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Engine directory for ticket #1
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983
Engine/source/terrain/terrCollision.cpp
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Engine/source/terrain/terrCollision.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "terrain/terrCollision.h"
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#include "terrain/terrData.h"
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#include "collision/abstractPolyList.h"
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#include "collision/collision.h"
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const F32 TerrainThickness = 0.5f;
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static const U32 MaxExtent = 256;
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#define MAX_FLOAT 1e20f
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//----------------------------------------------------------------------------
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Convex sTerrainConvexList;
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// Number of vertices followed by point index
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S32 sVertexList[5][5] = {
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{ 3, 1,2,3 }, // 135 B
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{ 3, 0,1,3 }, // 135 A
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{ 3, 0,2,3 }, // 45 B
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{ 3, 0,1,2 }, // 45 A
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{ 4, 0,1,2,3 } // Convex square
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};
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// Number of edges followed by edge index pairs
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S32 sEdgeList45[16][11] = {
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{ 0 }, //
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{ 0 },
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{ 0 },
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{ 1, 0,1 }, // 0-1
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{ 0 },
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{ 1, 0,1 }, // 0-2
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{ 1, 0,1 }, // 1-2
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{ 3, 0,1,1,2,2,0 }, // 0-1,1-2,2-0
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{ 0 },
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{ 0,}, //
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{ 0 },
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{ 1, 0,1 }, // 0-1,
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{ 0, }, //
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{ 1, 0,1 }, // 0-2,
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{ 1, 0,1 }, // 1-2
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{ 3, 0,1,1,2,0,2 },
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};
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S32 sEdgeList135[16][11] = {
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{ 0 },
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{ 0 },
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{ 0 },
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{ 1, 0,1 }, // 0-1
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{ 0 },
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{ 0 },
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{ 1, 0,1 }, // 1-2
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{ 2, 0,1,1,2 }, // 0-1,1-2
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{ 0 },
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{ 0, }, //
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{ 1, 0,1 }, // 1-3
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{ 2, 0,1,1,2 }, // 0-1,1-3,
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{ 0 }, //
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{ 0 }, //
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{ 2, 0,1,2,0 }, // 1-2,3-1
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{ 3, 0,1,1,2,1,3 },
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};
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// On split squares, the FaceA diagnal is also removed
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S32 sEdgeList45A[16][11] = {
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{ 0 }, //
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{ 0 },
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{ 0 },
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{ 1, 0,1 }, // 0-1
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{ 0 },
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{ 0 }, //
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{ 1, 0,1 }, // 1-2
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{ 2, 0,1,1,2 }, // 0-1,1-2
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{ 0 },
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{ 0,}, //
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{ 0 },
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{ 1, 0,1 }, // 0-1
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{ 0, }, //
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{ 0, 0,1 }, //
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{ 1, 0,1 }, // 1-2
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{ 3, 0,1,1,2 },
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};
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S32 sEdgeList135A[16][11] = {
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{ 0 },
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{ 0 },
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{ 0 },
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{ 1, 0,1 }, // 0-1
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{ 0 },
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{ 0 },
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{ 1, 0,1 }, // 1-2
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{ 2, 0,1,1,2 }, // 0-1,1-2
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{ 0 },
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{ 0 }, //
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{ 0 }, //
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{ 1, 0,1 }, // 0-1
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{ 0 }, //
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{ 0 }, //
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{ 1, 0,1 }, // 1-2
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{ 3, 0,1,1,2 },
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};
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// Number of faces followed by normal index and vertices
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S32 sFaceList45[16][9] = {
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 1, 0,0,1,2 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 1, 1,0,1,2 },
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{ 0 },
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{ 2, 0,0,1,2, 1,0,2,3 },
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};
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S32 sFaceList135[16][9] = {
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 1, 0,0,1,2 },
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{ 0 },
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{ 0 },
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{ 1, 1,0,1,2 },
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{ 2, 0,0,1,3, 1,1,2,3 },
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};
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TerrainConvex::TerrainConvex()
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{
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mType = TerrainConvexType;
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}
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TerrainConvex::TerrainConvex( const TerrainConvex &cv )
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{
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mType = TerrainConvexType;
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// Only a partial copy...
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mObject = cv.mObject;
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split45 = cv.split45;
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squareId = cv.squareId;
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material = cv.material;
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point[0] = cv.point[0];
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point[1] = cv.point[1];
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point[2] = cv.point[2];
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point[3] = cv.point[3];
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normal[0] = cv.normal[0];
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normal[1] = cv.normal[1];
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box = cv.box;
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}
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Box3F TerrainConvex::getBoundingBox() const
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{
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return box;
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}
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Box3F TerrainConvex::getBoundingBox(const MatrixF&, const Point3F& ) const
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{
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// Function should not be called....
