mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
531 lines
14 KiB
C++
531 lines
14 KiB
C++
//-----------------------------------------------------------------------------
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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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#ifndef _RIVER_H_
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#define _RIVER_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfx/gfxTextureHandle.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#ifndef _CLIPPEDPOLYLIST_H_
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#include "collision/clippedPolyList.h"
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#endif
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#ifndef _GFXSTATEBLOCK_H_
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#include "gfx/gfxStateBlock.h"
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#endif
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#ifndef _WATEROBJECT_H_
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#include "waterObject.h"
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#endif
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//-------------------------------------------------------------------------
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// RiverSplineNode Class
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//-------------------------------------------------------------------------
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class Path;
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class TerrainBlock;
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struct ObjectRenderInst;
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class RiverSplineNode
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{
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public:
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RiverSplineNode() {}
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F32 x;
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F32 y;
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F32 z;
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F32 width;
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F32 depth;
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VectorF normal;
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RiverSplineNode& operator=(const RiverSplineNode&);
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RiverSplineNode operator+(const RiverSplineNode&) const;
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RiverSplineNode operator-(const RiverSplineNode&) const;
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RiverSplineNode operator*(const F32) const;
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F32 len();
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};
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inline F32 RiverSplineNode::len()
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{
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return mSqrt(F32(x*x + y*y + z*z));
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}
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inline RiverSplineNode& RiverSplineNode::operator=(const RiverSplineNode &_node)
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{
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x = _node.x;
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y = _node.y;
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z = _node.z;
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width = _node.width;
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depth = _node.depth;
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normal = _node.normal;
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return *this;
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}
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inline RiverSplineNode RiverSplineNode::operator+(const RiverSplineNode& _add) const
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{
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RiverSplineNode result;
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result.x = x + _add.x;
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result.y = y + _add.y;
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result.z = z + _add.z;
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result.width = width + _add.width;
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result.depth = depth + _add.depth;
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result.normal = normal + _add.normal;
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return result;
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}
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inline RiverSplineNode RiverSplineNode::operator-(const RiverSplineNode& _rSub) const
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{
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RiverSplineNode result;
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result.x = x - _rSub.x;
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result.y = y - _rSub.y;
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result.z = z - _rSub.z;
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result.width = width - _rSub.width;
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result.depth = depth - _rSub.depth;
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result.normal = normal - _rSub.normal;
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return result;
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}
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inline RiverSplineNode operator*(const F32 mul, const RiverSplineNode& multiplicand)
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{
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return multiplicand * mul;
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}
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inline RiverSplineNode RiverSplineNode::operator*(const F32 _mul) const
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{
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RiverSplineNode result;
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result.x = x * _mul;
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result.y = y * _mul;
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result.z = z * _mul;
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result.width = width * _mul;
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result.depth = depth * _mul;
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result.normal = normal * _mul;
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return result;
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}
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//-------------------------------------------------------------------------
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// Structures
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//-------------------------------------------------------------------------
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struct RiverRenderBatch
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{
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U32 startSegmentIdx;
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U32 endSegmentIdx;
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U32 startVert;
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U32 endVert;
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U32 startIndex;
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U32 endIndex;
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U32 totalRows;
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U32 indexCount;
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U32 vertCount;
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U32 triangleCount;
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};
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typedef Vector<RiverRenderBatch> RiverBatchVector;
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struct RiverNode
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{
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// The 3D position of the node
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Point3F point;
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// The width of the River at this node (meters)
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F32 width;
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// The depth of the River at this node (meters)
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F32 depth;
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VectorF normal;
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};
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typedef Vector<RiverNode> RiverNodeVector;
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struct RiverSlice
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{
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RiverSlice()
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{
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p0.zero();
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p1.zero();
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p2.zero();
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pb0.zero();
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pb2.zero();
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uvec.zero();
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fvec.zero();
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rvec.zero();
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normal.zero();
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width = 0.0f;
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depth = 0.0f;
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texCoordV = 0.0f;
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parentNodeIdx = -1;
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};
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Point3F p0; // upper left
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Point3F p1; // upper center
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Point3F p2; // upper right
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Point3F pb0; // bottom left
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Point3F pb2; // bottom right
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VectorF uvec;
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VectorF fvec;
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VectorF rvec;
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VectorF normal;
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F32 width;
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F32 depth;
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F32 texCoordV;
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U32 parentNodeIdx;
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};
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typedef Vector<RiverSlice> RiverSliceVector;
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//-------------------------------------------------------------------------
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// RiverSegment Class
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//-------------------------------------------------------------------------
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static Point3F sSegmentPointCompareReference;
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class RiverSegment
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{
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public:
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RiverSegment();
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RiverSegment( RiverSlice *rs0, RiverSlice *rs1 );
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void set( RiverSlice *rs0, RiverSlice *rs1 );
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F32 TexCoordStart() { return slice0->texCoordV; }
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F32 TexCoordEnd() { return slice1->texCoordV; }
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Point3F getP00() const { return slice0->p0; }
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Point3F getP01() const { return slice1->p0; }
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Point3F getP11() const { return slice1->p2; }
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Point3F getP10() const { return slice0->p2; }
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// NOTE:
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// For purposes of collision testing against a RiverSegment we represent
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// it as a set of 6 planes (one for each face) much like a frustum.
