Torque3D/Engine/source/T3D/convexShape.h

300 lines
8.4 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.
//-----------------------------------------------------------------------------
#ifndef _CONVEXSHAPE_H_
#define _CONVEXSHAPE_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _CONVEX_H_
#include "collision/convex.h"
#endif
class ConvexShape;
// Crap name, but whatcha gonna do.
class ConvexShapeCollisionConvex : public Convex
{
typedef Convex Parent;
friend class ConvexShape;
protected:
ConvexShape *pShape;
public:
ConvexShapeCollisionConvex() { mType = ConvexShapeCollisionConvexType; }
ConvexShapeCollisionConvex( const ConvexShapeCollisionConvex& cv ) {
mType = ConvexShapeCollisionConvexType;
mObject = cv.mObject;
pShape = cv.pShape;
}
Point3F support(const VectorF& vec) const;
void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf);
void getPolyList(AbstractPolyList* list);
};
GFXDeclareVertexFormat( ConvexVert )
{
Point3F point;
GFXVertexColor color;
Point3F normal;
Point3F tangent;
Point2F texCoord;
};
class PhysicsBody;
// Define our vertex format here so we don't have to
// change it in multiple spots later
typedef ConvexVert VertexType;
class ConvexShape : public SceneObject
{
typedef SceneObject Parent;
friend class GuiConvexEditorCtrl;
friend class GuiConvexEditorUndoAction;
friend class ConvexShapeCollisionConvex;
public:
enum NetBits {
TransformMask = Parent::NextFreeMask,
UpdateMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2
};
// Declaring these structs directly within ConvexShape to prevent
// the otherwise excessively deep scoping we had.
// eg. ConvexShape::Face::Triangle ...
struct Edge
{
U32 p0;
U32 p1;
};
struct Triangle
{
U32 p0;
U32 p1;
U32 p2;
U32 operator []( U32 index ) const
{
AssertFatal( index >= 0 && index <= 2, "index out of range" );
return *( (&p0) + index );
}
};
struct Face
{
Vector< Edge > edges;
Vector< U32 > points;
Vector< U32 > winding;
Vector< Point2F > texcoords;
Vector< Triangle > triangles;
Point3F tangent;
Point3F normal;
Point3F centroid;
F32 area;
S32 id;
};
struct surfaceMaterial
{
// The name of the Material we will use for rendering
String materialName;
// The actual Material instance
BaseMatInstance* materialInst;
surfaceMaterial()
{
materialName = "";
materialInst = NULL;
}
};
struct surfaceUV
{
S32 matID;
Point2F offset;
Point2F scale;
float zRot;
bool horzFlip;
bool vertFlip;
surfaceUV() : matID(0), offset(Point2F(0.0f, 0.0f)), scale(Point2F(1.0f, 1.0f)), zRot(0.0f), horzFlip(false), vertFlip(false) {}
};
struct surfaceBuffers
{
// The GFX vertex and primitive buffers
GFXVertexBufferHandle< VertexType > mVertexBuffer;
GFXPrimitiveBufferHandle mPrimitiveBuffer;
U32 mVertCount;
U32 mPrimCount;
};
struct Geometry
{
void generate(const Vector< PlaneF > &planes, const Vector< Point3F > &tangents, const Vector< surfaceMaterial > surfaceTextures, const Vector< Point2F > texOffset, const Vector< Point2F > texScale, const Vector< bool > horzFlip, const Vector< bool > vertFlip);
Vector< Point3F > points;
Vector< Face > faces;
};
static bool smRenderEdges;
// To prevent bitpack overflows.
// This is only indirectly enforced by trucation when serializing.
static const S32 smMaxSurfaces = 100;
public:
ConvexShape();
virtual ~ConvexShape();
DECLARE_CONOBJECT( ConvexShape );
// ConsoleObject
static void initPersistFields();
// SimObject
virtual void inspectPostApply();
virtual bool onAdd();
virtual void onRemove();
virtual void writeFields(Stream &stream, U32 tabStop);
virtual bool writeField( StringTableEntry fieldname, const char *value );
// NetObject
virtual U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
virtual void unpackUpdate( NetConnection *conn, BitStream *stream );
// SceneObject
virtual void onScaleChanged();
virtual void setTransform( const MatrixF &mat );
virtual void prepRenderImage( SceneRenderState *state );
virtual void buildConvex( const Box3F &box, Convex *convex );
virtual bool buildPolyList( PolyListContext context, AbstractPolyList *polyList, const Box3F &box, const SphereF &sphere );
virtual bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F &box, const SphereF &);
virtual bool castRay( const Point3F &start, const Point3F &end, RayInfo *info );
virtual bool collideBox( const Point3F &start, const Point3F &end, RayInfo *info );
void updateBounds( bool recenter );
void recenter();
/// Geometry access.
/// @{
MatrixF getSurfaceWorldMat( S32 faceid, bool scaled = false ) const;
void cullEmptyPlanes( Vector< U32 > *removedPlanes );
void exportToCollada();
void resizePlanes( const Point3F &size );
void getSurfaceLineList( S32 surfId, Vector< Point3F > &lineList );
Geometry& getGeometry() { return mGeometry; }
Vector<MatrixF>& getSurfaces() { return mSurfaces; }
void getSurfaceTriangles( S32 surfId, Vector< Point3F > *outPoints, Vector< Point2F > *outCoords, bool worldSpace );
/// @}
/// Geometry Visualization.
/// @{
void renderFaceEdges( S32 faceid, const ColorI &color = ColorI::WHITE, F32 lineWidth = 1.0f );
/// @}
String getMaterialName() { return mMaterialName; }
protected:
void _updateMaterial();
void _updateGeometry( bool updateCollision = false );
void _updateCollision();
void _export( OptimizedPolyList *plist, const Box3F &box, const SphereF &sphere );
void _renderDebug( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mat );
static S32 QSORT_CALLBACK _comparePlaneDist( const void *a, const void *b );
static bool protectedSetSurface( void *object, const char *index, const char *data );
static bool protectedSetSurfaceTexture( void *object, const char *index, const char *data );
static bool protectedSetSurfaceUV(void *object, const char *index, const char *data);
protected:
// The name of the Material we will use for rendering
String mMaterialName;
// The actual Material instance
BaseMatInstance* mMaterialInst;
// The GFX vertex and primitive buffers
/*GFXVertexBufferHandle< VertexType > mVertexBuffer;
GFXPrimitiveBufferHandle mPrimitiveBuffer;
U32 mVertCount;
U32 mPrimCount;*/
Geometry mGeometry;
Vector< PlaneF > mPlanes;
Vector< MatrixF > mSurfaces;
Vector< Point3F > mFaceCenters;
//this is mostly for storage purposes, so we can save the texture mods
Vector< surfaceMaterial > mSurfaceTextures;
Vector< surfaceUV > mSurfaceUVs;
Vector< surfaceBuffers > mSurfaceBuffers;
Convex *mConvexList;
PhysicsBody *mPhysicsRep;
/// Geometry visualization
/// @{
F32 mNormalLength;
/// @}
};
#endif // _CONVEXSHAPE_H_