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return box;
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}
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Point3F TerrainConvex::support(const VectorF& v) const
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{
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S32 *vp;
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if (halfA)
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vp = square ? sVertexList[(split45 << 1) | 1]: sVertexList[4];
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else
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vp = square ? sVertexList[(split45 << 1)] : sVertexList[4];
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S32 *ve = vp + vp[0] + 1;
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const Point3F *bp = &point[vp[1]];
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F32 bd = mDot(*bp,v);
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for (vp += 2; vp < ve; vp++) {
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const Point3F* cp = &point[*vp];
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F32 dd = mDot(*cp,v);
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if (dd > bd) {
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bd = dd;
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bp = cp;
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}
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}
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return *bp;
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}
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inline bool isOnPlane(Point3F& p,PlaneF& plane)
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{
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F32 dist = mDot(plane,p) + plane.d;
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return dist < 0.1 && dist > -0.1;
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}
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void TerrainConvex::getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf)
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{
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U32 i;
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cf->material = 0;
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cf->object = mObject;
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// Plane is normal n + support point
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PlaneF plane;
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plane.set(support(n),n);
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S32 vertexCount = cf->mVertexList.size();
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// Emit vertices on the plane
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S32* vertexListPointer;
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if (halfA)
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vertexListPointer = square ? sVertexList[(split45 << 1) | 1]: sVertexList[4];
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else
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vertexListPointer = square ? sVertexList[(split45 << 1)] : sVertexList[4];
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S32 pm = 0;
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S32 numVerts = *vertexListPointer;
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vertexListPointer += 1;
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for (i = 0; i < numVerts; i++)
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{
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Point3F& cp = point[vertexListPointer[i]];
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cf->mVertexList.increment();
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mat.mulP(cp,&cf->mVertexList.last());
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pm |= 1 << vertexListPointer[i];
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}
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// Emit Edges
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S32* ep = (square && halfA)?
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(split45 ? sEdgeList45A[pm]: sEdgeList135A[pm]):
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(split45 ? sEdgeList45[pm]: sEdgeList135[pm]);
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S32 numEdges = *ep;
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S32 edgeListStart = cf->mEdgeList.size();
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cf->mEdgeList.increment(numEdges);
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ep += 1;
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for (i = 0; i < numEdges; i++)
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{
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cf->mEdgeList[edgeListStart + i].vertex[0] = vertexCount + ep[i * 2 + 0];
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cf->mEdgeList[edgeListStart + i].vertex[1] = vertexCount + ep[i * 2 + 1];
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}
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// Emit faces
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S32* fp = split45 ? sFaceList45[pm]: sFaceList135[pm];
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S32 numFaces = *fp;
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fp += 1;
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S32 faceListStart = cf->mFaceList.size();
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cf->mFaceList.increment(numFaces);
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for (i = 0; i < numFaces; i++)
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{
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cf->mFaceList[faceListStart + i].normal = normal[fp[i * 4 + 0]];
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cf->mFaceList[faceListStart + i].vertex[0] = vertexCount + fp[i * 4 + 1];
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cf->mFaceList[faceListStart + i].vertex[1] = vertexCount + fp[i * 4 + 2];
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cf->mFaceList[faceListStart + i].vertex[2] = vertexCount + fp[i * 4 + 3];
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}
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}
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void TerrainConvex::getPolyList(AbstractPolyList* list)
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{
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list->setTransform(&mObject->getTransform(), mObject->getScale());
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list->setObject(mObject);
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// Emit vertices
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U32 array[4];
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U32 curr = 0;
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S32 numVerts;
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S32* vertsStart;
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if (halfA)
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{
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numVerts = square ? sVertexList[(split45 << 1) | 1][0] : sVertexList[4][0];
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vertsStart = square ? &sVertexList[(split45 << 1) | 1][1] : &sVertexList[4][1];
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}
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else
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{
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numVerts = square ? sVertexList[(split45 << 1)][0] : sVertexList[4][0];
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vertsStart = square ? &sVertexList[(split45 << 1)][1] : &sVertexList[4][1];
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}
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S32 pointMask = 0;
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for (U32 i = 0; i < numVerts; i++) {
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const Point3F& cp = point[vertsStart[i]];
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array[curr++] = list->addPoint(cp);
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pointMask |= (1 << vertsStart[i]);
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}
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S32 numFaces = split45 ? sFaceList45[pointMask][0] : sFaceList135[pointMask][0];
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S32* faceStart = split45 ? &sFaceList45[pointMask][1] : &sFaceList135[pointMask][1];
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for (U32 j = 0; j < numFaces; j++) {
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S32 plane = faceStart[0];
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S32 v0 = faceStart[1];
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S32 v1 = faceStart[2];
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S32 v2 = faceStart[3];
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list->begin(0, plane);
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list->vertex(array[v0]);
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list->vertex(array[v1]);
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list->vertex(array[v2]);
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list->plane(array[v0], array[v1], array[v2]);
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list->end();
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faceStart += 4;
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}
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}
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//----------------------------------------------------------------------------
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void TerrainBlock::buildConvex(const Box3F& box,Convex* convex)
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{
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PROFILE_SCOPE( TerrainBlock_buildConvex );
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sTerrainConvexList.collectGarbage();
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// First check to see if the query misses the
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// terrain elevation range.
