Torque3D/Engine/source/ts/tsCollision.cpp
Areloch 5a1af9ccd7 Merge pull request #2236 from Azaezel/memberMess
cleans up all 'hides' warnings (at time of writing)
2018-05-30 20:36:43 -05:00

1721 lines
52 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 "platform/platform.h"
#include "ts/tsShapeInstance.h"
#include "ts/tsMaterialList.h"
#include "scene/sceneObject.h"
#include "collision/convex.h"
#include "collision/collision.h"
#include "T3D/tsStatic.h" // TODO: We shouldn't have this dependancy!
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physicsCollision.h"
#include "collision/concretePolyList.h"
#include "collision/vertexPolyList.h"
#include "platform/profiler.h"
#include "opcode/Opcode.h"
#include "opcode/Ice/IceAABB.h"
#include "opcode/Ice/IcePoint.h"
#include "opcode/OPC_AABBTree.h"
#include "opcode/OPC_AABBCollider.h"
static bool gOpcodeInitialized = false;
//-------------------------------------------------------------------------------------
// Collision methods
//-------------------------------------------------------------------------------------
bool TSShapeInstance::buildPolyList(AbstractPolyList * polyList, S32 dl)
{
// if dl==-1, nothing to do
if (dl==-1)
return false;
AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildPolyList");
// get subshape and object detail
const TSDetail * detail = &mShape->details[dl];
S32 ss = detail->subShapeNum;
S32 od = detail->objectDetailNum;
// This detail does not have any geometry.
if ( ss < 0 )
return false;
// nothing emitted yet...
bool emitted = false;
U32 surfaceKey = 0;
S32 start = mShape->subShapeFirstObject[ss];
S32 end = mShape->subShapeNumObjects[ss] + start;
if (start<end)
{
MatrixF initialMat;
Point3F initialScale;
polyList->getTransform(&initialMat,&initialScale);
// set up for first object's node
MatrixF mat;
MatrixF scaleMat(true);
F32* p = scaleMat;
p[0] = initialScale.x;
p[5] = initialScale.y;
p[10] = initialScale.z;
const MatrixF *previousMat = &mMeshObjects[start].getTransform();
mat.mul(initialMat,scaleMat);
mat.mul(*previousMat);
polyList->setTransform(&mat,Point3F(1, 1, 1));
// run through objects and collide
for (S32 i=start; i<end; i++)
{
MeshObjectInstance * mesh = &mMeshObjects[i];
if (od >= mesh->object->numMeshes)
continue;
if (&mesh->getTransform() != previousMat)
{
// different node from before, set up for this node
previousMat = &mesh->getTransform();
if (previousMat != NULL)
{
mat.mul(initialMat,scaleMat);
mat.mul(*previousMat);
polyList->setTransform(&mat,Point3F(1, 1, 1));
}
}
// collide...
emitted |= mesh->buildPolyList(od,polyList,surfaceKey,mMaterialList);
}
// restore original transform...
polyList->setTransform(&initialMat,initialScale);
}
return emitted;
}
bool TSShapeInstance::getFeatures(const MatrixF& mat, const Point3F& n, ConvexFeature* cf, S32 dl)
{
// if dl==-1, nothing to do
if (dl==-1)
return false;
AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildPolyList");
// get subshape and object detail
const TSDetail * detail = &mShape->details[dl];
S32 ss = detail->subShapeNum;
S32 od = detail->objectDetailNum;
// nothing emitted yet...
bool emitted = false;
U32 surfaceKey = 0;
S32 start = mShape->subShapeFirstObject[ss];
S32 end = mShape->subShapeNumObjects[ss] + start;
if (start<end)
{
MatrixF final;
const MatrixF* previousMat = &mMeshObjects[start].getTransform();
final.mul(mat, *previousMat);
// run through objects and collide
for (S32 i=start; i<end; i++)
{
MeshObjectInstance * mesh = &mMeshObjects[i];
if (od >= mesh->object->numMeshes)
continue;
if (&mesh->getTransform() != previousMat)
{
previousMat = &mesh->getTransform();
final.mul(mat, *previousMat);
}
emitted |= mesh->getFeatures(od, final, n, cf, surfaceKey);
}
}
return emitted;
}
bool TSShapeInstance::castRay(const Point3F & a, const Point3F & b, RayInfo * rayInfo, S32 dl)
{
// if dl==-1, nothing to do
if (dl==-1)
return false;
AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::castRay");
// get subshape and object detail
const TSDetail * detail = &mShape->details[dl];
S32 ss = detail->subShapeNum;
S32 od = detail->objectDetailNum;
// This detail has no geometry to hit.
if ( ss < 0 )
return false;
S32 start = mShape->subShapeFirstObject[ss];
S32 end = mShape->subShapeNumObjects[ss] + start;
RayInfo saveRay;
saveRay.t = 1.0f;
const MatrixF * saveMat = NULL;
bool found = false;
if (start<end)
{
Point3F ta, tb;
// set up for first object's node
MatrixF mat;
const MatrixF * previousMat = &mMeshObjects[start].getTransform();
mat = *previousMat;
mat.inverse();
mat.mulP(a,&ta);
mat.mulP(b,&tb);
// run through objects and collide
for (S32 i=start; i<end; i++)
{
MeshObjectInstance * mesh = &mMeshObjects[i];
if (od >= mesh->object->numMeshes)
continue;
if (&mesh->getTransform() != previousMat)
{
// different node from before, set up for this node
previousMat = &mesh->getTransform();
if (previousMat != NULL)
{
mat = *previousMat;
mat.inverse();
mat.mulP(a,&ta);
mat.mulP(b,&tb);
}
}
// collide...
if (mesh->castRay(od,ta,tb,rayInfo, mMaterialList))
{
if (!rayInfo)
return true;
if (rayInfo->t <= saveRay.t)
{
saveRay = *rayInfo;
saveMat = previousMat;
}
found = true;
}
}
}
// collide with any skins for this detail level...
// TODO: if ever...
