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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WWPhys *
- * *
- * $Archive:: /Commando/Code/ww3d2/shattersystem.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 12/03/01 4:57p $*
- * *
- * $Revision:: 11 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "shattersystem.h"
- #include "assetmgr.h"
- #include "mesh.h"
- #include "meshmdl.h"
- #include "dynamesh.h"
- #include "htree.h"
- #include "plane.h"
- #include "simplevec.h"
- #include "wwstring.h"
- #include "vp.h"
- #include "meshmatdesc.h"
- #include <stdlib.h>
- /*
- ** Debug logging for the shatter system
- */
- #define SHATTER_DEBUG_LOG_ENABLED 0
- #if (SHATTER_DEBUG_LOG_ENABLED)
- #define SHATTER_DEBUG_SAY(x) WWDEBUG_SAY(x)
- #else
- #define SHATTER_DEBUG_SAY(x)
- #endif
- #define SHATTER_PATTERN_FORMAT "ShatterPlanes%d"
- #define BPT_FRONT 0x01
- #define BPT_BACK 0x02
- #define BPT_ON 0x04
- #define BPT_BOTH 0x08
- #define BPT_EPSILON 0.0001f
- #define BPT_COINCIDENCE_EPSILON 0.000001f
-
- /**
- ** Mesh Material Parameters
- */
- class MeshMtlParamsClass
- {
- public:
- MeshMtlParamsClass(MeshModelClass * model);
- ~MeshMtlParamsClass(void);
- int PassCount;
- /*
- ** NOTE: currently I do not fully support stage 1 textures or texture arrays in any pass.
- ** The uv coordinates will be computed but the textures will not be set up.
- */
- unsigned * DCG[MeshMatDescClass::MAX_PASSES];
- unsigned * DIG[MeshMatDescClass::MAX_PASSES];
- Vector2 * UV[MeshMatDescClass::MAX_PASSES][MeshMatDescClass::MAX_TEX_STAGES];
- // Vector3i * UVIndexArray[MeshMatDescClass::MAX_PASSES];
- };
- /**
- ** VertexClass
- ** Temporary representation of vertices as they are being clipped
- */
- class VertexClass
- {
- public:
- VertexClass(void);
- VertexClass(const VertexClass & that);
- VertexClass & operator = (const VertexClass & that);
-
- int Which_Side(const PlaneClass & plane) const;
-
- Vector3 Position;
- Vector3 Normal;
-
- int PassCount;
- unsigned DCG[MeshMatDescClass::MAX_PASSES];
- unsigned DIG[MeshMatDescClass::MAX_PASSES];
- Vector2 TexCoord[MeshMatDescClass::MAX_PASSES][MeshMatDescClass::MAX_TEX_STAGES];
-
- static void Lerp(const VertexClass & v0,const VertexClass & v1,float lerp,VertexClass * res);
- static void Intersect_Plane(const VertexClass & v0,const VertexClass & v1,const PlaneClass & plane,VertexClass * res);
- };
- /**
- ** PolygonClass
- ** Temporary representation of polygons as they are being clipped
- */
- class PolygonClass
- {
- public:
- enum { BPT_POLY_MAX_VERTS = 24 };
- PolygonClass(void);
- PolygonClass(const PolygonClass & that);
- PolygonClass(const VertexClass * points, int num);
- PolygonClass & operator = (const PolygonClass & that);
- // Accessors
- const VertexClass & operator[] (int i) const { return Verts[i]; }
- VertexClass & operator[] (int i) { return Verts[i]; }
- int Get_Vertex_Count(void) const { return NumVerts; }
- int Get_Material_ID(void) const { return MaterialId; }
- const PlaneClass & Get_Plane(void) const { return Plane; }
- void Set_Vertex_Count(int count) { NumVerts = count; }
- void Set_Material_Id(int id) { MaterialId = id; }
- void Set_Plane(const PlaneClass & plane) { Plane = plane; }
- // Operations
- void Compute_Plane(void);
- int Which_Side(const PlaneClass & plane) const;
- void Split(const PlaneClass & plane,PolygonClass & front,PolygonClass & back) const;
- bool Is_Degenerate(void);
- bool Salvage_Degenerate(void);
- public:
- int MaterialId;
- int NumVerts;
- VertexClass Verts[BPT_POLY_MAX_VERTS];
-
- PlaneClass Plane;
- };
- /**
- ** BSPClass
- ** Representation of a node in a BSP clipping tree in the shatter system
- ** Meshes are "shattered" by clipping them with a fixed BSP tree.
- ** The resulting leaf polygons are turned into separate dynamic objects
- ** which are thrown around in the world. The BSP tree is constructed
- ** using an HTree where each transform in the tree is used as a clipping
- ** plane. The plane is defined by the x-y plane of the coordinate system
- ** (i.e. z-axis is the normal of the plane, origin is a point on the plane).
- ** Leaf nodes of this tree will have two indices. These are indices into
- ** the MeshFragments array where they put the polygons in thier front and
- ** back half-spaces.
- */
- class BSPClass
- {
- public:
- BSPClass(HTreeClass * tree,int bone_index,int & leaf_index);
- ~BSPClass(void);
- const PlaneClass & Get_Plane(void) { return Plane; }
- BSPClass * Get_Front_Child(void) { return Front; }
- BSPClass * Get_Back_Child(void) { return Back; }
- void Clip_Polygon(const PolygonClass & poly);
- protected:
- void Set_Plane_From_Transform(const Matrix3D & tm);
-
- PlaneClass Plane; // plane equation
- BSPClass * Front; // pointers to child clipping planes
- BSPClass * Back;
- int FrontLeafIndex; // if a leaf node, has two mesh fragment indices
- int BackLeafIndex;
- };
- /***********************************************************************************************
- **
- ** Static Variables
- ** ShatterPatterns - Array of BSP-trees for clipping (shattering) messhes
- ** ClippedPolygonPool - Array of polygon arrays, one per leaf.