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const Point3F &terrainPos = getPosition();
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if ( box.maxExtents.z - terrainPos.z < -TerrainThickness ||
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box.minExtents.z - terrainPos.z > fixedToFloat( mFile->getMaxHeight() ) )
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return;
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// Transform the bounding sphere into the object's coord space. Note that this
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// not really optimal.
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Box3F osBox = box;
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mWorldToObj.mul(osBox);
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AssertWarn(mObjScale == Point3F(1, 1, 1), "Error, handle the scale transform on the terrain");
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S32 xStart = (S32)mFloor( osBox.minExtents.x / mSquareSize );
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S32 xEnd = (S32)mCeil ( osBox.maxExtents.x / mSquareSize );
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S32 yStart = (S32)mFloor( osBox.minExtents.y / mSquareSize );
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S32 yEnd = (S32)mCeil ( osBox.maxExtents.y / mSquareSize );
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S32 xExt = xEnd - xStart;
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if (xExt > MaxExtent)
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xExt = MaxExtent;
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U16 heightMax = floatToFixed(osBox.maxExtents.z);
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U16 heightMin = (osBox.minExtents.z < 0)? 0: floatToFixed(osBox.minExtents.z);
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const U32 BlockMask = mFile->mSize - 1;
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for ( S32 y = yStart; y < yEnd; y++ )
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{
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S32 yi = y & BlockMask;
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//
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for ( S32 x = xStart; x < xEnd; x++ )
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{
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S32 xi = x & BlockMask;
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const TerrainSquare *sq = mFile->findSquare( 0, xi, yi );
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if ( x != xi || y != yi )
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continue;
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// holes only in the primary terrain block
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if ( ( ( sq->flags & TerrainSquare::Empty ) && x == xi && y == yi ) ||
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sq->minHeight > heightMax ||
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sq->maxHeight < heightMin )
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continue;
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U32 sid = (x << 16) + (y & ((1 << 16) - 1));
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Convex *cc = 0;
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// See if the square already exists as part of the working set.
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CollisionWorkingList& wl = convex->getWorkingList();
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for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext)
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if (itr->mConvex->getType() == TerrainConvexType &&
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static_cast<TerrainConvex*>(itr->mConvex)->squareId == sid) {
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cc = itr->mConvex;
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break;
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}
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if (cc)
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continue;
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// Create a new convex.