// finalize the deal...
if (found)
{
*rayInfo = saveRay;
saveMat->mulV(rayInfo->normal);
rayInfo->point = b-a;
rayInfo->point *= rayInfo->t;
rayInfo->point += a;
}
return found;
}
bool TSShapeInstance::castRayRendered(const Point3F & a, const Point3F & b, RayInfo * rayInfo, S32 dl)
{
// if dl==-1, nothing to do
if (dl==-1)
return false;
AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::castRayRendered");
// get subshape and object detail
const TSDetail * detail = &mShape->details[dl];
S32 ss = detail->subShapeNum;
S32 od = detail->objectDetailNum;
if ( ss == -1 )
return false;
S32 start = mShape->subShapeFirstObject[ss];
S32 end = mShape->subShapeNumObjects[ss] + start;
RayInfo saveRay;
saveRay.t = 1.0f;
const MatrixF * saveMat = NULL;
bool found = false;
if (start<end)
{
Point3F ta, tb;
// set up for first object's node
MatrixF mat;
const MatrixF * previousMat = &mMeshObjects[start].getTransform();
mat = *previousMat;
mat.inverse();
mat.mulP(a,&ta);
mat.mulP(b,&tb);
// run through objects and collide
for (S32 i=start; i<end; i++)
{
MeshObjectInstance * mesh = &mMeshObjects[i];
if (od >= mesh->object->numMeshes)
continue;
if (&mesh->getTransform() != previousMat)
{
// different node from before, set up for this node
previousMat = &mesh->getTransform();
if (previousMat != NULL)
{
mat = *previousMat;
mat.inverse();
mat.mulP(a,&ta);
mat.mulP(b,&tb);
}
}
// collide...
if (mesh->castRayRendered(od,ta,tb,rayInfo, mMaterialList))
{
if (!rayInfo)
return true;
if (rayInfo->t <= saveRay.t)
{
saveRay = *rayInfo;
saveMat = previousMat;
}
found = true;
}
}
}
// collide with any skins for this detail level...
// TODO: if ever...
// finalize the deal...
if (found)
{
*rayInfo = saveRay;
saveMat->mulV(rayInfo->normal);
rayInfo->point = b-a;
rayInfo->point *= rayInfo->t;
rayInfo->point += a;
}
return found;
}
Point3F TSShapeInstance::support(const Point3F & v, S32 dl)
{
// if dl==-1, nothing to do
AssertFatal(dl != -1, "Error, should never try to collide with a non-existant detail level!");
AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::support");
// get subshape and object detail
const TSDetail * detail = &mShape->details[dl];
S32 ss = detail->subShapeNum;
S32 od = detail->objectDetailNum;
S32 start = mShape->subShapeFirstObject[ss];
S32 end = mShape->subShapeNumObjects[ss] + start;
F32 currMaxDP = -1e9f;
Point3F currSupport = Point3F(0, 0, 0);
const MatrixF * previousMat = NULL;
MatrixF mat;
if (start<end)
{
Point3F va;
// set up for first object's node
previousMat = &mMeshObjects[start].getTransform();
mat = *previousMat;
mat.inverse();
// run through objects and collide
for (S32 i=start; i<end; i++)
{
MeshObjectInstance * mesh = &mMeshObjects[i];
if (od >= mesh->object->numMeshes)
continue;
TSMesh* physMesh = mesh->getMesh(od);
if (physMesh && !mesh->forceHidden && mesh->visible > 0.01f)
{
// collide...
if (&mesh->getTransform() != previousMat)
{
// different node from before, set up for this node
previousMat = &mesh->getTransform();
mat = *previousMat;
mat.inverse();
}
mat.mulV(v, &va);
physMesh->support(mesh->frame, va, &currMaxDP, &currSupport);
}
}
}
if (currMaxDP != -1e9f)
{
previousMat->mulP(currSupport);
return currSupport;
}
else
{
return Point3F(0, 0, 0);
}
}
void TSShapeInstance::computeBounds(S32 dl, Box3F & bounds)
{
// if dl==-1, nothing to do
if (dl==-1)
return;
AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::computeBounds");
// get subshape and object detail
const TSDetail * detail = &mShape->details[dl];
S32 ss = detail->subShapeNum;
S32 od = detail->objectDetailNum;
// use shape bounds for imposter details
if (ss < 0)
{
bounds = mShape->mBounds;
return;
}
S32 start = mShape->subShapeFirstObject[ss];
S32 end = mShape->subShapeNumObjects[ss] + start;
// run through objects and updating bounds as we go
bounds.minExtents.set( 10E30f, 10E30f, 10E30f);
bounds.maxExtents.set(-10E30f,-10E30f,-10E30f);
Box3F box;
for (S32 i=start; i<end; i++)
{
MeshObjectInstance * mesh = &mMeshObjects[i];
if (od >= mesh->object->numMeshes)
continue;
if (mesh->getMesh(od))
{
mesh->getMesh(od)->computeBounds(mesh->getTransform(),box, 0); // use frame 0 so TSSkinMesh uses skinned verts to compute bounds
bounds.minExtents.setMin(box.minExtents);
bounds.maxExtents.setMax(box.maxExtents);
}
}
}
//-------------------------------------------------------------------------------------
// Object (MeshObjectInstance & PluginObjectInstance) collision methods
//-------------------------------------------------------------------------------------
bool TSShapeInstance::ObjectInstance::buildPolyList(S32 objectDetail, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials )
{
TORQUE_UNUSED( objectDetail );
TORQUE_UNUSED( polyList );
TORQUE_UNUSED( surfaceKey );
TORQUE_UNUSED( materials );
AssertFatal(0,"TSShapeInstance::ObjectInstance::buildPolyList: no default method.");
return false;
}
bool TSShapeInstance::ObjectInstance::getFeatures(S32 objectDetail, const MatrixF& mat, const Point3F& n, ConvexFeature* cf, U32& surfaceKey)
{
TORQUE_UNUSED( objectDetail );
TORQUE_UNUSED( mat );
TORQUE_UNUSED( n );