- ** MeshFragments - Array of resultant clipped meshes, one per leaf
- ** TmpVertPositions - Workspace for transforming vertex positions
- ** TmpVertNormals - Workspace for transforming vertex normals
- **
- ***********************************************************************************************/
- enum { MAX_MESH_FRAGMENTS = 32 };
- static SimpleDynVecClass<BSPClass *> ShatterPatterns;
- static SimpleDynVecClass<PolygonClass> ClipPools[MAX_MESH_FRAGMENTS];
- static SimpleDynVecClass<DynamicMeshClass *> MeshFragments(MAX_MESH_FRAGMENTS);
- static SimpleVecClass<Vector3> TmpVertPositions(256);
- static SimpleVecClass<Vector3> TmpVertNormals(256);
- /***********************************************************************************************
- **
- ** Local static utility functions
- **
- ***********************************************************************************************/
- static Vector3 * _get_temp_vertex_position_array(int count)
- {
- if (TmpVertPositions.Length() < count) {
- TmpVertPositions.Resize(count);
- }
- return &(TmpVertPositions[0]);
- }
- static Vector3 * _get_temp_vertex_normal_array(int count)
- {
- if (TmpVertNormals.Length() < count) {
- TmpVertNormals.Resize(count);
- }
- return &(TmpVertNormals[0]);
- }
- /***********************************************************************************************
- **
- ** MeshMtlParamsClass Implementation
- **
- ***********************************************************************************************/
- MeshMtlParamsClass::MeshMtlParamsClass(MeshModelClass * model)
- {
- PassCount = model->Get_Pass_Count();
-
- for (int ipass=0; ipass<MeshMatDescClass::MAX_PASSES; ipass++) {
- DCG[ipass] = model->Get_DCG_Array(ipass);
- DIG[ipass] = model->Get_DIG_Array(ipass);
- // UVIndexArray[ipass] = model->Get_UVIndex_Array(ipass,false);
- for (int istage=0; istage<MeshMatDescClass::MAX_TEX_STAGES; istage++) {
- UV[ipass][istage] = const_cast<Vector2*>(model->Get_UV_Array(ipass,istage));
- }
- }
- }
- MeshMtlParamsClass::~MeshMtlParamsClass(void)
- {
- }
- /***********************************************************************************************
- **
- ** VertexClass Implementation
- **
- ***********************************************************************************************/
- VertexClass::VertexClass(void) :
- Position(0,0,0),
- Normal(0,0,1),
- PassCount(0)
- {
- for (int ipass=0; ipass<MeshMatDescClass::MAX_PASSES; ipass++) {
- DCG[ipass]=0xffffffff;
- DIG[ipass]=0xffffffff;
- for (int istage=0; istage<MeshMatDescClass::MAX_TEX_STAGES; istage++) {
- TexCoord[ipass][istage].Set(0,0);
- }
- }
- }
- VertexClass::VertexClass(const VertexClass & that)
- {
- Position = that.Position;
- Normal = that.Normal;
- PassCount = that.PassCount;
- for (int ipass=0; ipass<PassCount; ipass++) {
- DCG[ipass] = that.DCG[ipass];
- DIG[ipass] = that.DIG[ipass];
- for (int istage=0; istage<MeshMatDescClass::MAX_TEX_STAGES; istage++) {
- TexCoord[ipass][istage] = that.TexCoord[ipass][istage];
- }
- }
- }
- VertexClass & VertexClass::operator = (const VertexClass & that)
- {
- if (this != &that) {
- Position = that.Position;
- Normal = that.Normal;
- PassCount = that.PassCount;
- for (int ipass=0; ipass<PassCount; ipass++) {
- DCG[ipass] = that.DCG[ipass];
- DIG[ipass] = that.DIG[ipass];
- for (int istage=0; istage<MeshMatDescClass::MAX_TEX_STAGES; istage++) {
- TexCoord[ipass][istage] = that.TexCoord[ipass][istage];
- }
- }
- }
- return *this;
- }
- void VertexClass::Lerp
- (
- const VertexClass & v0,
- const VertexClass & v1,
- float lerp,
- VertexClass * res
- )
- {
- assert(lerp >= -BPT_EPSILON);
- assert(lerp <= 1.0 + BPT_EPSILON);
- assert(v0.PassCount==v1.PassCount);
- res->PassCount = v0.PassCount;
- // interpolate position
- Vector3::Lerp(v0.Position,v1.Position,lerp,&(res->Position));
- // interpolate normal, renormalize
- Vector3::Lerp(v0.Normal,v1.Normal,lerp,&(res->Normal));
- res->Normal.Normalize();
- // interpolate material properies
- for (int ipass=0; ipass<v0.PassCount; ipass++) {
- Vector4 dcg_v0=DX8Wrapper::Convert_Color(v0.DCG[ipass]);
- Vector4 dcg_v1=DX8Wrapper::Convert_Color(v1.DCG[ipass]);
- Vector4 dig_v0=DX8Wrapper::Convert_Color(v0.DIG[ipass]);
- Vector4 dig_v1=DX8Wrapper::Convert_Color(v1.DIG[ipass]);