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TerrainConvex* cp = new TerrainConvex;
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sTerrainConvexList.registerObject(cp);
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convex->addToWorkingList(cp);
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cp->halfA = true;
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cp->square = 0;
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cp->mObject = this;
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cp->squareId = sid;
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cp->material = mFile->getLayerIndex( xi, yi );
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cp->box.minExtents.set((F32)(x * mSquareSize), (F32)(y * mSquareSize), fixedToFloat( sq->minHeight ));
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cp->box.maxExtents.x = cp->box.minExtents.x + mSquareSize;
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cp->box.maxExtents.y = cp->box.minExtents.y + mSquareSize;
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cp->box.maxExtents.z = fixedToFloat( sq->maxHeight );
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mObjToWorld.mul(cp->box);
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// Build points
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Point3F* pos = cp->point;
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for (int i = 0; i < 4 ; i++,pos++) {
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S32 dx = i >> 1;
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S32 dy = dx ^ (i & 1);
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pos->x = (F32)((x + dx) * mSquareSize);
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pos->y = (F32)((y + dy) * mSquareSize);
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pos->z = fixedToFloat( mFile->getHeight(xi + dx, yi + dy) );
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}
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// Build normals, then split into two Convex objects if the
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// square is concave
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if ((cp->split45 = sq->flags & TerrainSquare::Split45) == true) {
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VectorF *vp = cp->point;
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mCross(vp[0] - vp[1],vp[2] - vp[1],&cp->normal[0]);
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cp->normal[0].normalize();
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mCross(vp[2] - vp[3],vp[0] - vp[3],&cp->normal[1]);
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cp->normal[1].normalize();
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if (mDot(vp[3] - vp[1],cp->normal[0]) > 0) {
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TerrainConvex* nc = new TerrainConvex(*cp);
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sTerrainConvexList.registerObject(nc);
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convex->addToWorkingList(nc);
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nc->halfA = false;
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nc->square = cp;
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cp->square = nc;
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}
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}
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else {
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VectorF *vp = cp->point;
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mCross(vp[3] - vp[0],vp[1] - vp[0],&cp->normal[0]);
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cp->normal[0].normalize();
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mCross(vp[1] - vp[2],vp[3] - vp[2],&cp->normal[1]);
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cp->normal[1].normalize();
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if (mDot(vp[2] - vp[0],cp->normal[0]) > 0) {
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TerrainConvex* nc = new TerrainConvex(*cp);
|
||||
sTerrainConvexList.registerObject(nc);
|
||||
convex->addToWorkingList(nc);
|
||||
nc->halfA = false;
|
||||
nc->square = cp;
|
||||
cp->square = nc;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline void swap(U32*& a,U32*& b)
|
||||
{
|
||||
U32* t = b;
|
||||
b = a;
|
||||
a = t;
|
||||
}
|
||||
|
||||
static void clrbuf(U32* p, U32 s)
|
||||
{
|
||||