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// This is actually a flawed representation that will be more incorrect
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// the more twist/bend exists between the two RiverSlices making up
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// the segment. Basically we treat the four points that make up a "face"
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// as if they were coplanar.
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Point3F getSurfaceCenter() const { return (slice0->p1 + slice1->p1) / 2; }
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Point3F getSurfaceNormal() const { return ( -mPlanes[4].getNormal() ); }
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Point3F getFaceCenter( U32 faceIdx ) const;
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bool intersectBox( const Box3F &bounds ) const;
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bool containsPoint( const Point3F &pnt ) const;
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F32 distanceToSurface( const Point3F &pnt ) const;
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// Quick access to the segment's points
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Point3F& operator[](U32);
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const Point3F& operator[](U32) const;
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Point3F& operator[](S32 i) { return operator[](U32(i)); }
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const Point3F& operator[](S32 i ) const { return operator[](U32(i)); }
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RiverSlice *slice0;
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RiverSlice *slice1;
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PlaneF mPlanes[6];
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U32 mPlaneCount;
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U32 columns;
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U32 rows;
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U32 startVert;
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U32 endVert;
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U32 startIndex;
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U32 endIndex;
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U32 numVerts;
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U32 numTriangles;
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Box3F worldbounds;
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protected:
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PlaneF _getBestPlane( const Point3F *p0, const Point3F *p1, const Point3F *p2, const Point3F *p3 );
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};
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typedef Vector<RiverSegment> RiverSegmentVector;
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inline Point3F& RiverSegment::operator[](U32 index)
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{
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AssertFatal(index < 8, "RiverSegment::operator[] - out of bounds array access!");
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RiverSlice *slice = NULL;
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if ( index > 3 )
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{
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slice = slice1;
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index -= 4;
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}
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else
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{
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slice = slice0;
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}
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if ( index == 0 )
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return slice->p0;
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if ( index == 1 )
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return slice->p2;
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if ( index == 2 )
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return slice->pb0;
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else //( index == 3 )
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return slice->pb2;
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}
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inline const Point3F& RiverSegment::operator[](U32 index) const
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{
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AssertFatal(index < 8, "RiverSegment::operator[] - out of bounds array access!");
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RiverSlice *slice = NULL;
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if ( index > 3 )
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{
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slice = slice1;
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index -= 4;
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}
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else
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{
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slice = slice0;
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}
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if ( index == 0 )
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return slice->p0;
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if ( index == 1 )
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return slice->p2;
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if ( index == 2 )
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return slice->pb0;
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else// ( index == 3 )
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return slice->pb2;
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}
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//------------------------------------------------------------------------------
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// River Class
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//------------------------------------------------------------------------------
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class ParticleEmitter;
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class ParticleEmitterData;
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struct RiverNodeList;
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class River : public WaterObject
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{
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private:
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friend class GuiRiverEditorCtrl;
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friend class GuiRiverEditorUndoAction;
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typedef WaterObject Parent;
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protected:
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enum
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{
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RiverMask = Parent::NextFreeMask,
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NodeMask = Parent::NextFreeMask << 1,
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RegenMask = Parent::NextFreeMask << 2,
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InitialUpdateMask = Parent::NextFreeMask << 3,
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SelectedMask = Parent::NextFreeMask << 4,
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MaterialMask = Parent::NextFreeMask << 5,
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NextFreeMask = Parent::NextFreeMask << 6,
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};
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public:
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River();
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~River();
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DECLARE_CONOBJECT(River);
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// ConObject.