- Vector4::Lerp(dcg_v0,dcg_v1,res->DCG[ipass]);
- Vector4::Lerp(dig_v0,dig_v1,res->DIG[ipass]);
- // Vector4::Lerp(v0.DCG[ipass],v1.DCG[ipass],lerp,&(res->DCG[ipass]));
- // Vector4::Lerp(v0.DIG[ipass],v1.DIG[ipass],lerp,&(res->DIG[ipass]));
- for (int istage=0; istage<MeshMatDescClass::MAX_TEX_STAGES; istage++) {
- Vector2::Lerp(v0.TexCoord[ipass][istage],v1.TexCoord[ipass][istage],lerp,&(res->TexCoord[ipass][istage]));
- }
- }
- }
- int VertexClass::Which_Side(const PlaneClass & plane) const
- {
- float d = Vector3::Dot_Product(plane.N,Position);
- d -= plane.D;
- if (d > BPT_EPSILON) {
- return BPT_FRONT;
- }
- if (d < -BPT_EPSILON) {
- return BPT_BACK;
- }
- return BPT_ON;
- }
- void VertexClass::Intersect_Plane
- (
- const VertexClass & p0,
- const VertexClass & p1,
- const PlaneClass & plane,
- VertexClass * res
- )
- {
- float alpha = 0.0f;
- plane.Compute_Intersection(p0.Position,p1.Position,&alpha);
- VertexClass::Lerp(p0,p1,alpha,res);
- }
- /***********************************************************************************************
- **
- ** PolygonClass Implementation
- **
- ***********************************************************************************************/
- PolygonClass::PolygonClass(void) :
- NumVerts(0)
- {
- }
- PolygonClass::PolygonClass(const PolygonClass & that)
- {
- NumVerts = that.NumVerts;
- for (int i=0;i<NumVerts;i++) {
- Verts[i] = that.Verts[i];
- }
- }
- PolygonClass::PolygonClass(const VertexClass * points, int num)
- {
- NumVerts = num;
- for (int i=0; i<NumVerts; i++) {
- Verts[i] = points[i];
- }
- }
- PolygonClass & PolygonClass::operator = (const PolygonClass & that)
- {
- if (this != &that) {
- MaterialId = that.MaterialId;
- NumVerts = that.NumVerts;
- Plane = that.Plane;
- for (int i=0;i<NumVerts;i++) {
- Verts[i] = that.Verts[i];
- }
- }
- return * this;
- }
- void PolygonClass::Compute_Plane(void)
- {
- double nx = 0;
- double ny = 0;
- double nz = 0;
- double ax = 0;
- double ay = 0;
- double az = 0;
- int i,j;
- for (i=0; i<NumVerts; i++) {
- j = (i+1) % NumVerts;
-
- nx += (double)(Verts[i].Position.Y - Verts[j].Position.Y) * (double)(Verts[i].Position.Z + Verts[j].Position.Z);
- ny += (double)(Verts[i].Position.Z - Verts[j].Position.Z) * (double)(Verts[i].Position.X + Verts[j].Position.X);
- nz += (double)(Verts[i].Position.X - Verts[j].Position.X) * (double)(Verts[i].Position.Y + Verts[j].Position.Y);
- ax += (double)Verts[i].Position.X;
- ay += (double)Verts[i].Position.Y;
- az += (double)Verts[i].Position.Z;
- }
- ax /= (double)NumVerts;
- ay /= (double)NumVerts;
- az /= (double)NumVerts;
- double len = WWMath::Sqrt(nx*nx + ny*ny + nz*nz);
- nx /= len;
- ny /= len;
- nz /= len;
-
- Plane.Set(Vector3(nx,ny,nz),Vector3(ax,ay,az));
- }
- int PolygonClass::Which_Side(const PlaneClass & plane) const
- {
- int side_mask = 0;
- for (int i=0; i<NumVerts;i++) {
- side_mask |= Verts[i].Which_Side(plane);
- }
- // check if all verts are "ON"
- if (side_mask == BPT_ON) {
- return BPT_ON;
- }
- // check if all verts are either "ON" or "FRONT"
- if ((side_mask & ~(BPT_FRONT | BPT_ON)) == 0) {
- return BPT_FRONT;
- }
- // check if all verts are either "ON" or "BACK"
- if ((side_mask & ~(BPT_BACK | BPT_ON)) == 0) {
- return BPT_BACK;
- }
- // otherwise, poly spans the plane.
- return BPT_BOTH;
- }
- void PolygonClass::Split(const PlaneClass & plane,PolygonClass & front,PolygonClass & back) const
- {
- front = *this;
- back = *this;
- front.NumVerts = back.NumVerts = 0;
- assert(Which_Side(plane) == BPT_BOTH);
- VertexClass point;
- front.NumVerts = 0;
- back.NumVerts = 0;
- // find a vertex on one side or the other
- int side = BPT_ON;
- int i;
- for (i = 0; (i < NumVerts) && ((side = Verts[i].Which_Side(plane)) == BPT_ON); i++);
- // perform clipping
- int iprev = i;
- int sideprev = side;
- int sidelastdefinite = 0;
-
- i = (i+1) % NumVerts;
- for (int j=0; j<NumVerts; j++) {
-
- side = Verts[i].Which_Side(plane);
-
- if (sideprev == BPT_FRONT) {
- if (side == BPT_FRONT) {
-
- // Previous vertex was in front of plane and this vertex is in
- // front of the plane so we emit this vertex in the front poly
- front.Verts[(front.NumVerts)++] = Verts[i];
- } else if (side == BPT_ON) {
- // Previous vert was in front, this vert is "on" so emit
- // the vertex into the front poly.