U32* e = p + s;
|
||||
while (p != e)
|
||||
*p++ = U32_MAX;
|
||||
}
|
||||
|
||||
bool TerrainBlock::buildPolyList(PolyListContext, AbstractPolyList* polyList, const Box3F &box, const SphereF&)
|
||||
{
|
||||
PROFILE_SCOPE( TerrainBlock_buildPolyList );
|
||||
|
||||
// First check to see if the query misses the
|
||||
// terrain elevation range.
|
||||
const Point3F &terrainPos = getPosition();
|
||||
if ( box.maxExtents.z - terrainPos.z < -TerrainThickness ||
|
||||
box.minExtents.z - terrainPos.z > fixedToFloat( mFile->getMaxHeight() ) )
|
||||
return false;
|
||||
|
||||
// Transform the bounding sphere into the object's coord
|
||||
// space. Note that this is really optimal.
|
||||
Box3F osBox = box;
|
||||
mWorldToObj.mul(osBox);
|
||||
AssertWarn(mObjScale == Point3F::One, "Error, handle the scale transform on the terrain");
|
||||
|
||||
// Setup collision state data
|
||||
polyList->setTransform(&getTransform(), getScale());
|
||||
polyList->setObject(this);
|
||||
|
||||
S32 xStart = (S32)mFloor( osBox.minExtents.x / mSquareSize );
|
||||
S32 xEnd = (S32)mCeil ( osBox.maxExtents.x / mSquareSize );
|
||||
S32 yStart = (S32)mFloor( osBox.minExtents.y / mSquareSize );
|
||||
S32 yEnd = (S32)mCeil ( osBox.maxExtents.y / mSquareSize );
|
||||
if ( xStart < 0 )
|
||||
xStart = 0;
|
||||
S32 xExt = xEnd - xStart;
|
||||
if ( xExt > MaxExtent )
|
||||
xExt = MaxExtent;
|
||||
xEnd = xStart + xExt;
|
||||
|
||||
U32 heightMax = floatToFixed(osBox.maxExtents.z);
|
||||
U32 heightMin = (osBox.minExtents.z < 0.0f)? 0.0f: floatToFixed(osBox.minExtents.z);
|
||||
|
||||
// Index of shared points
|
||||
U32 bp[(MaxExtent + 1) * 2],*vb[2];
|
||||
vb[0] = &bp[0];
|
||||
vb[1] = &bp[xExt + 1];
|
||||
clrbuf(vb[1],xExt + 1);
|
||||
|
||||
const U32 BlockMask = mFile->mSize - 1;
|
||||
|
||||
bool emitted = false;
|
||||
for (S32 y = yStart; y < yEnd; y++)
|
||||
{
|
||||
S32 yi = y & BlockMask;
|
||||
|
||||
swap(vb[0],vb[1]);
|
||||
clrbuf(vb[1],xExt + 1);
|
||||
//
|
||||
for (S32 x = xStart; x < xEnd; x++)
|
||||
{
|
||||
S32 xi = x & BlockMask;
|
||||
const TerrainSquare *sq = mFile->findSquare( 0, xi, yi );
|
||||
|
||||
if ( x != xi || y != yi )
|
||||
continue;
|
||||
|
||||
// holes only in the primary terrain block
|
||||
if ( ( ( sq->flags & TerrainSquare::Empty ) && x == xi && y == yi ) ||
|
||||
sq->minHeight > heightMax ||
|
||||
sq->maxHeight < heightMin )
|
||||
continue;
|
||||
|
||||
emitted = true;
|
||||
|
||||
// Add the missing points
|
||||
U32 vi[5];
|
||||
for (int i = 0; i < 4 ; i++)
|
||||
{
|
||||
S32 dx = i >> 1;
|
||||
S32 dy = dx ^ (i & 1);
|
||||
U32* vp = &vb[dy][x - xStart + dx];
|
||||
if (*vp == U32_MAX)
|
||||
{
|
||||
Point3F pos;
|
||||
pos.x = (F32)((x + dx) * mSquareSize);
|
||||
pos.y = (F32)((y + dy) * mSquareSize);
|
||||
pos.z = fixedToFloat( mFile->getHeight(xi + dx, yi + dy) );
|
||||
*vp = polyList->addPoint(pos);
|
||||
}
|
||||
vi[i] = *vp;
|
||||
}
|
||||
|
||||
U32* vp = &vi[0];
|
||||
if ( !( sq->flags & TerrainSquare::Split45 ) )
|
||||
vi[4] = vi[0], vp++;
|
||||
|
||||
BaseMatInstance *material = NULL; //getMaterialInst( xi, yi );
|
||||
U32 surfaceKey = ((xi << 16) + yi) << 1;
|
||||
polyList->begin(material,surfaceKey);
|
||||
polyList->vertex(vp[0]);
|
||||
polyList->vertex(vp[1]);
|
||||
polyList->vertex(vp[2]);
|
||||
polyList->plane(vp[0],vp[1],vp[2]);
|
||||
polyList->end();
|
||||
polyList->begin(material,surfaceKey + 1);
|
||||
polyList->vertex(vp[0]);
|
||||
polyList->vertex(vp[2]);
|
||||
polyList->vertex(vp[3]);
|
||||
polyList->plane(vp[0],vp[2],vp[3]);
|
||||
polyList->end();
|
||||
}
|
||||
}
|
||||
|
||||
return emitted;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
static F32 calcInterceptV(F32 vStart, F32 invDeltaV, F32 intercept)
|
||||
{
|
||||
return (intercept - vStart) * invDeltaV;
|
||||
}
|
||||
|
||||
static F32 calcInterceptNone(F32, F32, F32)
|
||||
{
|
||||
return MAX_FLOAT;
|
||||
}
|
||||
|
||||
static F32 (*calcInterceptX)(F32, F32, F32);
|
||||
static F32 (*calcInterceptY)(F32, F32, F32);
|
||||
|
||||
static U32 lineCount;
|
||||
static Point3F lineStart, lineEnd;
|
||||
|
||||
bool TerrainBlock::castRay(const Point3F &start, const Point3F &end, RayInfo *info)
|
||||
{
|
||||
PROFILE_SCOPE( TerrainBlock_castRay );
|
||||
|
||||
if ( !castRayI(start, end, info, false) )
|
||||
return false;
|
||||
|
||||
// Set intersection point.
|
||||
info->setContactPoint( start, end );
|
||||
|
||||
// Set material at contact point.
