//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "graphics/dgl.h" #include "console/consoleTypes.h" #include "2d/core/Utility.h" #include "ShapeVector.h" // Script bindings. #include "ShapeVector_ScriptBinding.h" //---------------------------------------------------------------------------- IMPLEMENT_CONOBJECT(ShapeVector); //---------------------------------------------------------------------------- ShapeVector::ShapeVector() : mLineColor(ColorF(1.0f,1.0f,1.0f,1.0f)), mFillColor(ColorF(0.5f,0.5f,0.5f,1.0f)), mFillMode(false), mIsCircle(false), mCircleRadius(1.0f), mFlipX(false), mFlipY(false) { // Set Vector Associations. VECTOR_SET_ASSOCIATION( mPolygonBasisList ); VECTOR_SET_ASSOCIATION( mPolygonLocalList ); // Use a static body by default. mBodyDefinition.type = b2_staticBody; } //---------------------------------------------------------------------------- ShapeVector::~ShapeVector() { } //---------------------------------------------------------------------------- void ShapeVector::initPersistFields() { addProtectedField("PolyList", TypePoint2FVector, Offset(mPolygonBasisList, ShapeVector), &setPolyList, &defaultProtectedGetFn, &writePolyList, ""); addField("LineColor", TypeColorF, Offset(mLineColor, ShapeVector), &writeLineColor, ""); addField("FillColor", TypeColorF, Offset(mFillColor, ShapeVector), &writeFillColor, ""); addField("FillMode", TypeBool, Offset(mFillMode, ShapeVector), &writeFillMode, ""); addField("IsCircle", TypeBool, Offset(mIsCircle, ShapeVector), &writeIsCircle, ""); addField("CircleRadius", TypeF32, Offset(mCircleRadius, ShapeVector), &writeCircleRadius, ""); Parent::initPersistFields(); } //---------------------------------------------------------------------------- void ShapeVector::copyTo(SimObject* obj) { Parent::copyTo(obj); AssertFatal(dynamic_cast(obj), "ShapeVector::copyTo() - Object is not the correct type."); ShapeVector* object = static_cast(obj); // Copy fields object->mFillMode = mFillMode; object->mFillColor = mFillColor; object->mLineColor = mLineColor; object->mIsCircle = mIsCircle; object->mCircleRadius = mCircleRadius; object->mFlipX = mFlipX; object->mFlipY = mFlipY; if (getPolyVertexCount() > 0) object->setPolyCustom(mPolygonBasisList.size(), getPoly()); } //---------------------------------------------------------------------------- bool ShapeVector::onAdd() { // Call Parent. if(!Parent::onAdd()) return false; // Return Okay. return true; } //---------------------------------------------------------------------------- void ShapeVector::onRemove() { // Call Parent. Parent::onRemove(); } //---------------------------------------------------------------------------- void ShapeVector::sceneRender( const SceneRenderState* pSceneRenderState, const SceneRenderRequest* pSceneRenderRequest, BatchRender* pBatchRenderer ) { // Fetch Vertex Count. const U32 vertexCount = mPolygonLocalList.size(); // Finish if not vertices. if ( vertexCount == 0 && !mIsCircle) return; // Disable Texturing. glDisable ( GL_TEXTURE_2D ); // Save Model-view. glMatrixMode(GL_MODELVIEW); glPushMatrix(); // Fetch Position/Rotation. const Vector2 position = getRenderPosition(); // Set Blend Options. setBlendOptions(); if (mIsCircle) { glRotatef( mRadToDeg(getRenderAngle()), 0.0f, 0.0f, 1.0f ); // Render the shape. bool wireFrame = (pBatchRenderer->getWireframeMode() || this->getDebugMask() & Scene::SCENE_DEBUG_WIREFRAME_RENDER) ? true : false; renderCircleShape(position, mCircleRadius, wireFrame); } else { // Move into