Torque3D/Engine/source/ts/tsSortedMesh.cpp
2012-09-19 11:15:01 -04:00

169 lines
5.1 KiB
C++

//-----------------------------------------------------------------------------
// 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 "ts/tsSortedMesh.h"
#include "math/mMath.h"
#include "ts/tsShapeInstance.h"
// Not worth the effort, much less the effort to comment, but if the draw types
// are consecutive use addition rather than a table to go from index to command value...
/*
#if ((GL_TRIANGLES+1==GL_TRIANGLE_STRIP) && (GL_TRIANGLE_STRIP+1==GL_TRIANGLE_FAN))
#define getDrawType(a) (GL_TRIANGLES+(a))
#else
U32 drawTypes[] = { GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN };
#define getDrawType(a) (drawTypes[a])
#endif
*/
// found in tsmesh
extern void forceFaceCamera();
extern void forceFaceCameraZAxis();
//-----------------------------------------------------
// TSSortedMesh render methods
//-----------------------------------------------------
void TSSortedMesh::render(S32 frame, S32 matFrame, TSMaterialList * materials)
{
}
//-----------------------------------------------------
// TSSortedMesh collision methods
//-----------------------------------------------------
bool TSSortedMesh::buildPolyList( S32 frame, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials )
{
TORQUE_UNUSED(frame);
TORQUE_UNUSED(polyList);
TORQUE_UNUSED(surfaceKey);
TORQUE_UNUSED(materials);
return false;
}
bool TSSortedMesh::castRay( S32 frame, const Point3F &start, const Point3F &end, RayInfo *rayInfo, TSMaterialList *materials )
{
TORQUE_UNUSED(frame);
TORQUE_UNUSED(start);
TORQUE_UNUSED(end);
TORQUE_UNUSED(rayInfo);
TORQUE_UNUSED(materials);
return false;
}
bool TSSortedMesh::buildConvexHull()
{
return false;
}
S32 TSSortedMesh::getNumPolys()
{
S32 count = 0;
S32 cIdx = !clusters.size() ? -1 : 0;
while (cIdx>=0)
{
Cluster & cluster = clusters[cIdx];
for (S32 i=cluster.startPrimitive; i<cluster.endPrimitive; i++)
{
if (primitives[i].matIndex & TSDrawPrimitive::Triangles)
count += primitives[i].numElements / 3;
else
count += primitives[i].numElements - 2;
}
cIdx = cluster.frontCluster; // always use frontCluster...we assume about the same no matter what
}
return count;
}
//-----------------------------------------------------
// TSSortedMesh assembly/dissembly methods
// used for transfer to/from memory buffers
//-----------------------------------------------------
#define tsalloc TSShape::smTSAlloc
void TSSortedMesh::assemble(bool skip)
{
bool save1 = TSMesh::smUseTriangles;
bool save2 = TSMesh::smUseOneStrip;
TSMesh::smUseTriangles = false;
TSMesh::smUseOneStrip = false;
TSMesh::assemble(skip);
TSMesh::smUseTriangles = save1;
TSMesh::smUseOneStrip = save2;
S32 numClusters = tsalloc.get32();
S32 * ptr32 = tsalloc.copyToShape32(numClusters*8);
clusters.set(ptr32,numClusters);
S32 sz = tsalloc.get32();
ptr32 = tsalloc.copyToShape32(sz);
startCluster.set(ptr32,sz);
sz = tsalloc.get32();
ptr32 = tsalloc.copyToShape32(sz);
firstVerts.set(ptr32,sz);
sz = tsalloc.get32();
ptr32 = tsalloc.copyToShape32(sz);
numVerts.set(ptr32,sz);
sz = tsalloc.get32();
ptr32 = tsalloc.copyToShape32(sz);
firstTVerts.set(ptr32,sz);
alwaysWriteDepth = tsalloc.get32()!=0;
tsalloc.checkGuard();
}
void TSSortedMesh::disassemble()
{
TSMesh::disassemble();
tsalloc.set32(clusters.size());
tsalloc.copyToBuffer32((S32*)clusters.address(),clusters.size()*8);
tsalloc.set32(startCluster.size());
tsalloc.copyToBuffer32((S32*)startCluster.address(),startCluster.size());
tsalloc.set32(firstVerts.size());
tsalloc.copyToBuffer32((S32*)firstVerts.address(),firstVerts.size());
tsalloc.set32(numVerts.size());
tsalloc.copyToBuffer32((S32*)numVerts.address(),numVerts.size());
tsalloc.set32(firstTVerts.size());
tsalloc.copyToBuffer32((S32*)firstTVerts.address(),firstTVerts.size());
tsalloc.set32(alwaysWriteDepth ? 1 : 0);
tsalloc.setGuard();
}