123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480 |
- //-----------------------------------------------------------------------------
- // 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 "platform/platform.h"
- #include "collision/clippedPolyList.h"
- #include "math/mMath.h"
- #include "console/console.h"
- #include "platform/profiler.h"
- #include "core/tAlgorithm.h"
- bool ClippedPolyList::allowClipping = true;
- //----------------------------------------------------------------------------
- ClippedPolyList::ClippedPolyList()
- : mNormal( Point3F::Zero ),
- mNormalTolCosineRadians( 0.0f )
- {
- VECTOR_SET_ASSOCIATION(mPolyList);
- VECTOR_SET_ASSOCIATION(mVertexList);
- VECTOR_SET_ASSOCIATION(mIndexList);
- VECTOR_SET_ASSOCIATION(mPolyPlaneList);
- VECTOR_SET_ASSOCIATION(mPlaneList);
- VECTOR_SET_ASSOCIATION(mNormalList);
-
- mIndexList.reserve(IndexListReserveSize);
- }
- ClippedPolyList::~ClippedPolyList()
- {
- }
- //----------------------------------------------------------------------------
- void ClippedPolyList::clear()
- {
- // Only clears internal data
- mPolyList.clear();
- mVertexList.clear();
- mIndexList.clear();
- mPolyPlaneList.clear();
- mNormalList.clear();
- }
- bool ClippedPolyList::isEmpty() const
- {
- return mPolyList.size() == 0;
- }
- //----------------------------------------------------------------------------
- U32 ClippedPolyList::addPoint(const Point3F& p)
- {
- return addPointAndNormal( p, Point3F::Zero );
- }
- U32 ClippedPolyList::addPointAndNormal(const Point3F& p, const Point3F& normal)
- {
- 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);
- mNormalList.increment();
- VectorF& n = mNormalList.last();
- n = normal;
- if ( !n.isZero() )
- mMatrix.mulV(n);
- AssertFatal(mNormalList.size() == mVertexList.size(), "Normals count does not match vertex count!");
- // Build the plane mask
- U32 mask = 1;
- S32 count = mPlaneList.size();
- PlaneF * plane = mPlaneList.address();
- v.mask = 0;
- while(--count >= 0) {
- if (plane++->distToPlane(v.point) > 0)
- v.mask |= mask;
- mask <<= 1;
- }
- return mVertexList.size() - 1;
- }
- U32 ClippedPolyList::addPlane(const PlaneF& plane)
- {
- mPolyPlaneList.increment();
- mPlaneTransformer.transform(plane, mPolyPlaneList.last());
- return mPolyPlaneList.size() - 1;
- }
- //----------------------------------------------------------------------------
- void ClippedPolyList::begin(BaseMatInstance* material,U32 surfaceKey)
- {
- mPolyList.increment();
- Poly& poly = mPolyList.last();
- poly.object = mCurrObject;
- poly.material = material;
- poly.vertexStart = mIndexList.size();
- poly.surfaceKey = surfaceKey;
- poly.polyFlags = 0;
- if(ClippedPolyList::allowClipping)
- poly.polyFlags = CLIPPEDPOLYLIST_FLAG_ALLOWCLIPPING;
- }
- //----------------------------------------------------------------------------
- void ClippedPolyList::plane(U32 v1,U32 v2,U32 v3)
- {
- mPolyList.last().plane.set(mVertexList[v1].point,
- mVertexList[v2].point,mVertexList[v3].point);
- }
- void ClippedPolyList::plane(const PlaneF& p)
- {
- mPlaneTransformer.transform(p, mPolyList.last().plane);
- }
- void ClippedPolyList::plane(const U32 index)
- {
- AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!");
- mPolyList.last().plane = mPolyPlaneList[index];
- }
- const PlaneF& ClippedPolyList::getIndexedPlane(const U32 index)
- {
- AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!");
- return mPolyPlaneList[index];
- }
- //----------------------------------------------------------------------------
- void ClippedPolyList::vertex(U32 vi)
- {
- mIndexList.push_back(vi);
- }
- //----------------------------------------------------------------------------
- void ClippedPolyList::end()
- {
- PROFILE_SCOPE( ClippedPolyList_Clip );
- Poly& poly = mPolyList.last();
-
- // Reject polygons facing away from our normal.
- if ( mDot( poly.plane, mNormal ) < mNormalTolCosineRadians )
- {
- mIndexList.setSize(poly.vertexStart);
- mPolyList.decrement();
- return;
- }
- // Build initial 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;
- 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;
- }
- // Potentially, this will add up to mPlaneList.size() * (indexStart - indexEnd)
- // elements to mIndexList, so ensure that it has enough space to store that
- // so we can use push_back_noresize. If you find this code block getting hit
- // frequently, changing the value of 'IndexListReserveSize' or doing some selective
- // allocation is suggested
- //
- // TODO: Re-visit this, since it obviously does not work correctly, and than
- // re-enable the push_back_noresize
- //while(mIndexList.size() + mPlaneList.size() * (mIndexList.size() - indexStart) > mIndexList.capacity() )
- // mIndexList.reserve(mIndexList.capacity() * 2);
- // 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))
- continue;
- 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);
- mNormalList.increment();
- VectorF& n1 = mNormalList[mIndexList[i1]];
- VectorF& n2 = mNormalList[mIndexList[i1]];
- VectorF nn = mLerp( n1, n2, t );
- nn.normalizeSafe();
- mNormalList.last() = nn;
- mIndexList.push_back/*_noresize*/(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 (U32 rP = p + 1; rP < mPlaneList.size(); rP++)
- if (mPlaneList[rP].distToPlane(iv.point) > 0)
- {
- iv.mask = 1 << rP;
- break;
- }
- }
- if (!(mask2 & pmask))
- {
- U32 index = mIndexList[i2];
- mIndexList.push_back/*_noresize*/(index);
- }
- mask1 = mask2;
- i1 = i2;
- }
- // Check for degenerate
- indexStart = indexEnd;
- if (mIndexList.size() - indexStart < 3)
- {
- mIndexList.setSize(poly.vertexStart);
- mPolyList.decrement();
- return;
- }
- }
- // 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 ClippedPolyList::memcpy(U32* dst, U32* src,U32 size)
- {
- U32* end = src + size;
- while (src != end)
- *dst++ = *src++;
- }
- void ClippedPolyList::cullUnusedVerts()
- {
- PROFILE_SCOPE( ClippedPolyList_CullUnusedVerts );
- U32 i = 0;
- U32 k, n, numDeleted;
- bool result;
- IndexListIterator iNextIter;
- VertexListIterator nextVIter;
- VertexListIterator vIter;
- for ( vIter = mVertexList.begin(); vIter != mVertexList.end(); vIter++, i++ )
- {
- // Is this vertex used?
