| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283 | //-----------------------------------------------------------------------------// Copyright (c) 2012 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 "math/mMath.h"#include "console/console.h"#include "collision/earlyOutPolyList.h"//----------------------------------------------------------------------------EarlyOutPolyList::EarlyOutPolyList(){   VECTOR_SET_ASSOCIATION(mPolyList);   VECTOR_SET_ASSOCIATION(mVertexList);   VECTOR_SET_ASSOCIATION(mIndexList);   VECTOR_SET_ASSOCIATION(mPolyPlaneList);   VECTOR_SET_ASSOCIATION(mPlaneList);   mNormal.set(0, 0, 0);   mIndexList.reserve(100);   mEarlyOut = false;}EarlyOutPolyList::~EarlyOutPolyList(){}//----------------------------------------------------------------------------void EarlyOutPolyList::clear(){   // Only clears internal data   mPolyList.clear();   mVertexList.clear();   mIndexList.clear();   mPolyPlaneList.clear();   mEarlyOut = false;}bool EarlyOutPolyList::isEmpty() const{   return mEarlyOut == false;}//----------------------------------------------------------------------------U32 EarlyOutPolyList::addPoint(const Point3F& p){   if (mEarlyOut == true)      return 0;   mVertexList.increment();   Vertex& v = mVertexList.last();   v.point.x = p.x * mScale.x;   v.point.y = p.y * mScale.y;   v.point.z = p.z * mScale.z;   mMatrix.mulP(v.point);   // Build the plane mask   v.mask = 0;   for (U32 i = 0; i < mPlaneList.size(); i++)      if (mPlaneList[i].distToPlane(v.point) > 0)         v.mask |= 1 << i;   // If the point is inside all the planes, then we're done!   if (v.mask == 0)      mEarlyOut = true;   return mVertexList.size() - 1;}U32 EarlyOutPolyList::addPlane(const PlaneF& plane){   mPolyPlaneList.increment();   mPlaneTransformer.transform(plane, mPolyPlaneList.last());   return mPolyPlaneList.size() - 1;}//----------------------------------------------------------------------------void EarlyOutPolyList::begin(BaseMatInstance* material,U32 surfaceKey){   if (mEarlyOut == true)      return;   mPolyList.increment();   Poly& poly = mPolyList.last();   poly.object = mCurrObject;   poly.material = material;   poly.vertexStart = mIndexList.size();   poly.surfaceKey = surfaceKey;}//----------------------------------------------------------------------------void EarlyOutPolyList::plane(U32 v1,U32 v2,U32 v3){   if (mEarlyOut == true)      return;   mPolyList.last().plane.set(mVertexList[v1].point,      mVertexList[v2].point,mVertexList[v3].point);}void EarlyOutPolyList::plane(const PlaneF& p){   if (mEarlyOut == true)      return;   mPlaneTransformer.transform(p, mPolyList.last().plane);}void EarlyOutPolyList::plane(const U32 index){   if (mEarlyOut == true)      return;   AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!");   mPolyList.last().plane = mPolyPlaneList[index];}const PlaneF& EarlyOutPolyList::getIndexedPlane(const U32 index){   AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!");   return mPolyPlaneList[index];}//----------------------------------------------------------------------------void EarlyOutPolyList::vertex(U32 vi){   if (mEarlyOut == true)      return;   mIndexList.push_back(vi);}//----------------------------------------------------------------------------void EarlyOutPolyList::end(){   if (mEarlyOut == true)      return;   Poly& poly = mPolyList.last();   // Anything facing away from the mNormal is rejected   if (mDot(poly.plane,mNormal) > 0) {      mIndexList.setSize(poly.vertexStart);      mPolyList.decrement();      return;   }   // Build intial inside/outside plane masks   U32 indexStart = poly.vertexStart;   U32 vertexCount = mIndexList.size() - indexStart;   U32 frontMask = 0,backMask = 0;   U32 i;   for (i = indexStart; i < mIndexList.size(); i++) {      U32 mask = mVertexList[mIndexList[i]].mask;      frontMask |= mask;      backMask |= ~mask;   }   // Trivial accept if all the vertices are on the backsides of   // all the planes.   if (!frontMask) {      poly.vertexCount = vertexCount;      mEarlyOut = true;      return;   }   // Trivial reject if any plane not crossed has all it's points   // on the front.   U32 crossMask = frontMask & backMask;   if (~crossMask & frontMask) {      mIndexList.setSize(poly.vertexStart);      mPolyList.decrement();      return;   }   // Need to do some clipping   for (U32 p = 0; p < mPlaneList.size(); p++) {      U32 pmask = 1 << p;      // Only test against this plane if we have something      // on both sides      if (crossMask & pmask) {         U32 indexEnd = mIndexList.size();         U32 i1 = indexEnd - 1;         U32 mask1 = mVertexList[mIndexList[i1]].mask;         for (U32 i2 = indexStart; i2 < indexEnd; i2++) {            U32 mask2 = mVertexList[mIndexList[i2]].mask;            if ((mask1 ^ mask2) & pmask) {               //               mVertexList.increment();               VectorF& v1 = mVertexList[mIndexList[i1]].point;               VectorF& v2 = mVertexList[mIndexList[i2]].point;               VectorF vv = v2 - v1;               F32 t = -mPlaneList[p].distToPlane(v1) / mDot(mPlaneList[p],vv);               mIndexList.push_back(mVertexList.size() - 1);               Vertex& iv = mVertexList.last();               iv.point.x = v1.x + vv.x * t;               iv.point.y = v1.y + vv.y * t;               iv.point.z = v1.z + vv.z * t;               iv.mask = 0;               // Test against the remaining planes               for (i = p + 1; i < mPlaneList.size(); i++)                  if (mPlaneList[i].distToPlane(iv.point) > 0) {                     iv.mask = 1 << i;                     break;                  }            }            if (!(mask2 & pmask)) {               U32 index = mIndexList[i2];               mIndexList.push_back(index);            }            mask1 = mask2;            i1 = i2;         }         // Check for degenerate         indexStart = indexEnd;         if (mIndexList.size() - indexStart < 3) {            mIndexList.setSize(poly.vertexStart);            mPolyList.decrement();            return;         }      }   }   // If we reach here, then there's a poly!   mEarlyOut = true;   // Emit what's left and compress the index list.   poly.vertexCount = mIndexList.size() - indexStart;   memcpy(&mIndexList[poly.vertexStart],      &mIndexList[indexStart],poly.vertexCount);   mIndexList.setSize(poly.vertexStart + poly.vertexCount);}//----------------------------------------------------------------------------void EarlyOutPolyList::memcpy(U32* dst, U32* src,U32 size){   U32* end = src + size;   while (src != end)      *dst++ = *src++;}
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