TORQUE_UNUSED( cf );
TORQUE_UNUSED( surfaceKey );
AssertFatal(0,"TSShapeInstance::ObjectInstance::buildPolyList: no default method.");
return false;
}
void TSShapeInstance::ObjectInstance::support(S32, const Point3F&, F32*, Point3F*)
{
AssertFatal(0,"TSShapeInstance::ObjectInstance::supprt: no default method.");
}
bool TSShapeInstance::ObjectInstance::castRay( S32 objectDetail, const Point3F &start, const Point3F &end, RayInfo *rayInfo, TSMaterialList *materials )
{
TORQUE_UNUSED( objectDetail );
TORQUE_UNUSED( start );
TORQUE_UNUSED( end );
TORQUE_UNUSED( rayInfo );
AssertFatal(0,"TSShapeInstance::ObjectInstance::castRay: no default method.");
return false;
}
bool TSShapeInstance::MeshObjectInstance::buildPolyList( S32 objectDetail, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials )
{
TSMesh * mesh = getMesh(objectDetail);
if (mesh && !forceHidden && visible>0.01f)
return mesh->buildPolyList(frame,polyList,surfaceKey,materials);
return false;
}
bool TSShapeInstance::MeshObjectInstance::getFeatures(S32 objectDetail, const MatrixF& mat, const Point3F& n, ConvexFeature* cf, U32& surfaceKey)
{
TSMesh* mesh = getMesh(objectDetail);
if (mesh && !forceHidden && visible > 0.01f)
return mesh->getFeatures(frame, mat, n, cf, surfaceKey);
return false;
}
void TSShapeInstance::MeshObjectInstance::support(S32 objectDetail, const Point3F& v, F32* currMaxDP, Point3F* currSupport)
{
TSMesh* mesh = getMesh(objectDetail);
if (mesh && !forceHidden && visible > 0.01f)
mesh->support(frame, v, currMaxDP, currSupport);
}
bool TSShapeInstance::MeshObjectInstance::castRay( S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo * rayInfo, TSMaterialList* materials )
{
TSMesh* mesh = getMesh( objectDetail );
if( mesh && !forceHidden && visible > 0.01f )
return mesh->castRay( frame, start, end, rayInfo, materials );
return false;
}
bool TSShapeInstance::MeshObjectInstance::castRayRendered( S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo * rayInfo, TSMaterialList* materials )
{
TSMesh* mesh = getMesh( objectDetail );
if( mesh && !forceHidden && visible > 0.01f )
return mesh->castRayRendered( frame, start, end, rayInfo, materials );
return false;
}
bool TSShapeInstance::ObjectInstance::castRayOpcode( S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo *rayInfo, TSMaterialList* materials )
{
TORQUE_UNUSED( objectDetail );
TORQUE_UNUSED( start );
TORQUE_UNUSED( end );
TORQUE_UNUSED( rayInfo );
TORQUE_UNUSED( materials );
return false;
}
bool TSShapeInstance::ObjectInstance::buildPolyListOpcode( S32 objectDetail, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials )
{
TORQUE_UNUSED( objectDetail );
TORQUE_UNUSED( polyList );
TORQUE_UNUSED( surfaceKey );
TORQUE_UNUSED( materials );
return false;
}
bool TSShapeInstance::ObjectInstance::buildConvexOpcode( const MatrixF &mat, S32 objectDetail, const Box3F &bounds, Convex *c, Convex *list )
{
TORQUE_UNUSED( mat );
TORQUE_UNUSED( objectDetail );
TORQUE_UNUSED( bounds );
TORQUE_UNUSED( c );
TORQUE_UNUSED( list );
return false;
}
bool TSShapeInstance::MeshObjectInstance::castRayOpcode( S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo *info, TSMaterialList* materials )
{
TSMesh * mesh = getMesh(objectDetail);
if (mesh && !forceHidden && visible>0.01f)
return mesh->castRayOpcode(start, end, info, materials);
return false;
}
bool TSShapeInstance::MeshObjectInstance::buildPolyListOpcode( S32 objectDetail, AbstractPolyList *polyList, const Box3F &box, TSMaterialList *materials )
{
TSMesh * mesh = getMesh(objectDetail);
if ( mesh && !forceHidden && visible > 0.01f && box.isOverlapped( mesh->getBounds() ) )
return mesh->buildPolyListOpcode(frame,polyList,box,materials);
return false;
}
bool TSShapeInstance::MeshObjectInstance::buildConvexOpcode( const MatrixF &mat, S32 objectDetail, const Box3F &bounds, Convex *c, Convex *list)
{
TSMesh * mesh = getMesh(objectDetail);
if ( mesh && !forceHidden && visible > 0.01f && bounds.isOverlapped( mesh->getBounds() ) )
return mesh->buildConvexOpcode(mat, bounds, c, list);
return false;
}
bool TSShapeInstance::buildPolyListOpcode( S32 dl, AbstractPolyList *polyList, const Box3F &box )
{
PROFILE_SCOPE( TSShapeInstance_buildPolyListOpcode_MeshObjInst );
if (dl==-1)
return false;
AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildPolyListOpcode");
// get subshape and object detail
const TSDetail * detail = &mShape->details[dl];
S32 ss = detail->subShapeNum;
if ( ss < 0 )
return false;
S32 od = detail->objectDetailNum;
// nothing emitted yet...
bool emitted = false;
S32 start = mShape->subShapeFirstObject[ss];
S32 end = mShape->subShapeNumObjects[ss] + start;
if (start<end)
{
MatrixF initialMat;
Point3F initialScale;
polyList->getTransform(&initialMat,&initialScale);
// set up for first object's node
MatrixF mat;
MatrixF scaleMat(true);
F32* p = scaleMat;
p[0] = initialScale.x;
p[5] = initialScale.y;
p[10] = initialScale.z;
const MatrixF * previousMat = &mMeshObjects[start].getTransform();
mat.mul(initialMat,scaleMat);
mat.mul(*previousMat);
polyList->setTransform(&mat,Point3F(1, 1, 1));
// Update our bounding box...