- sidelastdefinite = BPT_FRONT;
- front.Verts[(front.NumVerts)++] = Verts[i];
-
- } else { // side == BPT_BACK
- // Previous vert was in front, this vert is behind, compute
- // the intersection and emit the point in both the front
- // and back polys. Then continue the edge into the back halfspace
- VertexClass::Intersect_Plane(Verts[iprev],Verts[i],plane,&point);
- front.Verts[(front.NumVerts)++] = point;
- back.Verts[(back.NumVerts)++] = point;
- back.Verts[(back.NumVerts)++] = Verts[i];
- }
- } else if (sideprev == BPT_BACK) {
- if (side == BPT_FRONT) {
- // segment is going from the back halfspace to the front halfspace
- // compute the intersection and emit it in both polys, then continue
- // the edge into the front halfspace.
- VertexClass::Intersect_Plane(Verts[iprev],Verts[i],plane,&point);
- back.Verts[(back.NumVerts)++] = point;
- front.Verts[(front.NumVerts)++] = point;
- front.Verts[(front.NumVerts)++] = Verts[i];
-
- } else if (side == BPT_ON) {
-
- // segment went from back halfspace to "on" the plane. Emit
- // the vertex into the back poly and remember that we came
- // from the back halfspace.
- sidelastdefinite = BPT_BACK;
- back.Verts[(back.NumVerts)++] = Verts[i];
- } else { // side == BPT_BACK
- // segment is completely in the back halfspace, just emit the
- // vertex into the back poly
- back.Verts[(back.NumVerts)++] = Verts[i];
- }
-
- } else if (sideprev == BPT_ON) {
- if (side == BPT_FRONT) {
- // segment is on the plane
- if (sidelastdefinite == BPT_BACK) {
- front.Verts[(front.NumVerts)++] = Verts[iprev];
- }
- front.Verts[(front.NumVerts)++] = Verts[i];
-
- } else if (side == BPT_ON) {
- if (sidelastdefinite == BPT_FRONT) {
- front.Verts[(front.NumVerts)++] = Verts[i];
- } else {
- back.Verts[(back.NumVerts)++] = Verts[i];
- }
-
- } else { // side == BPT_BACK
- if (sidelastdefinite == BPT_FRONT) {
- back.Verts[(back.NumVerts)++] = Verts[iprev];
- }
- back.Verts[(back.NumVerts)++] = Verts[i];
- }
- } else {
- WWASSERT_PRINT(0,"PolygonClass::Split : invalid side\n");
- }
- sideprev = side;
- iprev = i;
- i = (i+1)%NumVerts;
- }
- front.Compute_Plane();
- back.Compute_Plane();
- // check the two polygons
- if (front.Is_Degenerate()) {
- front.Salvage_Degenerate();
- }
- if (back.Is_Degenerate()) {
- back.Salvage_Degenerate();
- }
- }
- bool PolygonClass::Is_Degenerate(void)
- {
- int i,j;
- if (NumVerts <= 2) {
- WWDEBUG_SAY(("Degenerate Poly - fewer than 3 vertices\r\n"));
- return true;
- }
- for (i=0; i<NumVerts; i++) {
- for (j = i+1; j < NumVerts; j++) {
-
- float delta = (Verts[i].Position - Verts[j].Position).Length();
- if (delta < BPT_COINCIDENCE_EPSILON) {
- WWDEBUG_SAY(("Degenerate Poly - coincident vertices!\r\n"));
- return true;
- }
- }
- }
- for (i=0; i<NumVerts; i++) {
- int side = Verts[i].Which_Side(Plane);
- if (side != BPT_ON) {
- // hmmm, try to recalculate the plane, if it is still bad, then give up
- Compute_Plane();
- if (Verts[i].Which_Side(Plane) != BPT_ON) {
- WWDEBUG_SAY(("Degenerate Poly - invalid plane!\r\n"));
- return true;
- }
- }
- }
- return false;
- }
- bool PolygonClass::Salvage_Degenerate(void)
- {
- /*
- ** About all we can do is combine sequential vertices which are co-incident
- */
- int i = 0;
- while (i < NumVerts) {
- float delta = (Verts[i].Position - Verts[i+1].Position).Length();
- if (delta < BPT_COINCIDENCE_EPSILON) {
-
- for (int j=i+1; j<NumVerts-1; j++) {
- Verts[j] = Verts[j+1];
- }
- NumVerts--;
-
- } else {
- i++;
- }
- }
- return !Is_Degenerate();
- }
- /***********************************************************************************************
- **
- ** BSPClass Implementation
- **
- ***********************************************************************************************/
- BSPClass::BSPClass(HTreeClass * tree,int bone_index,int & leaf_index) :
- Plane(0,0,1,0),
- Front(NULL),
- Back(NULL),
- FrontLeafIndex(-1),
- BackLeafIndex(-1)
- {
- // initialize our plane equation from the transform
- Set_Plane_From_Transform(tree->Get_Transform(bone_index));
- int front = -1;
- int back = -1;
- // search for a front and back child of this bone
- for (int ibone=0; ibone < tree->Num_Pivots(); ibone++) {
