p2( pVertices[ i + 2 ] );            
      p2 = pInvWorldTM.TransformPoint( p2 );

      Vec3 p3( pVertices[ i + 3 ] );            
      p3 = pInvWorldTM.TransformPoint( p3 );

      float fBeginTC = 0;
      float fEndTC = 1;

      for( int x( 0 ); x < nGridRes; ++x )
      {
        // Find min/max edges
        float fCurrStep = (float) x * fGridStep;
        Vec3 pMin = p0 + ( p2 - p0 ) * fCurrStep;
        Vec3 pMax = p1 + ( p3 - p1 ) * fCurrStep;

        float fTexCoordU = fBeginTC + (fEndTC - fBeginTC) * fCurrStep;
        fTexCoordU *= fUScale;

        float fXStep = (float) nCurrVertex * fGridResTotalStep;
        if( x < nGridRes -1 )
        {
          nCurrVertex++;
        }

        for( int y( 0 ); y < nGridRes; ++y )
        {
          // Get final position 
          float fCurrStep = (float) y * fGridStep;

          Vec3 pFinal = pMin + (pMax - pMin) * fCurrStep;

          struct_VERTEX_FORMAT_P3F_COL4UB_TEX2F pCurr;

          pCurr.xyz = pFinal;

          float fTexCoordV = fBeginTC + (fEndTC - fBeginTC) * fCurrStep;
          fTexCoordV *= fVScale;

          pCurr.st[0] = fTexCoordU;
          pCurr.st[1] = fTexCoordV;

          // Store some geometry info in vertex colors
          float fEdgeX = 1-abs(fXStep*2.0f-1.0f);     // horizontal lerp
          float fEdgeY = 1-abs(fCurrStep*2.0f-1.0f);  // vertical lerp

          float fEdge = fEdgeX * fEdgeY;              // horizontal/vertical merged
          uint8 nEdge = (uint8)(fEdge * 255); 

          pCurr.color.bcolor[0] = (uint8) (fXStep * 255.0f); 
          pCurr.color.bcolor[1] = (uint8) (fCurrStep * 255.0f);
          pCurr.color.bcolor[2] = 0;
          pCurr.color.bcolor[3] = nEdge;

          pWaveVertices.push_back( pCurr );
        }
      } 
    }

    // Generate indices
    int nOffset = 0;
    for( i = 0; i < nVertexCount; i += 4 )
    {  
      int nIndex( 0 );

      for( int y( 0 ); y < nGridRes - 1; ++y )
      {
        for( int x( 0 ); x < nGridRes; ++x, ++nIndex )
        {
          pWaveIndices.push_back( nOffset + nIndex);
          pWaveIndices.push_back( nOffset + nIndex + nGridRes );
        }

        if( nGridRes - 2 >= y)
        {
          // close strip row
          pWaveIndices.push_back( nOffset + nIndex + nGridRes - 1 ); 
          pWaveIndices.push_back( nOffset + nIndex ); 
        }
      }

      // close sector strip
      pWaveIndices.push_back( nOffset + nIndex + nGridRes - 1 ); 
      pWaveIndices.push_back( nOffset + nIndex ); 

      // Set new offset
      nOffset = nOffset + nIndex + nGridRes;
    }

    // Finally, make render mesh

    if( pRenderMesh )
    {
      GetRenderer()->DeleteRenderMesh( pRenderMesh );
    }

    pRenderMesh = GetRenderer()->CreateRenderMeshInitialized( &pWaveVertices[0], 
                                                              pWaveVertices.size(), 
                                                              VERTEX_FORMAT_P3F_COL4UB_TEX2F, 
                                                              &pWaveIndices[0],
                                                              pWaveIndices.size(), 
                                                              R_PRIMV_TRIANGLE_STRIP,
                                                              "WaterWave",
                                                              "WaterWave",
                                                              eBT_Static  );

    pRenderMesh->SetChunk(pWave->GetMaterial( 0 ) , 0, pWaveVertices.size(), 0, pWaveIndices.size());  

    // And add it to out instanced list
    m_pInstancedWaves.insert( InstancedWavesMap::value_type( fWaveKey, pRenderMesh ) );

    return pRenderMesh;
  }

  return pItor->second;
}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveManager::Register( CWaterWaveRenderNode *pWave )
{

  // Check first if exists already  
  GlobalWavesMap::iterator pItor( m_pWaves.find( pWave->GetID() ) );

  if( pItor == m_pWaves.end() )
  {
    m_pWaves.insert( GlobalWavesMap::value_type( pWave->GetID(), pWave ) );
  }  

  // Make wave geometry instance and set wave render mesh
  IRenderMesh *pWaveRenderMesh( CreateRenderMeshInstance( pWave ) );
  pWave->SetRenderMesh( pWaveRenderMesh );

}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveManager::Unregister( CWaterWaveRenderNode *pWave )
{

  f32 fCurrWaveKey( pWave->GetWaveKey() );
  
  {
    // Remove from map
    GlobalWavesMapIt pItor( m_pWaves.find( pWave->GetID() ) );

    if( pItor != m_pWaves.end() )
    {
      m_pWaves.erase( pItor );
    }
  }

  {

    GlobalWavesMapIt pItor( m_pWaves.begin() );
    GlobalWavesMapIt pEnd( m_pWaves.end() );
    uint32 nInstances( 0 );

    // todo: this is unneficient, find better solution
    for( ; pItor != pEnd; ++pItor )
    {
      f32 fWaveKey = pItor->second->GetWaveKey();
      if( fWaveKey == fCurrWaveKey)
      {
        nInstances++;
        break;
      }
    }
    
    // If no instances left, remove render mesh
    if( !nInstances )
    {
      InstancedWavesMapIt pItor( m_pInstancedWaves.find( fCurrWaveKey ) );
      if( pItor != m_pInstancedWaves.end() )
      {
        IRenderMesh *pRenderMesh = pItor->second;      
        m_pInstancedWaves.erase( pItor );
        if( pRenderMesh )          
        {
          GetRenderer()->DeleteRenderMesh( pRenderMesh );
        }
      }    
    }

  }

}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveManager::Release()
{
  // Free all resources

  m_pWaves.clear();
  
  InstancedWavesMapIt pItor( m_pInstancedWaves.begin() );
  InstancedWavesMapIt pEnd( m_pInstancedWaves.end() );

  for( ; pItor != pEnd; ++pItor )
  {
    IRenderMesh *pRenderMesh = pItor->second;      
    if( pRenderMesh )          
    {
      GetRenderer()->DeleteRenderMesh( pRenderMesh );
    }
  }

  m_pInstancedWaves.clear();

}

//////////////////////////////////////////////////////////////////////////
void CWaterWaveManager::Update()
{
  FUNCTION_PROFILER_3DENGINE;

  // Update each wave
  GlobalWavesMapIt pItor( m_pWaves.begin() );
  GlobalWavesMapIt pEnd( m_pWaves.end() );

  Vec3 pCamPos = GetCamera().GetPosition();

  for( ; pItor != pEnd ; ++pItor )
  {            
    // Verify distance to camera and visibility
    CWaterWaveRenderNode *pCurr( pItor->second ); 
    bool IsVisible( abs(pCurr->GetDrawFrame( m_nRenderStackLevel ) - GetFrameID()) <= 2 );
    float fDistanceSqr( pCamPos.GetSquaredDistance( pCurr->GetPos() ) );

    // if wave is visible, or nearby camera update it
    if( IsVisible || fDistanceSqr < MAX_WAVE_DIST_UPDATE )
    {
      pCurr->Update(cry_sqrtf(fDistanceSqr));
    }            
  }

}