Box3F localBox = box;
MatrixF otherMat = mat;
otherMat.inverse();
otherMat.mul(localBox);
// run through objects and collide
for (S32 i=start; i<end; i++)
{
MeshObjectInstance * mesh = &mMeshObjects[i];
if (od >= mesh->object->numMeshes)
continue;
if (&mesh->getTransform() != previousMat)
{
// different node from before, set up for this node
previousMat = &mesh->getTransform();
if (previousMat != NULL)
{
mat.mul(initialMat,scaleMat);
mat.mul(*previousMat);
polyList->setTransform(&mat,Point3F(1, 1, 1));
// Update our bounding box...
otherMat = mat;
otherMat.inverse();
localBox = box;
otherMat.mul(localBox);
}
}
// collide...
emitted |= mesh->buildPolyListOpcode(od,polyList,localBox,mMaterialList);
}
// restore original transform...
polyList->setTransform(&initialMat,initialScale);
}
return emitted;
}
bool TSShapeInstance::castRayOpcode( S32 dl, const Point3F & startPos, const Point3F & endPos, RayInfo *info)
{
// if dl==-1, nothing to do
if (dl==-1)
return false;
AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::castRayOpcode");
info->t = 100.f;
// get subshape and object detail
const TSDetail * detail = &mShape->details[dl];
S32 ss = detail->subShapeNum;
if ( ss < 0 )
return false;
S32 od = detail->objectDetailNum;
// nothing emitted yet...
bool emitted = false;
const MatrixF* saveMat = NULL;
S32 start = mShape->subShapeFirstObject[ss];
S32 end = mShape->subShapeNumObjects[ss] + start;
if (start<end)
{
MatrixF mat;
const MatrixF * previousMat = &mMeshObjects[start].getTransform();
mat = *previousMat;
mat.inverse();
Point3F localStart, localEnd;
mat.mulP(startPos, &localStart);
mat.mulP(endPos, &localEnd);
// run through objects and collide
for (S32 i=start; i<end; i++)
{
MeshObjectInstance * mesh = &mMeshObjects[i];
if (od >= mesh->object->numMeshes)
continue;
if (&mesh->getTransform() != previousMat)
{
// different node from before, set up for this node
previousMat = &mesh->getTransform();
if (previousMat != NULL)
{
mat = *previousMat;
mat.inverse();
mat.mulP(startPos, &localStart);
mat.mulP(endPos, &localEnd);
}
}
// collide...
if ( mesh->castRayOpcode(od,localStart, localEnd, info, mMaterialList) )
{
saveMat = previousMat;
emitted = true;
}
}
}
if ( emitted )
{
saveMat->mulV(info->normal);
info->point = endPos - startPos;
info->point *= info->t;
info->point += startPos;
}
return emitted;
}
bool TSShapeInstance::buildConvexOpcode( const MatrixF &objMat, const Point3F &objScale, S32 dl, const Box3F &bounds, Convex *c, Convex *list )
{
AssertFatal(dl>=0 && dl<mShape->details.size(),"TSShapeInstance::buildConvexOpcode");
// get subshape and object detail
const TSDetail * detail = &mShape->details[dl];
S32 ss = detail->subShapeNum;
S32 od = detail->objectDetailNum;
// nothing emitted yet...
bool emitted = false;
S32 start = mShape->subShapeFirstObject[ss];
S32 end = mShape->subShapeNumObjects[ss] + start;
if (start<end)
{
MatrixF initialMat = objMat;
Point3F initialScale = objScale;
// set up for first object's node
MatrixF mat;
MatrixF scaleMat(true);
F32* p = scaleMat;
p[0] = initialScale.x;
p[5] = initialScale.y;
p[10] = initialScale.z;
const MatrixF * previousMat = &mMeshObjects[start].getTransform();
mat.mul(initialMat,scaleMat);
mat.mul(*previousMat);
// Update our bounding box...
Box3F localBox = bounds;
MatrixF otherMat = mat;
otherMat.inverse();
otherMat.mul(localBox);
// run through objects and collide
for (S32 i=start; i<end; i++)
{
MeshObjectInstance * mesh = &mMeshObjects[i];
if (od >= mesh->object->numMeshes)
continue;
if (&mesh->getTransform() != previousMat)
{
// different node from before, set up for this node
previousMat = &mesh->getTransform();
if (previousMat != NULL)
{
mat.mul(initialMat,scaleMat);
mat.mul(*previousMat);
// Update our bounding box...
otherMat = mat;
otherMat.inverse();
localBox = bounds;
otherMat.mul(localBox);
}
}
// collide... note we pass the original mech transform
// here so that the convex data returned is in mesh space.
emitted |= mesh->buildConvexOpcode(*previousMat,od,localBox,c, list);
}
}
return emitted;
}
void TSShape::findColDetails( bool useVisibleMesh, Vector<S32> *outDetails, Vector<S32> *outLOSDetails ) const
{
PROFILE_SCOPE( TSShape_findColDetails );
if ( useVisibleMesh )
{
// If we're using the visible mesh for collision then
// find the highest detail and use that.
U32 highestDetail = -1;
F32 highestSize = -F32_MAX;
for ( U32 i = 0; i < details.size(); i++ )
{
// Make sure we skip any details that shouldn't be rendered
if ( details[i].size < 0 )
continue;
/*
// Also make sure we skip any collision details with a size.
const String &name = names[details[i].nameIndex];
if ( dStrStartsWith( name, "Collision" ) ||
dStrStartsWith( name, "LOS" ) )
continue;
*/
// Otherwise test against the current highest size
if ( details[i].size > highestSize )
{
highestDetail = i;
highestSize = details[i].size;
}
}
// We use the same detail for both raycast and collisions.
if ( highestDetail != -1 )
{
outDetails->push_back( highestDetail );
if ( outLOSDetails )
outLOSDetails->push_back( highestDetail );
}
return;
}
// Detail meshes starting with COL or LOS is considered
// to be a collision mesh.
//
// The LOS (light of sight) details are used for raycasts.
for ( U32 i = 0; i < details.size(); i++ )
{
const String &name = names[ details[i].nameIndex ];
if ( !dStrStartsWith( name, "Collision" ) )
continue;
outDetails->push_back(i);
// If we're not returning LOS details then skip out.
if ( !outLOSDetails )
continue;
// The way LOS works is that it will check to see if there is a LOS detail that matches
// the the collision detail + 1 + MaxCollisionShapes (this variable name should change in
// the future). If it can't find a matching LOS it will simply use the collision instead.
// We check for any "unmatched" LOS's further down.
// Extract the detail number from the name.
S32 number = 0;
String::GetTrailingNumber( name, number );
// Look for a matching LOS collision detail.
//
// TODO: Fix the old 9 detail offset which is there
// because you cannot have two detail markers with
// the same detail number.