|
||||
Point2I gridPos = getGridPos( info->point );
|
||||
U8 layer = mFile->getLayerIndex( gridPos.x, gridPos.y );
|
||||
info->material = mFile->getMaterialMapping( layer );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TerrainBlock::castRayI(const Point3F &start, const Point3F &end, RayInfo *info, bool collideEmpty)
|
||||
{
|
||||
lineCount = 0;
|
||||
lineStart = start;
|
||||
lineEnd = end;
|
||||
|
||||
info->object = this;
|
||||
|
||||
if(start.x == end.x && start.y == end.y)
|
||||
{
|
||||
if (end.z == start.z)
|
||||
return false;
|
||||
|
||||
F32 height;
|
||||
if(!getNormalAndHeight(Point2F(start.x, start.y), &info->normal, &height, true))
|
||||
return false;
|
||||
|
||||
F32 t = (height - start.z) / (end.z - start.z);
|
||||
if(t < 0 || t > 1)
|
||||
return false;
|
||||
info->t = t;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
F32 invBlockWorldSize = 1 / getWorldBlockSize();
|
||||
|
||||
Point3F pStart(start.x * invBlockWorldSize, start.y * invBlockWorldSize, start.z);
|
||||
Point3F pEnd(end.x * invBlockWorldSize, end.y * invBlockWorldSize, end.z);
|
||||
|
||||
int blockX = (S32)mFloor(pStart.x);
|
||||
int blockY = (S32)mFloor(pStart.y);
|
||||
|
||||
int dx, dy;
|
||||
|
||||
F32 invDeltaX;
|
||||
if(pEnd.x == pStart.x)
|
||||
{
|
||||
calcInterceptX = calcInterceptNone;
|
||||
invDeltaX = 0;
|
||||
dx = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
invDeltaX = 1 / (pEnd.x - pStart.x);
|
||||
calcInterceptX = calcInterceptV;
|
||||
if(pEnd.x < pStart.x)
|
||||
dx = -1;
|
||||
else
|
||||
dx = 1;
|
||||
}
|
||||
|
||||
F32 invDeltaY;
|
||||
if(pEnd.y == pStart.y)
|
||||
{
|
||||
calcInterceptY = calcInterceptNone;
|
||||
invDeltaY = 0;
|
||||
dy = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
invDeltaY = 1 / (pEnd.y - pStart.y);
|
||||
calcInterceptY = calcInterceptV;
|
||||
if(pEnd.y < pStart.y)
|
||||
dy = -1;
|
||||
else
|
||||
dy = 1;
|
||||
}
|
||||
|
||||
const U32 BlockSquareWidth = mFile->mSize;
|
||||
const U32 GridLevels = mFile->mGridLevels;
|
||||
|
||||
F32 startT = 0;
|
||||
for(;;)
|
||||
{
|
||||
F32 nextXInt = calcInterceptX(pStart.x, invDeltaX, (F32)(blockX + (dx == 1)));
|
||||
F32 nextYInt = calcInterceptY(pStart.y, invDeltaY, (F32)(blockY + (dy == 1)));
|
||||
|
||||
F32 intersectT = 1;
|
||||
|
||||
if(nextXInt < intersectT)
|
||||
intersectT = nextXInt;
|
||||
if(nextYInt < intersectT)
|
||||
intersectT = nextYInt;
|
||||
|
||||
if ( castRayBlock( pStart,
|
||||
pEnd,
|
||||
Point2I( blockX * BlockSquareWidth,
|
||||
blockY * BlockSquareWidth ),
|
||||
GridLevels,
|
||||
invDeltaX,
|
||||
invDeltaY,
|
||||
startT,
|
||||
intersectT,
|
||||
info,
|
||||
collideEmpty ) )
|
||||
{
|
||||
info->normal.z *= BlockSquareWidth * mSquareSize;
|
||||
info->normal.normalize();
|
||||
return true;
|
||||
}
|
||||
|
||||
startT = intersectT;
|
||||
if(intersectT >= 1)
|
||||
break;
|
||||
if(nextXInt < nextYInt)
|
||||
blockX += dx;
|
||||
else if(nextYInt < nextXInt)
|
||||
blockY += dy;
|
||||
else
|
||||
{
|
||||
blockX += dx;
|
||||
blockY += dy;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
struct TerrLOSStackNode
|
||||
{
|
||||
F32 startT;
|
||||
F32 endT;
|
||||
Point2I blockPos;
|
||||
U32 level;
|
||||
};
|
||||
|
||||
bool TerrainBlock::castRayBlock( const Point3F &pStart,
|
||||
const Point3F &pEnd,
|
||||
const Point2I &aBlockPos,
|
||||
U32 aLevel,
|
||||
F32 invDeltaX,
|
||||
F32 invDeltaY,
|
||||
F32 aStartT,
|
||||
F32 aEndT,
|
||||
RayInfo *info,
