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- //-----------------------------------------------------------------------------
- // 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/concretePolyList.h"
- #include "math/mMath.h"
- #include "console/console.h"
- #include "gfx/gfxDevice.h"
- #include "gfx/primBuilder.h"
- #include "gfx/gfxStateBlock.h"
- //----------------------------------------------------------------------------
- ConcretePolyList::ConcretePolyList()
- {
- VECTOR_SET_ASSOCIATION(mPolyList);
- VECTOR_SET_ASSOCIATION(mVertexList);
- VECTOR_SET_ASSOCIATION(mIndexList);
- VECTOR_SET_ASSOCIATION(mPolyPlaneList);
- mIndexList.reserve(100);
- }
- ConcretePolyList::~ConcretePolyList()
- {
- }
- //----------------------------------------------------------------------------
- void ConcretePolyList::clear()
- {
- // Only clears internal data
- mPolyList.clear();
- mVertexList.clear();
- mIndexList.clear();
- mPolyPlaneList.clear();
- }
- //----------------------------------------------------------------------------
- U32 ConcretePolyList::addPoint(const Point3F& p)
- {
- mVertexList.increment();
- Point3F& v = mVertexList.last();
- v.x = p.x * mScale.x;
- v.y = p.y * mScale.y;
- v.z = p.z * mScale.z;
- mMatrix.mulP(v);
- return mVertexList.size() - 1;
- }
- U32 ConcretePolyList::addPlane(const PlaneF& plane)
- {
- mPolyPlaneList.increment();
- mPlaneTransformer.transform(plane, mPolyPlaneList.last());
- return mPolyPlaneList.size() - 1;
- }
- //----------------------------------------------------------------------------
- void ConcretePolyList::begin(BaseMatInstance* material,U32 surfaceKey)
- {
- mPolyList.increment();
- Poly& poly = mPolyList.last();
- poly.object = mCurrObject;
- poly.material = material;
- poly.vertexStart = mIndexList.size();
- poly.surfaceKey = surfaceKey;
- }
- //----------------------------------------------------------------------------
- void ConcretePolyList::plane(U32 v1,U32 v2,U32 v3)
- {
- mPolyList.last().plane.set(mVertexList[v1],
- mVertexList[v2],mVertexList[v3]);
- }
- void ConcretePolyList::plane(const PlaneF& p)
- {
- mPlaneTransformer.transform(p, mPolyList.last().plane);
- }
- void ConcretePolyList::plane(const U32 index)
- {
- AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!");
- mPolyList.last().plane = mPolyPlaneList[index];
- }
- const PlaneF& ConcretePolyList::getIndexedPlane(const U32 index)
- {
- AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!");
- return mPolyPlaneList[index];
- }
- //----------------------------------------------------------------------------
- void ConcretePolyList::vertex(U32 vi)
- {
- mIndexList.push_back(vi);
- }
- //----------------------------------------------------------------------------
- bool ConcretePolyList::isEmpty() const
- {
- return mPolyList.empty();
- }
- void ConcretePolyList::end()
- {
- Poly& poly = mPolyList.last();
- poly.vertexCount = mIndexList.size() - poly.vertexStart;
- }
- void ConcretePolyList::render()
- {
- GFXStateBlockDesc solidZDisable;
- solidZDisable.setCullMode( GFXCullNone );
- solidZDisable.setZReadWrite( false, false );
- GFXStateBlockRef sb = GFX->createStateBlock( solidZDisable );
- GFX->setStateBlock( sb );
- PrimBuild::color3i( 255, 0, 255 );
- Poly *p;
- Point3F *pnt;
- for ( p = mPolyList.begin(); p < mPolyList.end(); p++ )
- {
- PrimBuild::begin( GFXLineStrip, p->vertexCount + 1 );
- for ( U32 i = 0; i < p->vertexCount; i++ )
- {
- pnt = &mVertexList[mIndexList[p->vertexStart + i]];
- PrimBuild::vertex3fv( pnt );
- }
- pnt = &mVertexList[mIndexList[p->vertexStart]];
- PrimBuild::vertex3fv( pnt );
- PrimBuild::end();
- }
- }
- void ConcretePolyList::triangulate()
- {
- PROFILE_SCOPE( ConcretePolyList_Triangulate );
- // Build into a new polylist and index list.
- //
- // TODO: There are potential performance issues
- // here as we're not reserving enough space for
- // new generated triangles.
- //
- // We need to either over estimate and shrink or
- // better yet fix vector to internally grow in
- // large chunks.
- //
- PolyList polyList;
- polyList.reserve( mPolyList.size() );
- IndexList indexList;
- indexList.reserve( mIndexList.size() );
-
- U32 j, numTriangles;
- //
- PolyList::const_iterator polyIter = mPolyList.begin();
- for ( ; polyIter != mPolyList.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++ )
- {
- polyList.increment();
-
- Poly &triangle = polyList.last();
- triangle = poly;
- triangle.vertexCount = 3;
- triangle.vertexStart = indexList.size();
- indexList.push_back( mIndexList[ poly.vertexStart ] );
- indexList.push_back( mIndexList[ poly.vertexStart + 1 + j ] );
- indexList.push_back( mIndexList[ poly.vertexStart + 2 + j ] );
- }
- }
- mPolyList = polyList;
- mIndexList = indexList;
- }
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