//
const S32 LOSOverrideOffset = 9;
String buff = String::ToString( "LOS-%d", mAbs( number ) + LOSOverrideOffset );
S32 los = findDetail( buff );
// If we didn't find the lod detail then use the
// normal collision detail for LOS tests.
if ( los == -1 )
los = i;
outLOSDetails->push_back( los );
}
// If we're not returning LOS details then skip out.
if ( !outLOSDetails )
return;
// Snag any "unmatched" LOS details and put
// them at the end of the list.
for ( U32 i = 0; i < details.size(); i++ )
{
const String &name = names[ details[i].nameIndex ];
if ( !dStrStartsWith( name, "LOS" ) )
continue;
// See if we already have this LOS
bool found = false;
for (U32 j = 0; j < outLOSDetails->size(); j++)
{
if ( (*outLOSDetails)[j] == i )
{
found = true;
break;
}
}
if ( !found )
outLOSDetails->push_back(i);
}
}
PhysicsCollision* TSShape::buildColShape( bool useVisibleMesh, const Point3F &scale )
{
return _buildColShapes( useVisibleMesh, scale, NULL, false );
}
void TSShape::buildColShapes( bool useVisibleMesh, const Point3F &scale, Vector< CollisionShapeInfo > *list )
{
_buildColShapes( useVisibleMesh, scale, list, true );
}
PhysicsCollision* TSShape::_buildColShapes( bool useVisibleMesh, const Point3F &scale, Vector< CollisionShapeInfo > *list, bool perMesh )
{
PROFILE_SCOPE( TSShape_buildColShapes );
if ( !PHYSICSMGR )
return NULL;
PhysicsCollision *colShape = NULL;
U32 surfaceKey = 0;
if ( useVisibleMesh )
{
// Here we build triangle collision meshes from the
// visible detail levels.
// A negative subshape on the detail means we don't have geometry.
const TSShape::Detail &detail = details[0];
if ( detail.subShapeNum < 0 )
return NULL;
// We don't try to optimize the triangles we're given
// and assume the art was created properly for collision.
ConcretePolyList polyList;
polyList.setTransform( &MatrixF::Identity, scale );
// Create the collision meshes.
S32 start = subShapeFirstObject[ detail.subShapeNum ];
S32 end = start + subShapeNumObjects[ detail.subShapeNum ];
for ( S32 o=start; o < end; o++ )
{
const TSShape::Object &object = objects[o];
if ( detail.objectDetailNum >= object.numMeshes )
continue;
// No mesh or no verts.... nothing to do.
TSMesh *mesh = meshes[ object.startMeshIndex + detail.objectDetailNum ];
if ( !mesh || mesh->mNumVerts == 0 )
continue;
// Gather the mesh triangles.
polyList.clear();
mesh->buildPolyList( 0, &polyList, surfaceKey, NULL );
// Create the collision shape if we haven't already.
if ( !colShape )
colShape = PHYSICSMGR->createCollision();
// Get the object space mesh transform.
MatrixF localXfm;
getNodeWorldTransform( object.nodeIndex, &localXfm );
colShape->addTriangleMesh( polyList.mVertexList.address(),
polyList.mVertexList.size(),
polyList.mIndexList.address(),
polyList.mIndexList.size() / 3,
localXfm );
if ( perMesh )
{
list->increment();
list->last().colNode = -1;
list->last().colShape = colShape;
colShape = NULL;
}
}
// Return what we built... if anything.
return colShape;
}
// Scan out the collision hulls...
//
// TODO: We need to support LOS collision for physics.
//
for ( U32 i = 0; i < details.size(); i++ )
{
const TSShape::Detail &detail = details[i];
const String &name = names[detail.nameIndex];
// Is this a valid collision detail.
if ( !dStrStartsWith( name, "Collision" ) || detail.subShapeNum < 0 )
continue;
// Now go thru the meshes for this detail.
S32 start = subShapeFirstObject[ detail.subShapeNum ];
S32 end = start + subShapeNumObjects[ detail.subShapeNum ];
if ( start >= end )
continue;
for ( S32 o=start; o < end; o++ )
{
const TSShape::Object &object = objects[o];
const String &meshName = names[ object.nameIndex ];
if ( object.numMeshes <= detail.objectDetailNum )
continue;
// No mesh, a flat bounds, or no verts.... nothing to do.
TSMesh *mesh = meshes[ object.startMeshIndex + detail.objectDetailNum ];
if ( !mesh || mesh->getBounds().isEmpty() || mesh->mNumVerts == 0 )
continue;
// We need the default mesh transform.
MatrixF localXfm;
getNodeWorldTransform( object.nodeIndex, &localXfm );
Point3F t = localXfm.getPosition();
t.convolve(scale);
localXfm.setPosition(t);
// We have some sort of collision shape... so allocate it.
if ( !colShape )
colShape = PHYSICSMGR->createCollision();
// We have geometry... what is it?
if ( dStrStartsWith( meshName, "Colbox" ) )
{
// The bounds define the box extents directly.
Point3F halfWidth = mesh->getBounds().getExtents() * scale * 0.5f;
// Add the offset to the center of the bounds
// into the local space transform.
MatrixF centerXfm( true );
Point3F t = mesh->getBounds().getCenter();
t.convolve(scale);
centerXfm.setPosition(t);
localXfm.mul( centerXfm );
colShape->addBox( halfWidth, localXfm );
}
else if ( dStrStartsWith( meshName, "Colsphere" ) )
{
// Get a sphere inscribed to the bounds.
Point3F extents = mesh->getBounds().getExtents() * scale;
F32 radius = extents.least() * 0.5f;
// Add the offset to the center of the bounds
// into the local space transform.
MatrixF primXfm( true );
Point3F t = mesh->getBounds().getCenter();
t.convolve(scale);
primXfm.setPosition(t);
localXfm.mul( primXfm );
colShape->addSphere( radius, localXfm );
}
else if ( dStrStartsWith( meshName, "Colcapsule" ) )
{
// Use the smallest extent as the radius for the capsule.
Point3F extents = mesh->getBounds().getExtents() * scale;
F32 radius = extents.least() * 0.5f;
// We need to center the capsule and align it to the Y axis.
MatrixF primXfm( true );
Point3F t = mesh->getBounds().getCenter();
t.convolve(scale);
primXfm.setPosition(t);
// Use the longest axis as the capsule height.