- iNextIter = T3D::find( mIndexList.begin(), mIndexList.end(), i );
- if ( iNextIter != mIndexList.end() )
- continue;
- // If not, find the next used vertex.
- // i is an unused vertex
- // k is a used vertex
- // delete the vertices from i to j - 1
- k = 0;
- n = i + 1;
- result = false;
- numDeleted = 0;
- for ( nextVIter = vIter + 1; nextVIter != mVertexList.end(); nextVIter++, n++ )
- {
- iNextIter = T3D::find( mIndexList.begin(), mIndexList.end(), n );
-
- // If we found a used vertex
- // grab its index for later use
- // and set our result bool.
- if ( (*iNextIter) == n )
- {
- k = n;
- result = true;
- break;
- }
- }
- // All the remaining verts are unused.
- if ( !result )
- {
- mVertexList.setSize( i );
- mNormalList.setSize( i );
- break;
- }
- // Erase unused verts.
- numDeleted = (k-1) - i + 1;
- mVertexList.erase( i, numDeleted );
- mNormalList.erase( i, numDeleted );
- // Find any references to vertices after those deleted
- // in the mIndexList and correct with an offset
- for ( iNextIter = mIndexList.begin(); iNextIter != mIndexList.end(); iNextIter++ )
- {
- if ( (*iNextIter) > i )
- (*iNextIter) -= numDeleted;
- }
- // After the erase the current iter should
- // point at the used vertex we found... the
- // loop will continue with the next vert.
- }
- }
- void ClippedPolyList::triangulate()
- {
- PROFILE_SCOPE( ClippedPolyList_Triangulate );
- // Copy the source lists to our temp list and clear
- // the originals which will recieve the results.
- mTempPolyList.set( mPolyList.address(), mPolyList.size() );
- mTempIndexList.set( mIndexList.address(), mIndexList.size() );
- mPolyList.clear();
- mIndexList.clear();
- U32 j, numTriangles;
- //
- PolyListIterator polyIter = mTempPolyList.begin();
- for ( ; polyIter != mTempPolyList.end(); polyIter++ )
- {
- const Poly &poly = *polyIter;
- // How many triangles in this poly?
- numTriangles = poly.vertexCount - 2;
- // Build out the triangles.
- for ( j = 0; j < numTriangles; j++ )
- {
- mPolyList.increment();
-
- Poly &triangle = mPolyList.last();
- triangle = poly;
- triangle.vertexCount = 3;
- triangle.vertexStart = mIndexList.size();
- mIndexList.push_back( mTempIndexList[ poly.vertexStart ] );
- mIndexList.push_back( mTempIndexList[ poly.vertexStart + 1 + j ] );
- mIndexList.push_back( mTempIndexList[ poly.vertexStart + 2 + j ] );
- }
- }
- }
- void ClippedPolyList::generateNormals()
- {
- PROFILE_SCOPE( ClippedPolyList_GenerateNormals );
- AssertFatal(mNormalList.size() == mVertexList.size(), "Normals count does not match vertex count!");
- U32 i, polyCount;
- VectorF normal;
- PolyListIterator polyIter;
- IndexListIterator indexIter;
- Vector<VectorF>::iterator normalIter = mNormalList.begin();
- U32 n = 0;
- for ( ; normalIter != mNormalList.end(); normalIter++, n++ )
- {
- // Skip normals that already have values.
- if ( !normalIter->isZero() )
- continue;
- // Average all the face normals which
- // share this vertex index.
- indexIter = mIndexList.begin();
- normal.zero();
- polyCount = 0;
- i = 0;
- for ( ; indexIter != mIndexList.end(); indexIter++, i++ )
- {
- if ( n != *indexIter )
- continue;
- polyIter = mPolyList.begin();
- for ( ; polyIter != mPolyList.end(); polyIter++ )
- {
- const Poly& poly = *polyIter;
- if ( i < poly.vertexStart || i > poly.vertexStart + poly.vertexCount )
- continue;
- ++polyCount;
- normal += poly.plane;
- }
- }
- // Average it.
- if ( polyCount > 0 )
- normal /= (F32)polyCount;
- // Note: we use a temporary for the normal averaging
- // then copy the result to limit the number of arrays
- // we're touching during the innermost loop.
- *normalIter = normal;
- }
- }
|