- if (tree->Get_Parent_Index(ibone) == bone_index) {
- // found a child, now see if it is the front or back child
- Vector3 point = tree->Get_Transform(ibone).Get_Translation();
- if (Plane.In_Front(point)) {
- front = ibone;
- } else {
- back = ibone;
- }
- }
- }
- // Recurse if we have children, otherwise assign leaf indices
- if (front != -1) {
- Front = W3DNEW BSPClass(tree,front,leaf_index);
- } else {
- FrontLeafIndex = leaf_index++;
- }
- if (back != -1) {
- Back = W3DNEW BSPClass(tree,back,leaf_index);
- } else {
- BackLeafIndex = leaf_index++;
- }
- }
- BSPClass::~BSPClass(void)
- {
- if (Front != NULL) {
- delete Front;
- }
- if (Back != NULL) {
- delete Back;
- }
- Front = Back = NULL;
- }
- void BSPClass::Set_Plane_From_Transform(const Matrix3D & tm)
- {
- Plane.Set(tm.Get_Z_Vector(),tm.Get_Translation());
- }
- void BSPClass::Clip_Polygon(const PolygonClass & polygon)
- {
- PolygonClass front_poly,back_poly;
- front_poly.Set_Vertex_Count(0);
- back_poly.Set_Vertex_Count(0);
-
- switch(polygon.Which_Side(Plane))
- {
- case BPT_FRONT: case BPT_ON:
- front_poly = polygon;
- break;
- case BPT_BACK:
- back_poly = polygon;
- break;
- default:
- polygon.Split(Plane,front_poly,back_poly);
- break;
- };
- // Process the front halfspace: Recurse if we have a child clipping plane,
- // otherwise add our polygons to our assigned clipping pool
- if (Front == NULL) {
- // We're a leaf node so put the polygons into the mesh fragment arrays
- if (front_poly.Get_Vertex_Count() >= 3) {
- ClipPools[FrontLeafIndex].Add(front_poly);
- }
- } else {
- // Pass the polygons to our child for further clipping
- if (front_poly.Get_Vertex_Count() >= 3) {
- Front->Clip_Polygon(front_poly);
- }
- }
- // Process the back halfspace:
- if (Back==NULL) {
- if (back_poly.Get_Vertex_Count() >= 3) {
- ClipPools[BackLeafIndex].Add(back_poly);
- }
- } else {
- if (back_poly.Get_Vertex_Count() >= 3) {
- Back->Clip_Polygon(back_poly);
- }
- }
- }
- /***********************************************************************************************
- **
- ** ShatterSystem Implementation - this is the interface with the outside world
- **
- ** Transform meshes into space needed for shattering:
- ** Vshatter = Mscale-to-unit * Mworld-shatterview * Mobj-world * Vobj
- **
- ***********************************************************************************************/
- void ShatterSystem::Init(void)
- {
- /*
- ** Resize the Mesh Fragment pointer array to handle the maximum number
- ** of mesh fragments.
- */
- MeshFragments.Resize(MAX_MESH_FRAGMENTS);
- /*
- ** Search for ShatterPattern hierarchy tree objects, beginning with ShatterPattern00
- ** Create a BSP structure for each one.
- */
- StringClass htree_name;
- htree_name.Format(SHATTER_PATTERN_FORMAT,0);
- if (WW3DAssetManager::Get_Instance()==NULL)
- return; // WorldBuilderTool doesn't initialize the asset manager. jba.
- #if 1
- HTreeClass *htree = NULL;
- #else
- HTreeClass * htree = WW3DAssetManager::Get_Instance()->Get_HTree(htree_name);
- #endif
- while (htree != NULL) {
- if ((htree->Num_Pivots() > 1) && (htree->Num_Pivots() < MAX_MESH_FRAGMENTS)) {
- int leaf_counter = 0;
- htree->Base_Update(Matrix3D(1));
- ShatterPatterns.Add(W3DNEW BSPClass(htree,1,leaf_counter));
- }
-
- /*
- ** Try to load the next tree
- */
- htree_name.Format(SHATTER_PATTERN_FORMAT,ShatterPatterns.Count());
- htree = WW3DAssetManager::Get_Instance()->Get_HTree(htree_name);
- }
- }
- void ShatterSystem::Shutdown(void)
- {
- /*
- ** Release all mesh fragments
- */
- Release_Fragments();
- /*
- ** Release any loaded BSP trees
- */
- for (int i=0; i<ShatterPatterns.Count(); i++) {
- delete ShatterPatterns[i];
- ShatterPatterns[i] = NULL;
- }
- ShatterPatterns.Delete_All();
- }
- void ShatterSystem::Shatter_Mesh(MeshClass * mesh,const Vector3 & point,const Vector3 & direction)
- {
- if (ShatterPatterns.Count() == 0) {
- return ;
- }
- int ivert,ipoly;
- int ipass,istage;
- /*
- ** Reset the temporary clip arrays
- ** Release any old mesh fragment render objects
- */
- Reset_Clip_Pools();
- Release_Fragments();
- /*
- ** Verify that this mesh meets the criteria for being shattered
- ** - it has a maximum of two passes