F32 height = -radius * 2.0f;
if ( extents.x > extents.y && extents.x > extents.z )
{
primXfm.setColumn( 0, Point3F( 0, 0, 1 ) );
primXfm.setColumn( 1, Point3F( 1, 0, 0 ) );
primXfm.setColumn( 2, Point3F( 0, 1, 0 ) );
height += extents.x;
}
else if ( extents.z > extents.x && extents.z > extents.y )
{
primXfm.setColumn( 0, Point3F( 0, 1, 0 ) );
primXfm.setColumn( 1, Point3F( 0, 0, 1 ) );
primXfm.setColumn( 2, Point3F( 1, 0, 0 ) );
height += extents.z;
}
else
height += extents.y;
// Add the primitive transform into the local transform.
localXfm.mul( primXfm );
// If we didn't find a positive height then fallback to
// creating a sphere which is better than nothing.
if ( height > 0.0f )
colShape->addCapsule( radius, height, localXfm );
else
colShape->addSphere( radius, localXfm );
}
else if ( dStrStartsWith( meshName, "Colmesh" ) )
{
// For a triangle mesh we gather the triangles raw from the
// mesh and don't do any optimizations or cleanup.
ConcretePolyList polyList;
polyList.setTransform( &MatrixF::Identity, scale );
mesh->buildPolyList( 0, &polyList, surfaceKey, NULL );
colShape->addTriangleMesh( polyList.mVertexList.address(),
polyList.mVertexList.size(),
polyList.mIndexList.address(),
polyList.mIndexList.size() / 3,
localXfm );
}
else
{
// Any other mesh name we assume as a generic convex hull.
//
// Collect the verts using the vertex polylist which will
// filter out duplicates. This is importaint as the convex
// generators can sometimes fail with duplicate verts.
//
VertexPolyList polyList;
MatrixF meshMat( localXfm );
polyList.setTransform( &MatrixF::Identity, scale );
mesh->buildPolyList( 0, &polyList, surfaceKey, NULL );
colShape->addConvex( polyList.getVertexList().address(),
polyList.getVertexList().size(),
meshMat );
}
if ( perMesh )
{
list->increment();
S32 detailNum;
String::GetTrailingNumber( name, detailNum );
String str = String::ToString( "%s%i", meshName.c_str(), detailNum );
S32 found = findNode( str );
if ( found == -1 )
{
str = str.replace('-','_');
found = findNode( str );
}
list->last().colNode = found;
list->last().colShape = colShape;
colShape = NULL;
}
} // objects
} // details
return colShape;
}
bool TSMesh::buildPolyListOpcode( const S32 od, AbstractPolyList *polyList, const Box3F &nodeBox, TSMaterialList *materials )
{
PROFILE_SCOPE( TSMesh_buildPolyListOpcode );
// This is small... there is no win for preallocating it.
Opcode::AABBCollider opCollider;
opCollider.SetPrimitiveTests( true );
// This isn't really needed within the AABBCollider as
// we don't use temporal coherance... use a static to
// remove the allocation overhead.
static Opcode::AABBCache opCache;
IceMaths::AABB opBox;
opBox.SetMinMax( Point( nodeBox.minExtents.x, nodeBox.minExtents.y, nodeBox.minExtents.z ),
Point( nodeBox.maxExtents.x, nodeBox.maxExtents.y, nodeBox.maxExtents.z ) );
Opcode::CollisionAABB opCBox(opBox);
if ( !opCollider.Collide( opCache, opCBox, *mOptTree ) )
return false;
U32 count = opCollider.GetNbTouchedPrimitives();
const udword *idx = opCollider.GetTouchedPrimitives();
Opcode::VertexPointers vp;
U32 plIdx[3];
S32 j;
Point3F tmp;
const IceMaths::Point **verts;
const Opcode::MeshInterface *mi = mOptTree->GetMeshInterface();
for ( S32 i=0; i < count; i++ )
{
// Get the triangle...
mi->GetTriangle( vp, idx[i] );
verts = vp.Vertex;
// And register it in the polylist...
polyList->begin( NULL, i );
for( j = 2; j > -1; j-- )
{
tmp.set( verts[j]->x, verts[j]->y, verts[j]->z );
plIdx[j] = polyList->addPoint( tmp );
polyList->vertex( plIdx[j] );
}
polyList->plane( plIdx[0], plIdx[2], plIdx[1] );
polyList->end();
}
// TODO: Add a polyList->getCount() so we can see if we
// got clipped polys and didn't really emit anything.
return count > 0;
}
bool TSMesh::buildConvexOpcode( const MatrixF &meshToObjectMat, const Box3F &nodeBox, Convex *convex, Convex *list )
{
PROFILE_SCOPE( TSMesh_buildConvexOpcode );
// This is small... there is no win for preallocating it.
Opcode::AABBCollider opCollider;
opCollider.SetPrimitiveTests( true );
// This isn't really needed within the AABBCollider as
// we don't use temporal coherance... use a static to
// remove the allocation overhead.
static Opcode::AABBCache opCache;
IceMaths::AABB opBox;
opBox.SetMinMax( Point( nodeBox.minExtents.x, nodeBox.minExtents.y, nodeBox.minExtents.z ),
Point( nodeBox.maxExtents.x, nodeBox.maxExtents.y, nodeBox.maxExtents.z ) );
Opcode::CollisionAABB opCBox(opBox);
if( !opCollider.Collide( opCache, opCBox, *mOptTree ) )
return false;
U32 cnt = opCollider.GetNbTouchedPrimitives();
const udword *idx = opCollider.GetTouchedPrimitives();
Opcode::VertexPointers vp;
for ( S32 i = 0; i < cnt; i++ )
{
// First, check our active convexes for a potential match (and clean things
// up, too.)
const U32 curIdx = idx[i];
// See if the square already exists as part of the working set.
bool gotMatch = false;
CollisionWorkingList& wl = convex->getWorkingList();
for ( CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext )
{
if( itr->mConvex->getType() != TSPolysoupConvexType )
continue;
const TSStaticPolysoupConvex *chunkc = static_cast<TSStaticPolysoupConvex*>( itr->mConvex );
if( chunkc->getObject() != TSStaticPolysoupConvex::smCurObject )
continue;
if( chunkc->mesh != this )
continue;
if( chunkc->idx != curIdx )
continue;
// A match! Don't need to add it.
gotMatch = true;
break;
}
if( gotMatch )
continue;
// Get the triangle...
mOptTree->GetMeshInterface()->GetTriangle( vp, idx[i] );
Point3F a( vp.Vertex[0]->x, vp.Vertex[0]->y, vp.Vertex[0]->z );
Point3F b( vp.Vertex[1]->x, vp.Vertex[1]->y, vp.Vertex[1]->z );
Point3F c( vp.Vertex[2]->x, vp.Vertex[2]->y, vp.Vertex[2]->z );
// Transform the result into object space!
meshToObjectMat.mulP( a );
meshToObjectMat.mulP( b );
meshToObjectMat.mulP( c );
PlaneF p( c, b, a );
Point3F peak = ((a + b + c) / 3.0f) - (p * 0.15f);
// Set up the convex...