Vector-Space. glTranslatef( position.x, position.y, 0.0f ); glRotatef( mRadToDeg(getRenderAngle()), 0.0f, 0.0f, 1.0f ); // Render the shape. bool wireFrame = (pBatchRenderer->getWireframeMode() || this->getDebugMask() & Scene::SCENE_DEBUG_WIREFRAME_RENDER) ? true : false; renderPolygonShape(vertexCount, wireFrame); } // Restore color. glColor4f( 1,1,1,1 ); // Restore Matrix. glPopMatrix(); } void ShapeVector::renderCircleShape(Vector2 position, F32 radius, const bool wireFrame) { if (mFillMode) { // Set the fill color. glColor4f((GLfloat)mFillColor.red, (GLfloat)mFillColor.green, (GLfloat)mFillColor.blue, (GLfloat)mFillColor.alpha); // Draw the shape. const U32 k_segments = 32; const F32 k_increment = 2.0f * M_PI_F / k_segments; F32 theta = 0.0f; Vector verts; for (U32 n = 0; n < k_segments; n++) { Vector2 v = position + radius * Vector2(mCos(theta), mSin(theta)); verts.push_back((GLfloat)v.x); verts.push_back((GLfloat)v.y); theta += k_increment; } glVertexPointer(2, GL_FLOAT, 0, verts.address()); glEnableClientState(GL_VERTEX_ARRAY); glDrawArrays(GL_TRIANGLE_FAN, 0, k_segments); // If mFillMode is enabled wireframe is also enabled, we'll draw a filled shape with a wire overlay. // Set the line color. if (wireFrame) { glColor4f((GLfloat)mLineColor.red, (GLfloat)mLineColor.green, (GLfloat)mLineColor.blue, (GLfloat)mLineColor.alpha); glDrawArrays(GL_LINE_LOOP, 0, k_segments); } glDisableClientState(GL_VERTEX_ARRAY); } else { // We emulate wireframe mode here by drawing lines between the verts. // Set the line color. glColor4f((GLfloat)mLineColor.red, (GLfloat)mLineColor.green, (GLfloat)mLineColor.blue, (GLfloat)mLineColor.alpha); // Draw the shape. const U32 k_segments = 32; const F32 k_increment = 2.0f * M_PI_F / k_segments; F32 theta = 0.0f; Vector verts; for (U32 n = 0; n < k_segments; n++) { Vector2 v = position + radius * Vector2(mCos(theta), mSin(theta)); verts.push_back((GLfloat)v.x); verts.push_back((GLfloat)v.y); theta += k_increment; } glVertexPointer(2, GL_FLOAT, 0, verts.address()); glEnableClientState(GL_VERTEX_ARRAY); glDrawArrays(GL_LINE_LOOP, 0, k_segments); glDisableClientState(GL_VERTEX_ARRAY); } } void ShapeVector::renderPolygonShape(U32 vertexCount, const bool wireFrame) { // If fill mode is enabled, draw the polygon using GL_TRIANGLE_FAN, otherwise we draw with GL_LINE_LOOP. // We also draw with GL_LINE_LOOP if the scene/object is being rendered with wireframe enabled. if (mFillMode) { // Set the fill color. glColor4f((GLfloat)mFillColor.red, (GLfloat)mFillColor.green, (GLfloat)mFillColor.blue, (GLfloat)mFillColor.alpha); // Draw the shape. Vector verts; for (U32 n = 0; n < vertexCount; n++) { verts.push_back((GLfloat)mPolygonLocalList[n].x); verts.push_back((GLfloat)mPolygonLocalList[n].y); } glVertexPointer(2, GL_FLOAT, 0, verts.address()); glEnableClientState(GL_VERTEX_ARRAY); glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount); // If mFillMode is enabled wireframe is also enabled, we'll draw a filled shape with a wire overlay. // Set the line color. if (wireFrame) { glColor4f((GLfloat)mLineColor.red, (GLfloat)mLineColor.green, (GLfloat)mLineColor.blue, (GLfloat)mLineColor.alpha); glDrawArrays(GL_LINE_LOOP, 0, vertexCount); } glDisableClientState(GL_VERTEX_ARRAY); } else { // We emulate wireframe mode here by drawing lines between the verts. // Set the line color. glColor4f((GLfloat)mLineColor.red, (GLfloat)mLineColor.green, (GLfloat)mLineColor.blue, (GLfloat)mLineColor.alpha); // Draw the shape. Vector verts; for (U32 n = 0; n < vertexCount; n++) { verts.push_back((GLfloat)mPolygonLocalList[n].x); verts.push_back((GLfloat)mPolygonLocalList[n].y); } glVertexPointer(2, GL_FLOAT, 0, verts.address()); glEnableClientState(GL_VERTEX_ARRAY); glDrawArrays(GL_LINE_LOOP, 0, vertexCount); glDisableClientState(GL_VERTEX_ARRAY); } } //---------------------------------------------------------------------------- void ShapeVector::setSize( const Vector2& size ) { F32 xDifference = mSize.x / size.x; // Call Parent. Parent::setSize( size ); if (mIsCircle) { mCircleRadius /= xDifference; } else { // Generate Local Polygon. generateLocalPoly(); } } //---------------------------------------------------------------------------- void ShapeVector::setPolyPrimitive( const U32 polyVertexCount ) { // Check it's not zero! if ( polyVertexCount == 0 ) { // Warn. Con::warnf("ShapeVector::setPolyPrimitive() - Vertex count must be greater than zero!"); // Finish Here. return; } // Clear Polygon List. mPolygonBasisList.clear(); mPolygonBasisList.setSize( polyVertexCount ); // Point? if ( polyVertexCount == 1 ) { // Set Polygon Point. mPolygonBasisList[0].Set(0.0f, 0.0f); } // Special-Case Quad? else if ( polyVertexCount == 4 ) { // Yes, so set Quad. mPolygonBasisList[0].Set(-0.5f, -0.5f); mPolygonBasisList[1].Set(+0.5f, -0.5f); mPolygonBasisList[2].Set(+0.5f, +0.5f); mPolygonBasisList[3].Set(-0.5f, +0.5f); } else { // No, so calculate Regular (Primitive) Polygon Stepping. // // NOTE:- The polygon sits on an circle that subscribes the interior // of the collision box. F32 angle = M_PI_F / polyVertexCount; const F32 angleStep = M_2PI_F / polyVertexCount; // Calculate Polygon. for ( U32 n = 0; n < polyVertexCount; n++ ) { // Calculate Angle. angle += angleStep; // Store Polygon Vertex. mPolygonBasisList[n].Set(mCos(angle), mSin(angle)); } } // Generation Local Poly. generateLocalPoly(); } //---------------------------------------------------------------------------- void ShapeVector::setPolyCustom( const U32 polyVertexCount, const char* pCustomPolygon ) { // Validate Polygon. if ( polyVertexCount < 1 ) { // Warn. Con::warnf("ShapeVector::setPolyCustom() - Vertex count must be greater than zero!"); return; } // Fetch Custom Polygon Value Count. const U32 customCount = Utility::mGetStringElementCount(pCustomPolygon); // Validate Polygon Custom Length. if ( customCount != polyVertexCount*2 ) { // Warn. Con::warnf("ShapeVector::setPolyCustom() - Invalid Custom Polygon Items '%d'; expected '%d'!", customCount, polyVertexCount*2 ); return; } //// Validate Polygon Vertices. //for ( U32 n = 0; n < customCount; n+=2 ) //{ // // Fetch Coordinate. // const Vector2 coord = Utility::mGetStringElementVector(pCustomPolygon, n); // // Check Range. // if ( coord.x < -1.0f || coord.x > 1.0f || coord.y < -1.0f || coord.y > 1.0f ) // { // // Warn. // Con::warnf("ShapeVector::setPolyCustom() - Invalid Polygon Coordinate range; Must be -1 to +1! '(%g,%g)'", coord.x, coord.y ); // return; // } //} // Clear Polygon Basis List. mPolygonBasisList.clear(); mPolygonBasisList.setSize( polyVertexCount ); // Validate Polygon Vertices. for ( U32 n = 0; n < polyVertexCount; n++ ) { // Fetch Coordinate. const F32 x = dAtof(Utility::mGetStringElement(pCustomPolygon, n*2)); const F32 y = dAtof(Utility::mGetStringElement(pCustomPolygon, n*2+1)); // Store Polygon Vertex. mPolygonBasisList[n].Set(x, y); } // Generation Local Poly. generateLocalPoly(); } //---------------------------------------------------------------------------- const