- ** - it uses only one vertex material per pass
- ** - it uses only one shader per pass
- ** - it uses only one texture per pass
- */
- MeshModelClass * model = mesh->Get_Model();
- if (model->Get_Pass_Count() > MeshMatDescClass::MAX_PASSES) {
- WWDEBUG_SAY(("Failed to shatter model: %s. Too many passes (%d)\n",model->Get_Name(),model->Get_Pass_Count()));
- REF_PTR_RELEASE(model);
- return;
- }
- for (ipass=0; ipass<model->Get_Pass_Count(); ipass++) {
- if (model->Has_Material_Array(ipass) || model->Has_Shader_Array(ipass)) {
- WWDEBUG_SAY(("Failed to shatter model: %s. It has shader or material arrays\n",model->Get_Name()));
- REF_PTR_RELEASE(model);
- return;
- }
-
- for (istage=0; istage<MeshMatDescClass::MAX_TEX_STAGES; istage++) {
- if (model->Has_Texture_Array(ipass,istage)) {
- WWDEBUG_SAY(("Failed to shatter model: %s. Texture array in pass: %d stage: %d\n",model->Get_Name(),ipass,istage));
- REF_PTR_RELEASE(model);
- return;
- }
- }
- }
- /*
- ** Grab a random shatter pattern
- */
- BSPClass * clipper = ShatterPatterns[rand() % ShatterPatterns.Count()];
- /*
- ** Compute transforms which take vertices from mesh-space to shatter-space
- ** and back again. Transform polygons into "shatter-space", clip, then
- ** transform the results back out
- **
- ** Take vertices from obj-space to shatter space:
- ** Vshatter = Mscale-to-unit * Mworld-shatterview * Mobj-world * Vobj
- **
- ** Clip the polygons to the BSP
- ** Vclipped = BSP_CLIP(Vshatter)
- **
- ** Next, take the verts back to object space:
- ** Vobjclip = Inverse(Mscale-to-unit * Mworld-shatter * Mobj-world) * Vclipped
- ** = Inv(Mobj-world)*Inv(Mworld-shatter)*Inv(Mscl-to-unit) * Vclipped
- **
- ** Next, create separate, re-centered meshes
- ** Vnewobj = Mold-obj-to-new-obj * Vobjclip
- */
- /*
- ** Object-space to world-space transform
- */
- Matrix3D Mobj_to_world = mesh->Get_Transform();
- /*
- ** World-space to shatter-space transform
- */
- Matrix3D Mshatter_to_world;
- Matrix3D Mworld_to_shatter;
- Mshatter_to_world.Look_At(point,point+direction,0.0f); // TODO: could put random roll
- Mshatter_to_world.Get_Orthogonal_Inverse(Mworld_to_shatter);
- /*
- ** Final pair of matrices
- */
- Matrix3D Mobj_to_shatter;
- Matrix3D Mshatter_to_obj;
- Matrix3D::Multiply(Mworld_to_shatter,Mobj_to_world,&Mobj_to_shatter);
- Mobj_to_shatter.Get_Orthogonal_Inverse(Mshatter_to_obj);
- /*
- ** Scaling matrices. This could be simpler if Matrix3D had a full inverse function.
- */
- SphereClass sphere;
- model->Get_Bounding_Sphere(&sphere);
-
- float scale_factor = 5.0f / sphere.Radius; // mesh scales to 5x shatter pattern.
- Matrix3D Mscale_to_shatter(1);
- Matrix3D Mscale_from_shatter(1);
- Mscale_to_shatter.Scale(scale_factor);
- Mscale_from_shatter.Scale(1.0f / scale_factor);
-
- Matrix3D::Multiply(Mscale_to_shatter,Mobj_to_shatter,&Mobj_to_shatter);
- Matrix3D::Multiply(Mshatter_to_obj,Mscale_from_shatter,&Mshatter_to_obj);
- /*
- ** Grab the arrays out of the mesh and transform verts and vnorms
- ** into "shatter-space"
- */
- const TriIndex * polys = model->Get_Polygon_Array();
- const Vector3 * src_verts = model->Get_Vertex_Array();
- const Vector3 * src_vnorms = model->Get_Vertex_Normal_Array();
- Vector3 * verts = _get_temp_vertex_position_array(model->Get_Vertex_Count());
- VectorProcessorClass::Transform(verts,src_verts,Mobj_to_shatter,model->Get_Vertex_Count());
- /*
- ** Build a description of the material parameters for the mesh
- */
- MeshMtlParamsClass mtl_params(model);
-
- SHATTER_DEBUG_SAY(("****************************************************\n"));
- SHATTER_DEBUG_SAY((" Clipping model: %s\n",model->Get_Name()));
- SHATTER_DEBUG_SAY(("****************************************************\n"));
- /*
- ** Pass each polygon of the source model through the BSP clipper
- */
- for (ipoly=0; ipoly<model->Get_Polygon_Count(); ipoly++) {
- /*
- ** Set up a PolygonClass for polygon 'i' in the mesh
- */
- SHATTER_DEBUG_SAY(("Passing polygon %d to clipper.\n",ipoly));
- PolygonClass polygon;
- for (ivert=0; ivert<3; ivert++) {
-
- int vert_index = polys[ipoly][ivert];
- polygon.Verts[ivert].PassCount = mtl_params.PassCount;
- polygon.Verts[ivert].Position = verts[vert_index];
