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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-21 04:15:36 +00:00
Added PLC_Navigation hint for gathering navmesh polygon data.
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parent
95ef5ec226
commit
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4 changed files with 77 additions and 2 deletions
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@ -653,6 +653,29 @@ bool ConvexShape::buildPolyList( PolyListContext context, AbstractPolyList *plis
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const Vector< ConvexShape::Face > faceList = mGeometry.faces;
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if(context == PLC_Navigation)
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{
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for(S32 i = 0; i < faceList.size(); i++)
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{
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const ConvexShape::Face &face = faceList[i];
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S32 s = face.triangles.size();
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for(S32 j = 0; j < s; j++)
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{
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plist->begin(0, s*i + j);
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plist->plane(PlaneF(face.centroid, face.normal));
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plist->vertex(base + face.points[face.triangles[j].p0]);
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plist->vertex(base + face.points[face.triangles[j].p1]);
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plist->vertex(base + face.points[face.triangles[j].p2]);
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plist->end();
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}
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}
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return true;
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}
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for ( S32 i = 0; i < faceList.size(); i++ )
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{
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const ConvexShape::Face &face = faceList[i];
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@ -288,11 +288,45 @@ void GroundPlane::buildConvex( const Box3F& box, Convex* convex )
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}
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}
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bool GroundPlane::buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F&, const SphereF& )
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bool GroundPlane::buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& )
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{
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polyList->setObject( this );
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polyList->setTransform( &MatrixF::Identity, Point3F( 1.0f, 1.0f, 1.0f ) );
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if(context == PLC_Navigation)
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{
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F32 z = getPosition().z;
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Point3F
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p0(box.minExtents.x, box.maxExtents.y, z),
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p1(box.maxExtents.x, box.maxExtents.y, z),
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p2(box.maxExtents.x, box.minExtents.y, z),
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p3(box.minExtents.x, box.minExtents.y, z);
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// Add vertices to poly list.
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U32 v0 = polyList->addPoint(p0);
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polyList->addPoint(p1);
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polyList->addPoint(p2);
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polyList->addPoint(p3);
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// Add plane between first three vertices.
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polyList->begin(0, 0);
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polyList->vertex(v0);
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polyList->vertex(v0+1);
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polyList->vertex(v0+2);
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polyList->plane(v0, v0+1, v0+2);
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polyList->end();
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// Add plane between last three vertices.
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polyList->begin(0, 1);
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polyList->vertex(v0+2);
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polyList->vertex(v0+3);
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polyList->vertex(v0);
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polyList->plane(v0+2, v0+3, v0);
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polyList->end();
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return true;
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}
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Box3F planeBox = getPlaneBox();
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polyList->addBox( planeBox, mMaterial );
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