char* ShapeVector::getPoly( void ) { // Get Collision Polygon. const Vector2* pPoly = (getPolyVertexCount() > 0) ? getPolyBasis() : NULL; // Set Max Buffer Size. const U32 maxBufferSize = getPolyVertexCount() * 18 + 1; // Get Return Buffer. char* pReturnBuffer = Con::getReturnBuffer( maxBufferSize ); // Check Buffer. if( !pReturnBuffer ) { // Warn. Con::printf("ShapeVector::getPoly() - Unable to allocate buffer!"); // Exit. return NULL; } // Set Buffer Counter. U32 bufferCount = 0; // Add Polygon Edges. for ( U32 n = 0; n < getPolyVertexCount(); n++ ) { // Output Object ID. bufferCount += dSprintf( pReturnBuffer + bufferCount, maxBufferSize-bufferCount, "%0.5f %0.5f ", pPoly[n].x, pPoly[n].y ); // Finish early if we run out of buffer space. if ( bufferCount >= maxBufferSize ) { // Warn. Con::warnf("ShapeVector::getPoly() - Error writing to buffer!"); break; } } // Return Buffer. return pReturnBuffer; } //---------------------------------------------------------------------------- const char* ShapeVector::getWorldPoly( void ) { // Get the object space polygon //const Vector2* pPoly = (getPolyVertexCount() > 0) ? getPolyBasis() : NULL; // Set the max buffer size const U32 maxBufferSize = getPolyVertexCount() * 18 + 1; // Get the return buffer. char* pReturnBuffer = Con::getReturnBuffer( maxBufferSize ); // Check the buffer. if( !pReturnBuffer ) { // Warn. Con::printf("ShapeVector::getWorldPoly() - Unable to allocate buffer!"); // Exit. return NULL; } // Set Buffer Counter. U32 bufferCount = 0; // Add Polygon Edges. for ( U32 n = 0; n < getPolyVertexCount(); n++ ) { // Convert the poly point to a world coordinate Vector2 worldPoint = getWorldPoint(mPolygonLocalList[n]); // Output the point bufferCount += dSprintf( pReturnBuffer + bufferCount, maxBufferSize-bufferCount, "%0.5f %0.5f ", worldPoint.x, worldPoint.y ); // Finish early if we run out of buffer space. if ( bufferCount >= maxBufferSize ) { // Warn. Con::warnf("ShapeVector::getWorldPoly() - Error writing to buffer!"); break; } } // Return Buffer. return pReturnBuffer; } //---------------------------------------------------------------------------- void ShapeVector::generateLocalPoly( void ) { // Fetch Polygon Vertex Count. const U32 polyVertexCount = mPolygonBasisList.size(); // Process Collision Polygon (if we've got one). if ( polyVertexCount > 0 ) { // Clear Polygon List. mPolygonLocalList.clear(); mPolygonLocalList.setSize( polyVertexCount ); // Scale/Orientate Polygon. for ( U32 n = 0; n < polyVertexCount; n++ ) { // Fetch Polygon Basis. Vector2 polyVertex = mPolygonBasisList[n]; // Scale. polyVertex.Set( polyVertex.x * mSize.x * (mFlipX ? -1.0f : 1.0f), polyVertex.y * mSize.y * (mFlipY ? -1.0f : 1.0f)); // Set Vertex. mPolygonLocalList[n] = polyVertex; } } } //---------------------------------------------------------------------------- Vector2 ShapeVector::getBoxFromPoints() { Vector2 box(1.0f, 1.0f); // Fetch Polygon Vertex Count. const U32 polyVertexCount = mPolygonBasisList.size(); F32 minX = 0; F32 minY = 0; F32 maxX = 0; F32 maxY = 0; // Process Collision Polygon (if we've got one). if ( polyVertexCount > 0 ) { // Scale/Orientate Polygon. for ( U32 n = 0; n < polyVertexCount; n++ ) { // Fetch Polygon Basis. Vector2 polyVertex = mPolygonBasisList[n]; if (polyVertex.x > maxX) maxX = polyVertex.x; else if (polyVertex.x < minX) minX = polyVertex.x; if (polyVertex.y > maxY) maxY = polyVertex.y; else if (polyVertex.y < minY) minY = polyVertex.y; } } box.x = maxX - minX; box.y = maxY - minY; return box; }