|
||||
bool collideEmpty )
|
||||
{
|
||||
const U32 BlockSquareWidth = mFile->mSize;
|
||||
const U32 GridLevels = mFile->mGridLevels;
|
||||
const U32 BlockMask = mFile->mSize - 1;
|
||||
|
||||
F32 invBlockSize = 1 / F32( BlockSquareWidth );
|
||||
|
||||
static Vector<TerrLOSStackNode> stack;
|
||||
stack.setSize( GridLevels * 3 + 1 );
|
||||
U32 stackSize = 1;
|
||||
|
||||
stack[0].startT = aStartT;
|
||||
stack[0].endT = aEndT;
|
||||
stack[0].blockPos = aBlockPos;
|
||||
stack[0].level = aLevel;
|
||||
|
||||
if( !aBlockPos.isZero() )
|
||||
return false;
|
||||
|
||||
while(stackSize--)
|
||||
{
|
||||
TerrLOSStackNode *sn = stack.address() + stackSize;
|
||||
U32 level = sn->level;
|
||||
F32 startT = sn->startT;
|
||||
F32 endT = sn->endT;
|
||||
Point2I blockPos = sn->blockPos;
|
||||
|
||||
const TerrainSquare *sq = mFile->findSquare( level, blockPos.x, blockPos.y );
|
||||
|
||||
F32 startZ = startT * (pEnd.z - pStart.z) + pStart.z;
|
||||
F32 endZ = endT * (pEnd.z - pStart.z) + pStart.z;
|
||||
|
||||
F32 minHeight = fixedToFloat(sq->minHeight);
|
||||
if(startZ <= minHeight && endZ <= minHeight)
|
||||
continue;
|
||||
|
||||
F32 maxHeight = fixedToFloat(sq->maxHeight);
|
||||
if(startZ >= maxHeight && endZ >= maxHeight)
|
||||
continue;
|
||||
|
||||
if ( !collideEmpty && ( sq->flags & TerrainSquare::Empty ) &&
|
||||
blockPos.x == ( blockPos.x & BlockMask ) && blockPos.y == ( blockPos.y & BlockMask ))
|
||||
continue;
|
||||
|
||||
if(level == 0)
|
||||
{
|
||||
F32 xs = blockPos.x * invBlockSize;
|
||||
F32 ys = blockPos.y * invBlockSize;
|
||||
|
||||
F32 zBottomLeft = fixedToFloat( mFile->getHeight(blockPos.x, blockPos.y) );
|
||||
F32 zBottomRight= fixedToFloat( mFile->getHeight(blockPos.x + 1, blockPos.y) );
|
||||
F32 zTopLeft = fixedToFloat( mFile->getHeight(blockPos.x, blockPos.y + 1) );
|
||||
F32 zTopRight = fixedToFloat( mFile->getHeight(blockPos.x + 1, blockPos.y + 1) );
|
||||
|
||||
PlaneF p1, p2;
|
||||
PlaneF divider;
|
||||
Point3F planePoint;
|
||||
|
||||
if(sq->flags & TerrainSquare::Split45)
|
||||
{
|
||||
p1.set(zBottomLeft - zBottomRight, zBottomRight - zTopRight, invBlockSize);
|
||||
p2.set(zTopLeft - zTopRight, zBottomLeft - zTopLeft, invBlockSize);
|
||||
planePoint.set(xs, ys, zBottomLeft);
|
||||
divider.x = 1;
|
||||
divider.y = -1;
|
||||
divider.z = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
p1.set(zTopLeft - zTopRight, zBottomRight - zTopRight, invBlockSize);
|
||||
p2.set(zBottomLeft - zBottomRight, zBottomLeft - zTopLeft, invBlockSize);
|
||||
planePoint.set(xs + invBlockSize, ys, zBottomRight);
|
||||
divider.x = 1;
|
||||
divider.y = 1;
|
||||
divider.z = 0;
|
||||
}
|
||||
p1.setPoint(planePoint);
|
||||
p2.setPoint(planePoint);
|
||||
divider.setPoint(planePoint);
|
||||
|
||||
F32 t1 = p1.intersect(pStart, pEnd);
|
||||
F32 t2 = p2.intersect(pStart, pEnd);
|
||||
F32 td = divider.intersect(pStart, pEnd);
|
||||
|
||||
F32 dStart = divider.distToPlane(pStart);
|
||||
F32 dEnd = divider.distToPlane(pEnd);
|
||||
|
||||
// see if the line crosses the divider
|
||||
if((dStart >= 0 && dEnd < 0) || (dStart < 0 && dEnd >= 0))
|
||||
{
|
||||
if(dStart < 0)
|
||||
{
|
||||
F32 temp = t1;
|
||||
t1 = t2;
|
||||
t2 = temp;
|
||||
}
|
||||
if(t1 >= startT && t1 && t1 <= td && t1 <= endT)
|
||||
{
|
||||
info->t = t1;
|
||||
info->normal = p1;
|
||||
return true;
|
||||
}
|
||||
if(t2 >= td && t2 >= startT && t2 <= endT)
|
||||
{
|
||||
info->t = t2;
|
||||