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static void initPersistFields();
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static void consoleInit();
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// SimObject
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bool onAdd();
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void onRemove();
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void inspectPostApply();
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void onStaticModified(const char* slotName, const char*newValue = NULL);
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void writeFields(Stream &stream, U32 tabStop);
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bool writeField( StringTableEntry fieldname, const char *value );
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// NetObject
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U32 packUpdate(NetConnection *, U32, BitStream *);
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void unpackUpdate(NetConnection *, BitStream *);
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// SceneObject
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virtual void setTransform( const MatrixF &mat );
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virtual void setScale( const VectorF &scale );
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virtual bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
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virtual bool collideBox(const Point3F &start, const Point3F &end, RayInfo* info);
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virtual bool containsPoint( const Point3F& point ) const { return containsPoint( point, NULL ); }
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// WaterObject
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virtual F32 getWaterCoverage( const Box3F &worldBox ) const;
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virtual F32 getSurfaceHeight( const Point2F &pos ) const;
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virtual VectorF getFlow( const Point3F &pos ) const;
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virtual void onReflectionInfoChanged();
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virtual void updateUnderwaterEffect( SceneRenderState *state );
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virtual bool isUnderwater( const Point3F &pnt ) const;
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F32 distanceToSurface( const Point3F &pnt, U32 segmentIdx );
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bool containsPoint( const Point3F &worldPos, U32 *nodeIdx ) const;
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// Cast a ray against the river -- THE TOP SURFACE ONLY
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bool collideRay( const Point3F &origin, const Point3F &direction, U32 *nodeIdx = NULL, Point3F *collisionPnt = NULL ) const;
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void regenerate();
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void setMetersPerSegment( F32 meters );
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void setBatchSize( U32 level );
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void setShowNodes( bool enabled );
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void setMaxDivisionSize( F32 meters );
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void setColumnCount( S32 count );
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U32 insertNode( const Point3F &pos, const F32 &width, const F32 &depth, const VectorF &normal, const U32 &idx );
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U32 addNode( const Point3F &pos, const F32 &width, const F32 &depth, const VectorF &normal );
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void setNode( const Point3F &pos, const F32 &width, const F32 &depth, const VectorF &normal, const U32 &idx );
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void deleteNode( U32 idx );
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void buildNodesFromList( RiverNodeList* list );
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bool getClosestNode( const Point3F &pos, U32 &idx ) const;
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Point3F getNodePosition( U32 idx ) const;
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void setNodePosition( U32 idx, const Point3F &pos );
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MatrixF getNodeTransform( U32 idx ) const;
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F32 getNodeWidth( U32 idx ) const;
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void setNodeWidth( U32 idx, F32 width );
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F32 getNodeDepth( U32 idx ) const;
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void setNodeDepth( U32 idx, F32 depth );
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void setNodeHeight( U32 idx, F32 height );
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void setNodeNormal( U32 idx, const VectorF &normal );
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VectorF getNodeNormal( U32 idx ) const;
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/// Protected 'Component' Field setter that will add a component to the list.
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static bool addNodeFromField( void *object, const char *index, const char *data );
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static SimSet* getServerSet();
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static bool smEditorOpen;
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static bool smWireframe;
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static bool smShowWalls;
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static bool smShowNodes;
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static bool smShowSpline;
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static bool smShowRiver;
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static SimObjectPtr<SimSet> smServerRiverSet;
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protected:
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void _loadRenderData();
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bool _setRenderData();
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void _render( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *matInst );
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void _makeRenderBatches( const Point3F &cameraPos );
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void _makeHighLODBuffers();
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U32 _insertNode( const Point3F &pos, const F32 &width, const F32 &depth, const VectorF &normal, const U32 &idx );
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U32 _addNode( const Point3F &pos, const F32 &width, const F32 &depth, const VectorF &normal );
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void _regenerate();
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void _generateSlices();
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void _generateSegments();
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void _generateVerts();
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bool _getTerrainHeight( const Point2F &pos, F32 &height );
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bool _getTerrainHeight( F32 x, F32 y, F32 &height );
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// WaterObject
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virtual void setShaderParams( SceneRenderState *state, BaseMatInstance *mat, const WaterMatParams ¶mHandles );
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virtual void innerRender( SceneRenderState *state );
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virtual void _getWaterPlane( const Point3F &camPos, PlaneF &outPlane, Point3F &outPos );
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protected:
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RiverSliceVector mSlices;
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RiverNodeVector mNodes;
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RiverSegmentVector mSegments;
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GFXVertexBufferHandle<GFXWaterVertex> mVB_high; // the high detail vertex buffer
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GFXVertexBufferHandle<GFXWaterVertex> mVB_low; // the low detail vertex buffer
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GFXPrimitiveBufferHandle mPB_high; // the high detail prim buffer
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GFXPrimitiveBufferHandle mPB_low; // the low detail prim buffer
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RiverBatchVector mHighLODBatches;
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RiverBatchVector mLowLODBatches;
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U32 mLowVertCount;
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U32 mHighVertCount;
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U32 mLowTriangleCount;
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U32 mHighTriangleCount;
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// Fields.
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U32 mSegmentsPerBatch;
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F32 mMetersPerSegment;
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F32 mDepthScale;
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F32 mFlowMagnitude;
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F32 mLodDistance;
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// Divide segments that are greater than this length
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// into sections of this size, or as close as possible
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// while maintaining an equal division size.
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F32 mMaxDivisionSize;
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F32 mMinDivisionSize;
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U32 mColumnCount;
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};
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#endif // _RIVER_H_
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