TSStaticPolysoupConvex *cp = new TSStaticPolysoupConvex();
list->registerObject( cp );
convex->addToWorkingList( cp );
cp->mesh = this;
cp->idx = curIdx;
cp->mObject = TSStaticPolysoupConvex::smCurObject;
cp->normal = p;
cp->verts[0] = a;
cp->verts[1] = b;
cp->verts[2] = c;
cp->verts[3] = peak;
// Update the bounding box.
Box3F &bounds = cp->box;
bounds.minExtents.set( F32_MAX, F32_MAX, F32_MAX );
bounds.maxExtents.set( -F32_MAX, -F32_MAX, -F32_MAX );
bounds.minExtents.setMin( a );
bounds.minExtents.setMin( b );
bounds.minExtents.setMin( c );
bounds.minExtents.setMin( peak );
bounds.maxExtents.setMax( a );
bounds.maxExtents.setMax( b );
bounds.maxExtents.setMax( c );
bounds.maxExtents.setMax( peak );
}
return true;
}
void TSMesh::prepOpcodeCollision()
{
// Make sure opcode is loaded!
if( !gOpcodeInitialized )
{
Opcode::InitOpcode();
gOpcodeInitialized = true;
}
// Don't re init if we already have something...
if ( mOptTree )
return;
// Ok, first set up a MeshInterface
Opcode::MeshInterface *mi = new Opcode::MeshInterface();
mOpMeshInterface = mi;
// Figure out how many triangles we have...
U32 triCount = 0;
const U32 base = 0;
for ( U32 i = 0; i < mPrimitives.size(); i++ )
{
TSDrawPrimitive & draw = mPrimitives[i];
const U32 start = draw.start;
AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::buildPolyList (1)" );
// gonna depend on what kind of primitive it is...
if ( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles )
triCount += draw.numElements / 3;
else
{
// Have to walk the tristrip to get a count... may have degenerates
U32 idx0 = base + mIndices[start + 0];
U32 idx1;
U32 idx2 = base + mIndices[start + 1];
U32 * nextIdx = &idx1;
for ( S32 j = 2; j < draw.numElements; j++ )
{
*nextIdx = idx2;
// nextIdx = (j%2)==0 ? &idx0 : &idx1;
nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
idx2 = base + mIndices[start + j];
if ( idx0 == idx1 || idx0 == idx2 || idx1 == idx2 )
continue;
triCount++;
}
}
}
// Just do the first trilist for now.
mi->SetNbVertices( mVertexData.isReady() ? mNumVerts : mVerts.size() );
mi->SetNbTriangles( triCount );
// Stuff everything into appropriate arrays.
IceMaths::IndexedTriangle *its = new IceMaths::IndexedTriangle[ mi->GetNbTriangles() ], *curIts = its;
IceMaths::Point *pts = new IceMaths::Point[ mi->GetNbVertices() ];
mOpTris = its;
mOpPoints = pts;
// add the polys...
for ( U32 i = 0; i < mPrimitives.size(); i++ )
{
TSDrawPrimitive & draw = mPrimitives[i];
const U32 start = draw.start;
AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::buildPolyList (1)" );
const U32 matIndex = draw.matIndex & TSDrawPrimitive::MaterialMask;
// gonna depend on what kind of primitive it is...
if ( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles )
{
for ( S32 j = 0; j < draw.numElements; )
{
curIts->mVRef[2] = base + mIndices[start + j + 0];
curIts->mVRef[1] = base + mIndices[start + j + 1];
curIts->mVRef[0] = base + mIndices[start + j + 2];
curIts->mMatIdx = matIndex;
curIts++;
j += 3;
}
}
else
{
AssertFatal( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Strip,"TSMesh::buildPolyList (2)" );
U32 idx0 = base + mIndices[start + 0];
U32 idx1;
U32 idx2 = base + mIndices[start + 1];
U32 * nextIdx = &idx1;
for ( S32 j = 2; j < draw.numElements; j++ )
{
*nextIdx = idx2;
// nextIdx = (j%2)==0 ? &idx0 : &idx1;
nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
idx2 = base + mIndices[start + j];
if ( idx0 == idx1 || idx0 == idx2 || idx1 == idx2 )
continue;
curIts->mVRef[2] = idx0;
curIts->mVRef[1] = idx1;
curIts->mVRef[0] = idx2;
curIts->mMatIdx = matIndex;
curIts++;
}
}
}
AssertFatal( (curIts - its) == mi->GetNbTriangles(), "Triangle count mismatch!" );
for( S32 i = 0; i < mi->GetNbVertices(); i++ )
{
if( mVertexData.isReady() )
{
const __TSMeshVertexBase &vertData = mVertexData.getBase(i);
pts[i].Set( vertData.vert().x, vertData.vert().y, vertData.vert().z );
}
else
{
pts[i].Set( mVerts[i].x, mVerts[i].y, mVerts[i].z );
}
}
mi->SetPointers( its, pts );
// Ok, we've got a mesh interface populated, now let's build a thingy to collide against.
