Torque3D/Engine/source/environment/river.h

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