- polygon.Verts[ivert].Normal = src_vnorms[vert_index];
- SHATTER_DEBUG_SAY(("position: %f %f %f\n",verts[vert_index].X,verts[vert_index].Y,verts[vert_index].Z));
- SHATTER_DEBUG_SAY(("normal: %f %f %f\n",src_vnorms[vert_index].X,src_vnorms[vert_index].Y,src_vnorms[vert_index].Z));
-
- for (ipass=0; ipass<MeshMatDescClass::MAX_PASSES; ipass++) {
- if (mtl_params.DCG[ipass] != NULL) {
- polygon.Verts[ivert].DCG[ipass] = mtl_params.DCG[ipass][vert_index];
- SHATTER_DEBUG_SAY(("DCG: pass: %d : %f %f %f\n",ipass,mtl_params.DCG[ipass][vert_index].X,mtl_params.DCG[ipass][vert_index].Y,mtl_params.DCG[ipass][vert_index].Z));
- }
-
- if (mtl_params.DIG[ipass] != NULL) {
- polygon.Verts[ivert].DIG[ipass] = mtl_params.DIG[ipass][vert_index];
- SHATTER_DEBUG_SAY(("DIG: pass: %d : %f %f %f\n",ipass,mtl_params.DIG[ipass][vert_index].X,mtl_params.DIG[ipass][vert_index].Y,mtl_params.DIG[ipass][vert_index].Z));
- }
- for (istage=0; istage<MeshMatDescClass::MAX_TEX_STAGES; istage++) {
- if (mtl_params.UV[ipass][istage] != NULL) {
- polygon.Verts[ivert].TexCoord[ipass][istage] = mtl_params.UV[ipass][istage][vert_index];
- SHATTER_DEBUG_SAY(("UV pass: %d stage: %d: %f %f\n",ipass,istage,mtl_params.UV[ipass][istage][vert_index].X,mtl_params.UV[ipass][istage][vert_index].Y));
- }
- }
- /* if (mtl_params.UVIndexArray[ipass] != NULL) {
- int uv_index = mtl_params.UVIndexArray[ipass][ipoly][ivert];
- polygon.Verts[ivert].TexCoord[ipass][0] = mtl_params.UV[ipass][0][uv_index];
- SHATTER_DEBUG_SAY(("Per-Face UV pass: %d: %f %f\n",ipass,polygon.Verts[ivert].TexCoord[ipass][0].X,polygon.Verts[ivert].TexCoord[ipass][0].Y));
- }
- */ }
- }
- polygon.Set_Vertex_Count(3);
- polygon.Compute_Plane();
- /*
- ** Pass it through the BSP
- */
- clipper->Clip_Polygon(polygon);
- }
- /*
- ** convert the clipped polygons into meshes
- */
- Process_Clip_Pools(Mshatter_to_obj,mesh,mtl_params);
- /*
- ** release resources
- */
- REF_PTR_RELEASE(model);
- }
- int ShatterSystem::Get_Fragment_Count(void)
- {
- return MeshFragments.Count();
- }
- RenderObjClass * ShatterSystem::Get_Fragment(int fragment_index)
- {
- if (MeshFragments[fragment_index] != NULL) {
- MeshFragments[fragment_index]->Add_Ref();
- }
- return MeshFragments[fragment_index];
- }
- RenderObjClass * ShatterSystem::Peek_Fragment(int fragment_index)
- {
- return MeshFragments[fragment_index];
- }
- void ShatterSystem::Release_Fragments(void)
- {
- // release any ref's to render objects
- for (int i=0; i<MeshFragments.Count(); i++) {
- REF_PTR_RELEASE(MeshFragments[i]);
- }
-
- // reset array but don't resize
- MeshFragments.Delete_All(false);
- }
- void ShatterSystem::Reset_Clip_Pools(void)
- {
- for (int i=0; i<MAX_MESH_FRAGMENTS; i++) {
- // reset array but don't resize
- ClipPools[i].Delete_All(false);
- }
- }
- void ShatterSystem::Process_Clip_Pools
- (
- const Matrix3D & Mshatter_to_mesh,
- MeshClass * mesh,
- MeshMtlParamsClass & mtl_params
- )
- {
- /*
- ** Release any render objects we currently have and reset the array count
- */
- Release_Fragments();
-
- /*
- ** Grab the model
- */
- MeshModelClass * model = mesh->Get_Model();
- WWASSERT(model != NULL);
- /*
- ** Loop over all ClipPools and build a mesh for any that contain polygons
- */
- for (int ipool=0; ipool<MAX_MESH_FRAGMENTS; ipool++) {
- if (ClipPools[ipool].Count() > 0) {
- int ivert,ipoly,ipass,istage;
- /*
- ** Count the verts and polys
- */
- int pcount = 0;
- int vcount = 0;
- for (ipoly=0;ipoly<ClipPools[ipool].Count();ipoly++) {
- int poly_vert_count = ClipPools[ipool][ipoly].Get_Vertex_Count();
- vcount += poly_vert_count;
- pcount += poly_vert_count-2;
- }
- SHATTER_DEBUG_SAY(("****************************************************\n"));
- SHATTER_DEBUG_SAY((" Reassembling fragment %d of model: %s\n",ipool,model->Get_Name()));
- SHATTER_DEBUG_SAY((" polycount = %d vertexcount = %d\n",pcount,vcount));
- SHATTER_DEBUG_SAY(("****************************************************\n"));
- /*
- ** Create the new mesh, install materials
- */
- DynamicMeshClass * new_mesh = NEW_REF(DynamicMeshClass,(pcount,vcount));
- MaterialInfoClass * matinfo = NEW_REF(MaterialInfoClass,());
- if (model->Get_Flag(MeshModelClass::SORT)) {