mOptTree = new Opcode::Model();
Opcode::OPCODECREATE opcc;
opcc.mCanRemap = true;
opcc.mIMesh = mi;
opcc.mKeepOriginal = false;
opcc.mNoLeaf = false;
opcc.mQuantized = false;
opcc.mSettings.mLimit = 1;
mOptTree->Build( opcc );
}
static Point3F texGenAxis[18] =
{
Point3F(0,0,1), Point3F(1,0,0), Point3F(0,-1,0),
Point3F(0,0,-1), Point3F(1,0,0), Point3F(0,1,0),
Point3F(1,0,0), Point3F(0,1,0), Point3F(0,0,1),
Point3F(-1,0,0), Point3F(0,1,0), Point3F(0,0,-1),
Point3F(0,1,0), Point3F(1,0,0), Point3F(0,0,1),
Point3F(0,-1,0), Point3F(-1,0,0), Point3F(0,0,-1)
};
bool TSMesh::castRayOpcode( const Point3F &start, const Point3F &end, RayInfo *info, TSMaterialList *materials )
{
Opcode::RayCollider ray;
Opcode::CollisionFaces cfs;
IceMaths::Point dir(end.x - start.x, end.y - start.y, end.z - start.z );
const F32 rayLen = dir.Magnitude();
IceMaths::Ray vec( Point(start.x, start.y, start.z), dir.Normalize() );
ray.SetDestination( &cfs);
ray.SetFirstContact( false );
ray.SetClosestHit( true );
ray.SetPrimitiveTests( true );
ray.SetCulling( true );
ray.SetMaxDist( rayLen );
AssertFatal( ray.ValidateSettings() == NULL, "invalid ray settings" );
// Do collision.
bool safety = ray.Collide( vec, *mOptTree );
AssertFatal( safety, "TSMesh::castRayOpcode - no good ray collide!" );
// If no hit, just skip out.
if( cfs.GetNbFaces() == 0 )
return false;
// Got a hit!
AssertFatal( cfs.GetNbFaces() == 1, "bad" );
const Opcode::CollisionFace &face = cfs.GetFaces()[0];
// If the cast was successful let's check if the t value is less than what we had
// and toggle the collision boolean
// Stupid t... i prefer coffee
const F32 t = face.mDistance / rayLen;
if( t < 0.0f || t > 1.0f )
return false;
if( t <= info->t )
{
info->t = t;
// Calculate the normal.
Opcode::VertexPointers vp;
mOptTree->GetMeshInterface()->GetTriangle( vp, face.mFaceID );
if ( materials && vp.MatIdx >= 0 && vp.MatIdx < materials->size() )
info->material = materials->getMaterialInst( vp.MatIdx );
// Get the two edges.
IceMaths::Point baseVert = *vp.Vertex[0];
IceMaths::Point a = *vp.Vertex[1] - baseVert;
IceMaths::Point b = *vp.Vertex[2] - baseVert;
IceMaths::Point n;
n.Cross( a, b );
n.Normalize();
info->normal.set( n.x, n.y, n.z );
// generate UV coordinate across mesh based on
// matching normals, this isn't done by default and is
// primarily of interest in matching a collision point to
// either a GUI control coordinate or finding a hit pixel in texture space
if (info->generateTexCoord)
{
baseVert = *vp.Vertex[0];
a = *vp.Vertex[1];
b = *vp.Vertex[2];
Point3F facePoint = (1.0f - face.mU - face.mV) * Point3F(baseVert.x, baseVert.y, baseVert.z)
+ face.mU * Point3F(a.x, a.y, a.z) + face.mV * Point3F(b.x, b.y, b.z);
U32 faces[1024];
U32 numFaces = 0;
for (U32 i = 0; i < mOptTree->GetMeshInterface()->GetNbTriangles(); i++)
{
if ( i == face.mFaceID )
{
faces[numFaces++] = i;
}
else
{
IceMaths::Point n2;
mOptTree->GetMeshInterface()->GetTriangle( vp, i );
baseVert = *vp.Vertex[0];
a = *vp.Vertex[1] - baseVert;
b = *vp.Vertex[2] - baseVert;
n2.Cross( a, b );
n2.Normalize();
F32 eps = .01f;
if ( mFabs(n.x - n2.x) < eps && mFabs(n.y - n2.y) < eps && mFabs(n.z - n2.z) < eps)
{
faces[numFaces++] = i;
}
}
if (numFaces == 1024)
{
// too many faces in this collision mesh for UV generation
return true;
}
}
Point3F min(F32_MAX, F32_MAX, F32_MAX);
Point3F max(-F32_MAX, -F32_MAX, -F32_MAX);
for (U32 i = 0; i < numFaces; i++)
{
mOptTree->GetMeshInterface()->GetTriangle( vp, faces[i] );
for ( U32 j =0; j < 3; j++)
{
a = *vp.Vertex[j];
if (a.x < min.x)
min.x = a.x;
if (a.y < min.y)
min.y = a.y;
if (a.z < min.z)
min.z = a.z;
if (a.x > max.x)
max.x = a.x;
if (a.y > max.y)
max.y = a.y;
if (a.z > max.z)
max.z = a.z;
}
}
// slerp
Point3F divSafe = (max - min);
if (divSafe.x == 0.0f) divSafe.x = POINT_EPSILON;
if (divSafe.y == 0.0f) divSafe.y = POINT_EPSILON;
if (divSafe.z == 0.0f) divSafe.z = POINT_EPSILON;
Point3F s = ( (max - min) - (facePoint - min) ) / divSafe;
// compute axis
S32 bestAxis = 0;
F32 best = 0.f;
for (U32 i = 0 ; i < 6 ; i++)
{
F32 dot = mDot (info->normal, texGenAxis[i*3]);
if (dot > best)
{
best = dot;
bestAxis = i;
}
}
Point3F xv = texGenAxis[bestAxis*3+1];
Point3F yv = texGenAxis[bestAxis*3+2];
S32 sv, tv;
if (xv.x)
sv = 0;
else if (xv.y)
sv = 1;
else
sv = 2;
if (yv.x)
tv = 0;
else if (yv.y)
tv = 1;
else
tv = 2;
// handle coord translation
if (bestAxis == 2 || bestAxis == 3)
{
S32 x = sv;
sv = tv;
tv = x;
if (yv.z < 0)
s[sv] = 1.f - s[sv];
}
if (bestAxis < 2)
{
if (yv.y < 0)
s[sv] = 1.f - s[sv];
}
if (bestAxis > 3)
{
s[sv] = 1.f - s[sv];
if (yv.z > 0)
s[tv] = 1.f - s[tv];
}
// done!
info->texCoord.set(s[sv], s[tv]);
}
return true;
}
return false;
}