info->normal = p2;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
F32 t;
|
||||
if(dStart >= 0) {
|
||||
t = t1;
|
||||
info->normal = p1;
|
||||
}
|
||||
else {
|
||||
t = t2;
|
||||
info->normal = p2;
|
||||
}
|
||||
if(t >= startT && t <= endT)
|
||||
{
|
||||
info->t = t;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
int subSqWidth = 1 << (level - 1);
|
||||
F32 xIntercept = (blockPos.x + subSqWidth) * invBlockSize;
|
||||
F32 xInt = calcInterceptX(pStart.x, invDeltaX, xIntercept);
|
||||
F32 yIntercept = (blockPos.y + subSqWidth) * invBlockSize;
|
||||
F32 yInt = calcInterceptY(pStart.y, invDeltaY, yIntercept);
|
||||
|
||||
F32 startX = startT * (pEnd.x - pStart.x) + pStart.x;
|
||||
F32 startY = startT * (pEnd.y - pStart.y) + pStart.y;
|
||||
|
||||
if(xInt < startT)
|
||||
xInt = MAX_FLOAT;
|
||||
if(yInt < startT)
|
||||
yInt = MAX_FLOAT;
|
||||
|
||||
U32 x0 = (startX > xIntercept) * subSqWidth;
|
||||
U32 y0 = (startY > yIntercept) * subSqWidth;
|
||||
U32 x1 = subSqWidth - x0;
|
||||
U32 y1 = subSqWidth - y0;
|
||||
U32 nextLevel = level - 1;
|
||||
|
||||
// push the items on the stack in reverse order of processing
|
||||
if(xInt > endT && yInt > endT)
|
||||
{
|
||||
// only test the square the point started in:
|
||||
stack[stackSize].blockPos.set(blockPos.x + x0, blockPos.y + y0);
|
||||
stack[stackSize].level = nextLevel;
|
||||
stackSize++;
|
||||
}
|
||||
else if(xInt < yInt)
|
||||
{
|
||||
F32 nextIntersect = endT;
|
||||
if(yInt <= endT)
|
||||
{
|
||||
stack[stackSize].blockPos.set(blockPos.x + x1, blockPos.y + y1);
|
||||
stack[stackSize].startT = yInt;
|
||||
stack[stackSize].endT = endT;
|
||||
stack[stackSize].level = nextLevel;
|
||||
nextIntersect = yInt;
|
||||
stackSize++;
|
||||
}
|
||||
stack[stackSize].blockPos.set(blockPos.x + x1, blockPos.y + y0);
|
||||
stack[stackSize].startT = xInt;
|
||||
stack[stackSize].endT = nextIntersect;
|
||||
stack[stackSize].level = nextLevel;
|
||||
|
||||
stack[stackSize+1].blockPos.set(blockPos.x + x0, blockPos.y + y0);
|
||||
stack[stackSize+1].startT = startT;
|
||||
stack[stackSize+1].endT = xInt;
|
||||
stack[stackSize+1].level = nextLevel;
|
||||
stackSize += 2;
|
||||
}
|
||||
else if(yInt < xInt)
|
||||
{
|
||||
F32 nextIntersect = endT;
|
||||
if(xInt <= endT)
|
||||
{
|
||||
stack[stackSize].blockPos.set(blockPos.x + x1, blockPos.y + y1);
|
||||
stack[stackSize].startT = xInt;
|
||||
stack[stackSize].endT = endT;
|
||||
stack[stackSize].level = nextLevel;
|
||||
nextIntersect = xInt;
|
||||
stackSize++;
|
||||
}
|
||||
stack[stackSize].blockPos.set(blockPos.x + x0, blockPos.y + y1);
|
||||
stack[stackSize].startT = yInt;
|
||||
stack[stackSize].endT = nextIntersect;
|
||||
stack[stackSize].level = nextLevel;
|
||||
|
||||
stack[stackSize+1].blockPos.set(blockPos.x + x0, blockPos.y + y0);
|
||||
stack[stackSize+1].startT = startT;
|
||||
stack[stackSize+1].endT = yInt;
|
||||
stack[stackSize+1].level = nextLevel;
|
||||
stackSize += 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
stack[stackSize].blockPos.set(blockPos.x + x1, blockPos.y + y1);
|
||||
stack[stackSize].startT = xInt;
|
||||
stack[stackSize].endT = endT;
|
||||
stack[stackSize].level = nextLevel;
|
||||
|
||||
stack[stackSize+1].blockPos.set(blockPos.x + x0, blockPos.y + y0);
|
||||
stack[stackSize+1].startT = startT;
|
||||
stack[stackSize+1].endT = xInt;
|
||||
stack[stackSize+1].level = nextLevel;
|
||||
stackSize += 2;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue