groundPlane.cpp 18 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  23. // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
  24. // Copyright (C) 2015 Faust Logic, Inc.
  25. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  26. #include "platform/platform.h"
  27. #include "T3D/groundPlane.h"
  28. #include "renderInstance/renderPassManager.h"
  29. #include "scene/sceneRenderState.h"
  30. #include "materials/sceneData.h"
  31. #include "materials/materialDefinition.h"
  32. #include "materials/materialManager.h"
  33. #include "materials/baseMatInstance.h"
  34. #include "math/util/frustum.h"
  35. #include "math/mPlane.h"
  36. #include "console/consoleTypes.h"
  37. #include "console/engineAPI.h"
  38. #include "core/stream/bitStream.h"
  39. #include "collision/boxConvex.h"
  40. #include "collision/abstractPolyList.h"
  41. #include "T3D/physics/physicsPlugin.h"
  42. #include "T3D/physics/physicsBody.h"
  43. #include "T3D/physics/physicsCollision.h"
  44. #ifdef TORQUE_AFX_ENABLED
  45. #include "afx/ce/afxZodiacMgr.h"
  46. #endif
  47. /// Minimum square size allowed. This is a cheap way to limit the amount
  48. /// of geometry possibly generated by the GroundPlane (vertex buffers have a
  49. /// limit, too). Dynamically clipping extents into range is a problem since the
  50. /// location of the horizon depends on the camera orientation. Just shifting
  51. /// squareSize as needed also doesn't work as that causes different geometry to
  52. /// be generated depending on the viewpoint and orientation which affects the
  53. /// texturing.
  54. static const F32 sMIN_SQUARE_SIZE = 16;
  55. IMPLEMENT_CO_NETOBJECT_V1( GroundPlane );
  56. ConsoleDocClass( GroundPlane,
  57. "@brief An infinite plane extending in all direction.\n\n"
  58. "%GroundPlane is useful for setting up simple testing scenes, or it can be "
  59. "placed under an existing scene to keep objects from falling into 'nothing'.\n\n"
  60. "%GroundPlane may not be moved or rotated, it is always at the world origin.\n\n"
  61. "@ingroup Terrain"
  62. );
  63. GroundPlane::GroundPlane()
  64. : mSquareSize( 128.0f ),
  65. mScaleU( 1.0f ),
  66. mScaleV( 1.0f ),
  67. mMaterial( NULL ),
  68. mMaterialInst(NULL),
  69. mPhysicsRep( NULL ),
  70. mMin( 0.0f, 0.0f ),
  71. mMax( 0.0f, 0.0f )
  72. {
  73. mTypeMask |= StaticObjectType | StaticShapeObjectType;
  74. mNetFlags.set( Ghostable | ScopeAlways );
  75. mConvexList = new Convex;
  76. mTypeMask |= TerrainLikeObjectType;
  77. INIT_ASSET(Material);
  78. }
  79. GroundPlane::~GroundPlane()
  80. {
  81. mMaterial = nullptr;
  82. if(mMaterialInst)
  83. SAFE_DELETE(mMaterialInst);
  84. mConvexList->nukeList();
  85. SAFE_DELETE( mConvexList );
  86. }
  87. void GroundPlane::initPersistFields()
  88. {
  89. addGroup( "Plane" );
  90. addField( "squareSize", TypeF32, Offset( mSquareSize, GroundPlane ), "Square size in meters to which %GroundPlane subdivides its geometry." );
  91. addField( "scaleU", TypeF32, Offset( mScaleU, GroundPlane ), "Scale of texture repeat in the U direction." );
  92. addField( "scaleV", TypeF32, Offset( mScaleV, GroundPlane ), "Scale of texture repeat in the V direction." );
  93. INITPERSISTFIELD_MATERIALASSET(Material, GroundPlane, "The material used to render the ground plane.");
  94. endGroup( "Plane" );
  95. Parent::initPersistFields();
  96. removeField( "scale" );
  97. removeField( "position" );
  98. removeField( "rotation" );
  99. }
  100. bool GroundPlane::onAdd()
  101. {
  102. if( !Parent::onAdd() )
  103. return false;
  104. if( isClientObject() )
  105. _updateMaterial();
  106. if( mSquareSize < sMIN_SQUARE_SIZE )
  107. {
  108. Con::errorf( "GroundPlane - squareSize below threshold; re-setting to %.02f", sMIN_SQUARE_SIZE );
  109. mSquareSize = sMIN_SQUARE_SIZE;
  110. }
  111. Parent::setScale( VectorF( 1.0f, 1.0f, 1.0f ) );
  112. Parent::setTransform( MatrixF::Identity );
  113. setGlobalBounds();
  114. resetWorldBox();
  115. addToScene();
  116. if ( PHYSICSMGR )
  117. {
  118. PhysicsCollision *colShape = PHYSICSMGR->createCollision();
  119. colShape->addPlane( PlaneF( Point3F::Zero, Point3F( 0, 0, 1 ) ) );
  120. PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
  121. mPhysicsRep = PHYSICSMGR->createBody();
  122. mPhysicsRep->init( colShape, 0, 0, this, world );
  123. }
  124. return true;
  125. }
  126. void GroundPlane::onRemove()
  127. {
  128. if (!mMaterialAsset.isNull())
  129. AssetDatabase.releaseAsset(mMaterialAsset.getAssetId());
  130. //SAFE_DELETE(mMaterialInst);
  131. SAFE_DELETE( mPhysicsRep );
  132. removeFromScene();
  133. Parent::onRemove();
  134. }
  135. void GroundPlane::inspectPostApply()
  136. {
  137. Parent::inspectPostApply();
  138. setMaskBits( U32( -1 ) );
  139. if( mSquareSize < sMIN_SQUARE_SIZE )
  140. {
  141. Con::errorf( "GroundPlane - squareSize below threshold; re-setting to %.02f", sMIN_SQUARE_SIZE );
  142. mSquareSize = sMIN_SQUARE_SIZE;
  143. }
  144. setScale( VectorF( 1.0f, 1.0f, 1.0f ) );
  145. }
  146. void GroundPlane::setTransform( const MatrixF &mat )
  147. {
  148. // Ignore.
  149. }
  150. void GroundPlane::setScale( const Point3F& scale )
  151. {
  152. // Ignore.
  153. }
  154. U32 GroundPlane::packUpdate( NetConnection* connection, U32 mask, BitStream* stream )
  155. {
  156. U32 retMask = Parent::packUpdate( connection, mask, stream );
  157. stream->write( mSquareSize );
  158. stream->write( mScaleU );
  159. stream->write( mScaleV );
  160. PACK_ASSET(connection, Material);
  161. return retMask;
  162. }
  163. void GroundPlane::unpackUpdate( NetConnection* connection, BitStream* stream )
  164. {
  165. Parent::unpackUpdate( connection, stream );
  166. stream->read( &mSquareSize );
  167. stream->read( &mScaleU );
  168. stream->read( &mScaleV );
  169. UNPACK_ASSET(connection, Material);
  170. // If we're added then something possibly changed in
  171. // the editor... do an update of the material and the
  172. // geometry.
  173. if ( isProperlyAdded() )
  174. {
  175. _updateMaterial();
  176. mVertexBuffer = NULL;
  177. }
  178. }
  179. void GroundPlane::_updateMaterial()
  180. {
  181. if (mMaterialAsset.notNull())
  182. {
  183. if (mMaterialInst && String(mMaterialAsset->getMaterialDefinitionName()).equal(mMaterialInst->getMaterial()->getName(), String::NoCase))
  184. return;
  185. SAFE_DELETE(mMaterialInst);
  186. mMaterialInst = MATMGR->createMatInstance(mMaterialAsset->getMaterialDefinitionName(), getGFXVertexFormat< VertexType >());
  187. if (!mMaterialInst)
  188. Con::errorf("GroundPlane::_updateMaterial - no Material called '%s'", mMaterialAsset->getMaterialDefinitionName());
  189. }
  190. }
  191. bool GroundPlane::castRay( const Point3F& start, const Point3F& end, RayInfo* info )
  192. {
  193. PlaneF plane( Point3F( 0.0f, 0.0f, 0.0f ), Point3F( 0.0f, 0.0f, 1.0f ) );
  194. F32 t = plane.intersect( start, end );
  195. if( t >= 0.0 && t <= 1.0 )
  196. {
  197. info->t = t;
  198. info->setContactPoint( start, end );
  199. info->normal.set( 0, 0, 1 );
  200. info->material = mMaterialInst;
  201. info->object = this;
  202. info->distance = 0;
  203. info->faceDot = 0;
  204. info->texCoord.set( 0, 0 );
  205. return true;
  206. }
  207. return false;
  208. }
  209. void GroundPlane::buildConvex( const Box3F& box, Convex* convex )
  210. {
  211. mConvexList->collectGarbage();
  212. Box3F planeBox = getPlaneBox();
  213. if ( !box.isOverlapped( planeBox ) )
  214. return;
  215. // See if we already have a convex in the working set.
  216. BoxConvex *boxConvex = NULL;
  217. CollisionWorkingList &wl = convex->getWorkingList();
  218. CollisionWorkingList *itr = wl.wLink.mNext;
  219. for ( ; itr != &wl; itr = itr->wLink.mNext )
  220. {
  221. if ( itr->mConvex->getType() == BoxConvexType &&
  222. itr->mConvex->getObject() == this )
  223. {
  224. boxConvex = (BoxConvex*)itr->mConvex;
  225. break;
  226. }
  227. }
  228. if ( !boxConvex )
  229. {
  230. boxConvex = new BoxConvex;
  231. mConvexList->registerObject( boxConvex );
  232. boxConvex->init( this );
  233. convex->addToWorkingList( boxConvex );
  234. }
  235. // Update our convex to best match the queried box
  236. if ( boxConvex )
  237. {
  238. Point3F queryCenter = box.getCenter();
  239. boxConvex->mCenter = Point3F( queryCenter.x, queryCenter.y, -GROUND_PLANE_BOX_HEIGHT_HALF );
  240. boxConvex->mSize = Point3F( box.getExtents().x,
  241. box.getExtents().y,
  242. GROUND_PLANE_BOX_HEIGHT_HALF );
  243. }
  244. }
  245. bool GroundPlane::buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& )
  246. {
  247. polyList->setObject( this );
  248. polyList->setTransform( &MatrixF::Identity, Point3F( 1.0f, 1.0f, 1.0f ) );
  249. if(context == PLC_Navigation)
  250. {
  251. F32 z = getPosition().z;
  252. Point3F
  253. p0(box.minExtents.x, box.maxExtents.y, z),
  254. p1(box.maxExtents.x, box.maxExtents.y, z),
  255. p2(box.maxExtents.x, box.minExtents.y, z),
  256. p3(box.minExtents.x, box.minExtents.y, z);
  257. // Add vertices to poly list.
  258. U32 v0 = polyList->addPoint(p0);
  259. polyList->addPoint(p1);
  260. polyList->addPoint(p2);
  261. polyList->addPoint(p3);
  262. // Add plane between first three vertices.
  263. polyList->begin(0, 0);
  264. polyList->vertex(v0);
  265. polyList->vertex(v0+1);
  266. polyList->vertex(v0+2);
  267. polyList->plane(v0, v0+1, v0+2);
  268. polyList->end();
  269. // Add plane between last three vertices.
  270. polyList->begin(0, 1);
  271. polyList->vertex(v0+2);
  272. polyList->vertex(v0+3);
  273. polyList->vertex(v0);
  274. polyList->plane(v0+2, v0+3, v0);
  275. polyList->end();
  276. return true;
  277. }
  278. Box3F planeBox = getPlaneBox();
  279. polyList->addBox( planeBox, mMaterialInst );
  280. return true;
  281. }
  282. void GroundPlane::prepRenderImage( SceneRenderState* state )
  283. {
  284. PROFILE_SCOPE( GroundPlane_prepRenderImage );
  285. // TODO: Should we skip rendering the ground plane into
  286. // the shadows? Its not like you can ever get under it.
  287. if ( !mMaterial )
  288. return;
  289. // If we don't have a material instance after the override then
  290. // we can skip rendering all together.
  291. BaseMatInstance *matInst = state->getOverrideMaterial(mMaterialInst);
  292. if ( !matInst )
  293. return;
  294. PROFILE_SCOPE( GroundPlane_prepRender );
  295. // Update the geometry.
  296. createGeometry( state->getCullingFrustum() );
  297. if( mVertexBuffer.isNull() )
  298. return;
  299. #ifdef TORQUE_AFX_ENABLED
  300. afxZodiacMgr::renderGroundPlaneZodiacs(state, this);
  301. #endif
  302. // Add a render instance.
