mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
* Updated PostFXEditor scripts to handle refreshing properly when certainl field types(assetId fields) are changed * Adjusted display handling of slider values on guiGameSettingsCtrl to show 0.x decimal format instead of 0.xxxxx * Fixed pad length of item names in guiTreeView for items that are marked to avoid console spam * Fixed local offseting for popupMenus so scaled/offset window position doesn't cause the popup menu to offset from mouse click position(courtesy OTHG_Mars) * Fix issue with terrain where, due to default value save validation, the global scope for the terrain collision list would be whiped when saving, causing players to fall through terrain. Moved to per-terrain convexLists * Fixed issue with the core camera model mesh and updated references so camera bookmarks display properly * Fixed console spam during asset browser initialization where it would try and expand the directory tree even though the dir tree isn't populated yet * Fixed handling of Open File Location RMB menu action to properly deal with script and datablock types * Removed unusuable "Create ___" asset type prompts from the RMB menus for the AB to avoid confusion * Improved slider offset positioning for various popup sliders on editor toolbars * Anchored the visibility popup menu to the button for more consistent formatting and better feel * Shifted various visibility toggles from 'in place' on the menu buttons to functions, allowing it to also properly mark the menu entries as checked or not, improving usability
1003 lines
29 KiB
C++
1003 lines
29 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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#include "platform/platform.h"
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#include "terrain/terrCollision.h"
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#include "terrain/terrData.h"
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#include "collision/abstractPolyList.h"
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#include "collision/collision.h"
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const F32 TerrainThickness = 0.5f;
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static const U32 MaxExtent = 256;
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#define MAX_FLOAT 1e20f
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//----------------------------------------------------------------------------
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// Number of vertices followed by point index
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S32 sVertexList[5][5] = {
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{ 3, 1,2,3 }, // 135 B
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{ 3, 0,1,3 }, // 135 A
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{ 3, 0,2,3 }, // 45 B
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{ 3, 0,1,2 }, // 45 A
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{ 4, 0,1,2,3 } // Convex square
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};
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// Number of edges followed by edge index pairs
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S32 sEdgeList45[16][11] = {
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{ 0 }, //
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{ 0 },
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{ 0 },
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{ 1, 0,1 }, // 0-1
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{ 0 },
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{ 1, 0,1 }, // 0-2
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{ 1, 0,1 }, // 1-2
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{ 3, 0,1,1,2,2,0 }, // 0-1,1-2,2-0
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{ 0 },
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{ 0,}, //
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{ 0 },
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{ 1, 0,1 }, // 0-1,
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{ 0, }, //
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{ 1, 0,1 }, // 0-2,
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{ 1, 0,1 }, // 1-2
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{ 3, 0,1,1,2,0,2 },
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};
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S32 sEdgeList135[16][11] = {
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{ 0 },
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{ 0 },
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{ 0 },
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{ 1, 0,1 }, // 0-1
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{ 0 },
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{ 0 },
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{ 1, 0,1 }, // 1-2
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{ 2, 0,1,1,2 }, // 0-1,1-2
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{ 0 },
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{ 0, }, //
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{ 1, 0,1 }, // 1-3
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{ 2, 0,1,1,2 }, // 0-1,1-3,
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{ 0 }, //
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{ 0 }, //
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{ 2, 0,1,2,0 }, // 1-2,3-1
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{ 3, 0,1,1,2,1,3 },
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};
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// On split squares, the FaceA diagnal is also removed
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S32 sEdgeList45A[16][11] = {
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{ 0 }, //
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{ 0 },
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{ 0 },
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{ 1, 0,1 }, // 0-1
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{ 0 },
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{ 0 }, //
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{ 1, 0,1 }, // 1-2
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{ 2, 0,1,1,2 }, // 0-1,1-2
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{ 0 },
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{ 0,}, //
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{ 0 },
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{ 1, 0,1 }, // 0-1
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{ 0, }, //
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{ 0, 0,1 }, //
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{ 1, 0,1 }, // 1-2
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{ 3, 0,1,1,2 },
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};
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S32 sEdgeList135A[16][11] = {
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{ 0 },
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{ 0 },
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{ 0 },
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{ 1, 0,1 }, // 0-1
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{ 0 },
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{ 0 },
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{ 1, 0,1 }, // 1-2
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{ 2, 0,1,1,2 }, // 0-1,1-2
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{ 0 },
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{ 0 }, //
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{ 0 }, //
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{ 1, 0,1 }, // 0-1
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{ 0 }, //
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{ 0 }, //
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{ 1, 0,1 }, // 1-2
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{ 3, 0,1,1,2 },
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};
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// Number of faces followed by normal index and vertices
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S32 sFaceList45[16][9] = {
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 1, 0,0,1,2 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 1, 1,0,1,2 },
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{ 0 },
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{ 2, 0,0,1,2, 1,0,2,3 },
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};
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S32 sFaceList135[16][9] = {
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 0 },
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{ 1, 0,0,1,2 },
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{ 0 },
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{ 0 },
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{ 1, 1,0,1,2 },
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{ 2, 0,0,1,3, 1,1,2,3 },
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};
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TerrainConvex::TerrainConvex()
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{
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halfA = true;
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square = NULL;
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squareId = 0;
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material = 0;
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split45 = false;
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mType = TerrainConvexType;
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}
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TerrainConvex::TerrainConvex( const TerrainConvex &cv )
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{
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mType = TerrainConvexType;
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halfA = false;
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square = NULL;
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// Only a partial copy...
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mObject = cv.mObject;
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split45 = cv.split45;
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squareId = cv.squareId;
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material = cv.material;
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point[0] = cv.point[0];
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point[1] = cv.point[1];
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point[2] = cv.point[2];
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point[3] = cv.point[3];
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normal[0] = cv.normal[0];
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normal[1] = cv.normal[1];
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box = cv.box;
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}
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Box3F TerrainConvex::getBoundingBox() const
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{
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return box;
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}
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Box3F TerrainConvex::getBoundingBox(const MatrixF&, const Point3F& ) const
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{
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// Function should not be called....
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return box;
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}
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Point3F TerrainConvex::support(const VectorF& v) const
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{
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S32 *vp;
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if (halfA)
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vp = square ? sVertexList[(split45 << 1) | 1]: sVertexList[4];
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else
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vp = square ? sVertexList[(split45 << 1)] : sVertexList[4];
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S32 *ve = vp + vp[0] + 1;
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const Point3F *bp = &point[vp[1]];
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F32 bd = mDot(*bp,v);
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for (vp += 2; vp < ve; vp++) {
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const Point3F* cp = &point[*vp];
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F32 dd = mDot(*cp,v);
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if (dd > bd) {
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bd = dd;
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bp = cp;
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}
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}
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return *bp;
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}
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inline bool isOnPlane(Point3F& p,PlaneF& plane)
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{
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F32 dist = mDot(plane,p) + plane.d;
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return dist < 0.1 && dist > -0.1;
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}
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void TerrainConvex::getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf)
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{
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U32 i;
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cf->material = 0;
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cf->mObject = mObject;
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// Plane is normal n + support point
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PlaneF plane;
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plane.set(support(n),n);
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S32 vertexCount = cf->mVertexList.size();
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// Emit vertices on the plane
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S32* vertexListPointer;
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if (halfA)
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vertexListPointer = square ? sVertexList[(split45 << 1) | 1]: sVertexList[4];
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else
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vertexListPointer = square ? sVertexList[(split45 << 1)] : sVertexList[4];
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S32 pm = 0;
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S32 numVerts = *vertexListPointer;
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vertexListPointer += 1;
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for (i = 0; i < numVerts; i++)
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{
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Point3F& cp = point[vertexListPointer[i]];
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cf->mVertexList.increment();
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mat.mulP(cp,&cf->mVertexList.last());
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pm |= 1 << vertexListPointer[i];
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}
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// Emit Edges
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S32* ep = (square && halfA)?
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(split45 ? sEdgeList45A[pm]: sEdgeList135A[pm]):
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(split45 ? sEdgeList45[pm]: sEdgeList135[pm]);
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S32 numEdges = *ep;
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S32 edgeListStart = cf->mEdgeList.size();
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cf->mEdgeList.increment(numEdges);
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ep += 1;
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for (i = 0; i < numEdges; i++)
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{
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cf->mEdgeList[edgeListStart + i].vertex[0] = vertexCount + ep[i * 2 + 0];
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cf->mEdgeList[edgeListStart + i].vertex[1] = vertexCount + ep[i * 2 + 1];
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}
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// Emit faces
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S32* fp = split45 ? sFaceList45[pm]: sFaceList135[pm];
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S32 numFaces = *fp;
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fp += 1;
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S32 faceListStart = cf->mFaceList.size();
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cf->mFaceList.increment(numFaces);
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for (i = 0; i < numFaces; i++)
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{
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ConvexFeature::Face& face = cf->mFaceList[faceListStart + i];
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face.normal = normal[fp[i * 4 + 0]];
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face.vertex[0] = vertexCount + fp[i * 4 + 1];
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face.vertex[1] = vertexCount + fp[i * 4 + 2];
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face.vertex[2] = vertexCount + fp[i * 4 + 3];
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}
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}
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void TerrainConvex::getPolyList(AbstractPolyList* list)
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{
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list->setTransform(&mObject->getTransform(), mObject->getScale());
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list->setObject(mObject);
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// Emit vertices
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U32 array[4];
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U32 curr = 0;
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S32 numVerts;
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S32* vertsStart;
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if (halfA)
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{
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numVerts = square ? sVertexList[(split45 << 1) | 1][0] : sVertexList[4][0];
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vertsStart = square ? &sVertexList[(split45 << 1) | 1][1] : &sVertexList[4][1];
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}
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else
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{
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numVerts = square ? sVertexList[(split45 << 1)][0] : sVertexList[4][0];
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vertsStart = square ? &sVertexList[(split45 << 1)][1] : &sVertexList[4][1];
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}
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S32 pointMask = 0;
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for (U32 i = 0; i < numVerts; i++) {
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const Point3F& cp = point[vertsStart[i]];
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array[curr++] = list->addPoint(cp);
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pointMask |= (1 << vertsStart[i]);
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}
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S32 numFaces = split45 ? sFaceList45[pointMask][0] : sFaceList135[pointMask][0];
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S32* faceStart = split45 ? &sFaceList45[pointMask][1] : &sFaceList135[pointMask][1];
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for (U32 j = 0; j < numFaces; j++) {
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S32 plane = faceStart[0];
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S32 v0 = faceStart[1];
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S32 v1 = faceStart[2];
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S32 v2 = faceStart[3];
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list->begin(0, plane);
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list->vertex(array[v0]);
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list->vertex(array[v1]);
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list->vertex(array[v2]);
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list->plane(array[v0], array[v1], array[v2]);
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list->end();
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faceStart += 4;
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}
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}
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//----------------------------------------------------------------------------
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void TerrainBlock::buildConvex(const Box3F& box,Convex* convex)
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{
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PROFILE_SCOPE( TerrainBlock_buildConvex );
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mTerrainConvexList.collectGarbage();
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// First check to see if the query misses the
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// terrain elevation range.
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const Point3F &terrainPos = getPosition();
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if ( box.maxExtents.z - terrainPos.z < -TerrainThickness ||
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box.minExtents.z - terrainPos.z > fixedToFloat( mFile->getMaxHeight() ) )
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return;
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// Transform the bounding sphere into the object's coord space. Note that this
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// not really optimal.
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Box3F osBox = box;
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mWorldToObj.mul(osBox);
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AssertWarn(mObjScale == Point3F(1, 1, 1), "Error, handle the scale transform on the terrain");
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S32 xStart = (S32)mFloor( osBox.minExtents.x / mSquareSize );
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S32 xEnd = (S32)mCeil ( osBox.maxExtents.x / mSquareSize );
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S32 yStart = (S32)mFloor( osBox.minExtents.y / mSquareSize );
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S32 yEnd = (S32)mCeil ( osBox.maxExtents.y / mSquareSize );
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S32 xExt = xEnd - xStart;
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if (xExt > MaxExtent)
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xExt = MaxExtent;
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U16 heightMax = floatToFixed(osBox.maxExtents.z);
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U16 heightMin = (osBox.minExtents.z < 0)? 0: floatToFixed(osBox.minExtents.z);
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const U32 BlockMask = mFile->mSize - 1;
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for ( S32 y = yStart; y < yEnd; y++ )
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{
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S32 yi = y & BlockMask;
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//
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for ( S32 x = xStart; x < xEnd; x++ )
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{
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S32 xi = x & BlockMask;
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const TerrainSquare *sq = mFile->findSquare( 0, xi, yi );
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if ( x != xi || y != yi )
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continue;
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// holes only in the primary terrain block
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if ( ( ( sq->flags & TerrainSquare::Empty ) && x == xi && y == yi ) ||
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sq->minHeight > heightMax ||
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sq->maxHeight < heightMin )
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continue;
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U32 sid = (x << 16) + (y & ((1 << 16) - 1));
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Convex *cc = 0;
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// See if the square already exists as part of the working set.
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CollisionWorkingList& wl = convex->getWorkingList();
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for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext)
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if (itr->mConvex->getType() == TerrainConvexType &&
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static_cast<TerrainConvex*>(itr->mConvex)->squareId == sid) {
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cc = itr->mConvex;
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break;
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}
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if (cc)
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continue;
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// Create a new convex.
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TerrainConvex* cp = new TerrainConvex;
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mTerrainConvexList.registerObject(cp);
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convex->addToWorkingList(cp);
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cp->halfA = true;
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cp->square = 0;
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cp->mObject = this;
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cp->squareId = sid;
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cp->material = mFile->getLayerIndex( xi, yi );
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cp->box.minExtents.set((F32)(x * mSquareSize), (F32)(y * mSquareSize), fixedToFloat( sq->minHeight ));
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cp->box.maxExtents.x = cp->box.minExtents.x + mSquareSize;
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cp->box.maxExtents.y = cp->box.minExtents.y + mSquareSize;
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cp->box.maxExtents.z = fixedToFloat( sq->maxHeight );
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mObjToWorld.mul(cp->box);
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// Build points
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Point3F* pos = cp->point;
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for (S32 i = 0; i < 4 ; i++,pos++) {
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S32 dx = i >> 1;
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S32 dy = dx ^ (i & 1);
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pos->x = (F32)((x + dx) * mSquareSize);
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pos->y = (F32)((y + dy) * mSquareSize);
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pos->z = fixedToFloat( mFile->getHeight(xi + dx, yi + dy) );
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}
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// Build normals, then split into two Convex objects if the
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// square is concave
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if ((cp->split45 = sq->flags & TerrainSquare::Split45) == true) {
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VectorF *vp = cp->point;
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mCross(vp[0] - vp[1],vp[2] - vp[1],&cp->normal[0]);
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cp->normal[0].normalize();
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mCross(vp[2] - vp[3],vp[0] - vp[3],&cp->normal[1]);
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cp->normal[1].normalize();
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if (mDot(vp[3] - vp[1],cp->normal[0]) > 0) {
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TerrainConvex* nc = new TerrainConvex(*cp);
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mTerrainConvexList.registerObject(nc);
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convex->addToWorkingList(nc);
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nc->halfA = false;
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nc->square = cp;
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cp->square = nc;
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}
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}
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else {
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VectorF *vp = cp->point;
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mCross(vp[3] - vp[0],vp[1] - vp[0],&cp->normal[0]);
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cp->normal[0].normalize();
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mCross(vp[1] - vp[2],vp[3] - vp[2],&cp->normal[1]);
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cp->normal[1].normalize();
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if (mDot(vp[2] - vp[0],cp->normal[0]) > 0) {
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TerrainConvex* nc = new TerrainConvex(*cp);
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mTerrainConvexList.registerObject(nc);
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convex->addToWorkingList(nc);
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nc->halfA = false;
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nc->square = cp;
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cp->square = nc;
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}
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}
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}
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}
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}
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static inline void swap(U32*& a,U32*& b)
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{
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U32* t = b;
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b = a;
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a = t;
|
|
}
|
|
|
|
static void clrbuf(U32* p, U32 s)
|
|
{
|
|
U32* e = p + s;
|
|
while (p != e)
|
|
*p++ = U32_MAX;
|
|
}
|
|
|
|
bool TerrainBlock::buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF&)
|
|
{
|
|
PROFILE_SCOPE( TerrainBlock_buildPolyList );
|
|
|
|
// First check to see if the query misses the
|
|
// terrain elevation range.