- new_mesh->Enable_Sort();
- }
- new_mesh->Set_Pass_Count(mtl_params.PassCount);
-
- bool has_textures = false;
- for (ipass=0; ipass<model->Get_Pass_Count(); ipass++) {
- if (model->Peek_Single_Material(ipass) != NULL) {
- matinfo->Add_Vertex_Material(model->Peek_Single_Material(ipass));
- }
- for (int istage=0; istage<MeshMatDescClass::MAX_TEX_STAGES; istage++) {
- if (model->Peek_Single_Texture(ipass,istage) != NULL) {
- matinfo->Add_Texture(model->Peek_Single_Texture(ipass,istage));
- has_textures = true;
- }
- }
- }
- new_mesh->Set_Material_Info(matinfo);
-
- for (ipass=0; ipass<model->Get_Pass_Count(); ipass++) {
- new_mesh->Set_Vertex_Material(model->Peek_Single_Material(ipass),false,ipass);
- new_mesh->Set_Shader(model->Get_Single_Shader(ipass),ipass);
-
- for (istage=0; istage<MeshMatDescClass::MAX_TEX_STAGES; istage++) {
- TextureClass * tex = model->Peek_Single_Texture(ipass,istage);
- if (tex != NULL) {
- new_mesh->Peek_Model()->Set_Single_Texture(tex,ipass,istage);
- }
- }
- }
-
- REF_PTR_RELEASE(matinfo);
- /*
- ** Add the polygons and vertices to the mesh, transform the vertices
- ** back into the original mesh's coordinate system as we do this
- */
- for (ipoly=0; ipoly<ClipPools[ipool].Count(); ipoly++) {
-
- PolygonClass & poly = ClipPools[ipool][ipoly];
-
- new_mesh->Begin_Tri_Fan();
- SHATTER_DEBUG_SAY(("Begin Tri Fan\n"));
- for(ivert=0; ivert<poly.Get_Vertex_Count(); ivert++) {
- Vector3 pos,norm;
- VertexClass & vert = poly[ivert];
-
- Matrix3D::Transform_Vector(Mshatter_to_mesh,vert.Position,&pos);
- norm = vert.Normal;
- SHATTER_DEBUG_SAY(("Begin Vertex:\n"));
- new_mesh->Begin_Vertex();
- SHATTER_DEBUG_SAY(("postion: %f %f %f\n",pos.X,pos.Y,pos.Z));
- new_mesh->Location_Inline(pos);
- new_mesh->Normal(norm);
- for (ipass=0; ipass<mtl_params.PassCount; ipass++) {
- unsigned mycolor=0;
-
- /*
- ** If there were vertex colors for this pass in the original mesh, then
- ** copy the color out of the vertex into the new mesh.
- */
- if (mtl_params.DCG[ipass] != NULL) {
- SHATTER_DEBUG_SAY(("DCG: pass:%d: %f %f %f\n",ipass,vert.DCG[ipass].X,vert.DCG[ipass].Y,vert.DCG[ipass].Z));
- /* OLD CODE
- new_mesh->DCG(Vector3(vert.DCG[ipass].X,vert.DCG[ipass].Y,vert.DCG[ipass].Z),ipass);
- new_mesh->Alpha(vert.DCG[ipass].W,ipass);
- */
- mycolor=vert.DCG[ipass];
- }
-
- // HY- Multiplying DIG with DCG as in meshmdlio
- if (mtl_params.DIG[ipass] != NULL) {
- SHATTER_DEBUG_SAY(("DIG: pass:%d: %f %f %f\n",ipass,vert.DIG[ipass].X,vert.DIG[ipass].Y,vert.DIG[ipass].Z));
- Vector4 mc=DX8Wrapper::Convert_Color(mycolor);
- Vector4 dc=DX8Wrapper::Convert_Color(vert.DIG[ipass]);
- mc=Vector4(mc.X*dc.X,mc.Y*dc.Y,mc.Z*dc.Z,mc.W);
- mycolor=DX8Wrapper::Convert_Color(mc);
- }
- new_mesh->Color(mycolor);
- /*
- ** If there were UV coordinates in the original mesh for either stage,
- ** then copy the vertex's uv's into into the new mesh.
- */
- // #pragma MESSAGE("HY- Naty, will dynamesh support multiple stages of UV?")
- for (istage=0; istage<MeshMatDescClass::MAX_TEX_STAGES; istage++) {
- if (mtl_params.UV[ipass][istage] != NULL) {
- SHATTER_DEBUG_SAY(("UV: pass:%d stage: %d: %f %f\n",ipass,istage,vert.TexCoord[ipass][istage].X,vert.TexCoord[ipass][istage].Y));
- new_mesh->UV(vert.TexCoord[ipass][istage],istage);
- }
- }
- }
- new_mesh->End_Vertex();
-
- }
- new_mesh->End_Tri_Fan();
- }
- /*
- ** Offset all vertices so that the bounding box center is 0,0,0 and
- ** record that offset into the transform of the mesh
- */
- new_mesh->Set_Dirty_Bounds();
- Vector3 center = new_mesh->Get_Bounding_Box().Center;
- new_mesh->Translate_Vertices(-center);
-
- Matrix3D tm(1);// = mesh->Get_Transform();
- tm.Translate(center);
- Matrix3D::Multiply(tm,mesh->Get_Transform(),&tm);
- new_mesh->Set_Transform(tm);
-
- /*
- ** We gave it good vertex normals so clear their dirty flag
- */
- new_mesh->Set_Dirty_Bounds();
- new_mesh->Set_Dirty_Planes();
- new_mesh->Clear_Dirty_Vertex_Normals();
- /*
- ** Install it in the mesh fragment pool, transferring our reference
- ** to the fragment array...
- */
- MeshFragments.Add(new_mesh);
- }
- }
- REF_PTR_RELEASE(model);
- }
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