  303. RenderPassManager* pass = state->getRenderPass();
  304. MeshRenderInst* ri = pass->allocInst< MeshRenderInst >();
  305. ri->type = RenderPassManager::RIT_Mesh;
  306. ri->vertBuff = &mVertexBuffer;
  307. ri->primBuff = &mPrimitiveBuffer;
  308. ri->prim = &mPrimitive;
  309. ri->matInst = matInst;
  310. ri->objectToWorld = pass->allocUniqueXform( MatrixF::Identity );
  311. ri->worldToCamera = pass->allocSharedXform( RenderPassManager::View );
  312. ri->projection = pass->allocSharedXform( RenderPassManager::Projection );
  313. ri->visibility = 1.0f;
  314. ri->translucentSort = matInst->getMaterial()->isTranslucent();
  315. ri->defaultKey = matInst->getStateHint();
  316. if( ri->translucentSort )
  317. ri->type = RenderPassManager::RIT_Translucent;
  318. // If we need lights then set them up.
  319. if ( matInst->isForwardLit() )
  320. {
  321. LightQuery query;
  322. query.init( getWorldSphere() );
  323. query.getLights( ri->lights, 8 );
  324. }
  325. pass->addInst( ri );
  326. }
  327. /// Generate a subset of the ground plane matching the given frustum.
  328. void GroundPlane::createGeometry( const Frustum& frustum )
  329. {
  330. PROFILE_SCOPE( GroundPlane_createGeometry );
  331. enum { MAX_WIDTH = 256, MAX_HEIGHT = 256 };
  332. // Project the frustum onto the XY grid.
  333. Point2F min;
  334. Point2F max;
  335. projectFrustum( frustum, mSquareSize, min, max );
  336. // Early out if the grid projection hasn't changed.
  337. if( mVertexBuffer.isValid() &&
  338. min == mMin &&
  339. max == mMax )
  340. return;
  341. mMin = min;
  342. mMax = max;
  343. // Determine the grid extents and allocate the buffers.
  344. // Adjust square size permanently if with the given frustum,
  345. // we end up producing more than a certain limit of geometry.
  346. // This is to prevent this code from causing trouble with
  347. // long viewing distances.
  348. // This only affects the client object, of course, and thus
  349. // has no permanent effect.
  350. U32 width = mCeil( ( max.x - min.x ) / mSquareSize );
  351. if( width > MAX_WIDTH )
  352. {
  353. mSquareSize = mCeil( ( max.x - min.x ) / MAX_WIDTH );
  354. width = MAX_WIDTH;
  355. }
  356. else if( !width )
  357. width = 1;
  358. U32 height = mCeil( ( max.y - min.y ) / mSquareSize );
  359. if( height > MAX_HEIGHT )
  360. {
  361. mSquareSize = mCeil( ( max.y - min.y ) / MAX_HEIGHT );
  362. height = MAX_HEIGHT;
  363. }
  364. else if( !height )
  365. height = 1;
  366. const U32 numVertices = ( width + 1 ) * ( height + 1 );
  367. const U32 numTriangles = width * height * 2;
  368. // Only reallocate if the buffers are too small.
  369. if ( mVertexBuffer.isNull() || numVertices > mVertexBuffer->mNumVerts )
  370. {
  371. mVertexBuffer.set( GFX, numVertices, GFXBufferTypeDynamic );
  372. }
  373. if ( mPrimitiveBuffer.isNull() || numTriangles > mPrimitiveBuffer->mPrimitiveCount )
  374. {
  375. mPrimitiveBuffer.set( GFX, numTriangles*3, numTriangles, GFXBufferTypeDynamic );
  376. }
  377. // Generate the grid.
  378. generateGrid( width, height, mSquareSize, min, max, mVertexBuffer, mPrimitiveBuffer );
  379. // Set up GFX primitive.
  380. mPrimitive.type = GFXTriangleList;
  381. mPrimitive.numPrimitives = numTriangles;
  382. mPrimitive.numVertices = numVertices;
  383. }
  384. /// Project the given frustum onto the ground plane and return the XY bounds in world space.