|
|
const Point3F &terrainPos = getPosition();
|
|
if ( box.maxExtents.z - terrainPos.z < -TerrainThickness ||
|
|
box.minExtents.z - terrainPos.z > fixedToFloat( mFile->getMaxHeight() ) )
|
|
return false;
|
|
|
|
// Transform the bounding sphere into the object's coord
|
|
// space. Note that this is really optimal.
|
|
Box3F osBox = box;
|
|
mWorldToObj.mul(osBox);
|
|
AssertWarn(mObjScale == Point3F::One, "Error, handle the scale transform on the terrain");
|
|
|
|
// Setup collision state data
|
|
polyList->setTransform(&getTransform(), getScale());
|
|
polyList->setObject(this);
|
|
|
|
S32 xStart = (S32)mFloor( osBox.minExtents.x / mSquareSize );
|
|
S32 xEnd = (S32)mCeil ( osBox.maxExtents.x / mSquareSize );
|
|
S32 yStart = (S32)mFloor( osBox.minExtents.y / mSquareSize );
|
|
S32 yEnd = (S32)mCeil ( osBox.maxExtents.y / mSquareSize );
|
|
if ( xStart < 0 )
|
|
xStart = 0;
|
|
S32 xExt = xEnd - xStart;
|
|
if ( xExt > MaxExtent )
|
|
xExt = MaxExtent;
|
|
xEnd = xStart + xExt;
|
|
|
|
U32 heightMax = floatToFixed(osBox.maxExtents.z);
|
|
U32 heightMin = (osBox.minExtents.z < 0.0f)? 0.0f: floatToFixed(osBox.minExtents.z);
|
|
|
|
// Index of shared points
|
|
U32 bp[(MaxExtent + 1) * 2],*vb[2];
|
|
vb[0] = &bp[0];
|
|
vb[1] = &bp[xExt + 1];
|
|
clrbuf(vb[1],xExt + 1);
|
|
|
|
const U32 BlockMask = mFile->mSize - 1;
|
|
|
|
bool emitted = false;
|
|
for (S32 y = yStart; y < yEnd; y++)
|
|
{
|
|
S32 yi = y & BlockMask;
|
|
|
|
swap(vb[0],vb[1]);
|
|
clrbuf(vb[1],xExt + 1);
|
|
|
|
F32 wy1 = y * mSquareSize, wy2 = (y + 1) * mSquareSize;
|
|
if(context == PLC_Navigation &&
|
|
((wy1 > osBox.maxExtents.y && wy2 > osBox.maxExtents.y) ||
|
|
(wy1 < osBox.minExtents.y && wy2 < osBox.minExtents.y)))
|
|
continue;
|
|
|
|
//
|
|
for (S32 x = xStart; x < xEnd; x++)
|
|
{
|
|
S32 xi = x & BlockMask;
|
|
const TerrainSquare *sq = mFile->findSquare( 0, xi, yi );
|
|
|
|
F32 wx1 = x * mSquareSize, wx2 = (x + 1) * mSquareSize;
|
|
if(context == PLC_Navigation &&
|
|
((wx1 > osBox.maxExtents.x && wx2 > osBox.maxExtents.x) ||
|
|
(wx1 < osBox.minExtents.x && wx2 < osBox.minExtents.x)))
|
|
continue;
|
|
|
|
if ( x != xi || y != yi )
|
|
continue;
|
|
|
|
// holes only in the primary terrain block
|
|
if ( ( ( sq->flags & TerrainSquare::Empty ) && x == xi && y == yi ) ||
|
|
sq->minHeight > heightMax ||
|
|
sq->maxHeight < heightMin )