  385. void GroundPlane::projectFrustum( const Frustum& frustum, F32 squareSize, Point2F& outMin, Point2F& outMax )
  386. {
  387. // Get the frustum's min and max XY coordinates.
  388. const Box3F bounds = frustum.getBounds();
  389. Point2F minPt( bounds.minExtents.x, bounds.minExtents.y );
  390. Point2F maxPt( bounds.maxExtents.x, bounds.maxExtents.y );
  391. // Round the min and max coordinates so they align on the grid.
  392. minPt.x -= mFmod( minPt.x, squareSize );
  393. minPt.y -= mFmod( minPt.y, squareSize );
  394. F32 maxDeltaX = mFmod( maxPt.x, squareSize );
  395. F32 maxDeltaY = mFmod( maxPt.y, squareSize );
  396. if( maxDeltaX != 0.0f )
  397. maxPt.x += ( squareSize - maxDeltaX );
  398. if( maxDeltaY != 0.0f )
  399. maxPt.y += ( squareSize - maxDeltaY );
  400. // Add a safezone, so we don't touch the clipping planes.
  401. minPt.x -= squareSize; minPt.y -= squareSize;
  402. maxPt.x += squareSize; maxPt.y += squareSize;
  403. outMin = minPt;
  404. outMax = maxPt;
  405. }
  406. /// Generate a triangulated grid spanning the given bounds into the given buffers.
  407. void GroundPlane::generateGrid( U32 width, U32 height, F32 squareSize,
  408. const Point2F& min, const Point2F& max,
  409. GFXVertexBufferHandle< VertexType >& outVertices,
  410. GFXPrimitiveBufferHandle& outPrimitives )
  411. {
  412. // Generate the vertices.
  413. VertexType* vertices = outVertices.lock();
  414. for( F32 y = min.y; y <= max.y; y += squareSize )
  415. for( F32 x = min.x; x <= max.x; x += squareSize )
  416. {
  417. vertices->point.x = x;
  418. vertices->point.y = y;
  419. vertices->point.z = 0.0;
  420. vertices->texCoord.x = ( x / squareSize ) * mScaleU;
  421. vertices->texCoord.y = ( y / squareSize ) * -mScaleV;
  422. vertices->normal.x = 0.0f;
  423. vertices->normal.y = 0.0f;
  424. vertices->normal.z = 1.0f;
  425. vertices->tangent.x = 1.0f;
  426. vertices->tangent.y = 0.0f;
  427. vertices->tangent.z = 0.0f;
  428. vertices->binormal.x = 0.0f;
  429. vertices->binormal.y = 1.0f;
  430. vertices->binormal.z = 0.0f;
  431. vertices++;
  432. }
  433. outVertices.unlock();
  434. // Generate the indices.
  435. U16* indices;
  436. outPrimitives.lock( &indices );
  437. U16 corner1 = 0;
  438. U16 corner2 = 1;
  439. U16 corner3 = width + 1;
  440. U16 corner4 = width + 2;
  441. for( U32 y = 0; y < height; ++ y )
  442. {
  443. for( U32 x = 0; x < width; ++ x )
  444. {
  445. indices[ 0 ] = corner3;
  446. indices[ 1 ] = corner2;
  447. indices[ 2 ] = corner1;
  448. indices += 3;
  449. indices[ 0 ] = corner3;
  450. indices[ 1 ] = corner4;
  451. indices[ 2 ] = corner2;
  452. indices += 3;
  453. corner1 ++;
  454. corner2 ++;
  455. corner3 ++;
  456. corner4 ++;
  457. }
  458. corner1 ++;
  459. corner2 ++;
  460. corner3 ++;
  461. corner4 ++;
  462. }
  463. outPrimitives.unlock();
  464. }
  465. void GroundPlane::getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList)
  466. {
  467. if (!mMaterialAsset.isNull() && mMaterialAsset->getAssetId() != MaterialAsset::smNoMaterialAssetFallback)
  468. usedAssetsList->push_back_unique(mMaterialAsset->getAssetId());
  469. }
  470. DefineEngineMethod( GroundPlane, postApply, void, (),,
  471. "Intended as a helper to developers and editor scripts.\n"
  472. "Force trigger an inspectPostApply. This will transmit "
  473. "material and other fields to client objects."
  474. )
  475. {
  476. object->inspectPostApply();
  477. }