|
|
continue;
|
|
|
|
emitted = true;
|
|
|
|
// Add the missing points
|
|
U32 vi[5];
|
|
for (int i = 0; i < 4 ; i++)
|
|
{
|
|
S32 dx = i >> 1;
|
|
S32 dy = dx ^ (i & 1);
|
|
U32* vp = &vb[dy][x - xStart + dx];
|
|
if (*vp == U32_MAX)
|
|
{
|
|
Point3F pos;
|
|
pos.x = (F32)((x + dx) * mSquareSize);
|
|
pos.y = (F32)((y + dy) * mSquareSize);
|
|
pos.z = fixedToFloat( mFile->getHeight(xi + dx, yi + dy) );
|
|
*vp = polyList->addPoint(pos);
|
|
}
|
|
vi[i] = *vp;
|
|
}
|
|
|
|
U32* vp = &vi[0];
|
|
if ( !( sq->flags & TerrainSquare::Split45 ) )
|
|
vi[4] = vi[0], vp++;
|
|
|
|
BaseMatInstance *material = NULL; //getMaterialInst( xi, yi );
|
|
U32 surfaceKey = ((xi << 16) + yi) << 1;
|
|
polyList->begin(material,surfaceKey);
|
|
polyList->vertex(vp[0]);
|
|
polyList->vertex(vp[1]);
|
|
polyList->vertex(vp[2]);
|
|
polyList->plane(vp[0],vp[1],vp[2]);
|
|
polyList->end();
|
|
polyList->begin(material,surfaceKey + 1);
|
|
polyList->vertex(vp[0]);
|
|
polyList->vertex(vp[2]);
|
|
polyList->vertex(vp[3]);
|
|
polyList->plane(vp[0],vp[2],vp[3]);
|
|
polyList->end();
|
|
}
|
|
}
|
|
|
|
return emitted;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
static F32 calcInterceptV(F32 vStart, F32 invDeltaV, F32 intercept)
|
|
{
|
|
return (intercept - vStart) * invDeltaV;
|
|
}
|
|
|
|
static F32 calcInterceptNone(F32, F32, F32)
|
|
{
|
|
return MAX_FLOAT;
|
|
}
|
|
|
|
static F32 (*calcInterceptX)(F32, F32, F32);
|
|
static F32 (*calcInterceptY)(F32, F32, F32);
|
|
|
|
static U32 lineCount;
|
|
static Point3F lineStart, lineEnd;
|
|
|
|
bool TerrainBlock::castRay(const Point3F &start, const Point3F &end, RayInfo *info)
|
|
{
|
|
PROFILE_SCOPE( TerrainBlock_castRay );
|
|
|
|
if ( !castRayI(start, end, info, false) )
|
|
return false;
|
|
|
|
// Set intersection point.
|
|
info->setContactPoint( start, end );
|
|
getTransform().mulP( info->point ); // transform to world coordinates for getGridPos
|
|
|
|
// Set material at contact point.
|
|
Point2I gridPos = getGridPos( info->point );
|
|
U8 layer = mFile->getLayerIndex( gridPos.x, gridPos.y );
|
|
info->material = mFile->getMaterialMapping( layer );
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TerrainBlock::castRayI(const Point3F &start, const Point3F &end, RayInfo *info, bool collideEmpty)
|
|
{
|
|
lineCount = 0;
|
|
lineStart = start;
|
|
lineEnd = end;
|
|
|
|
info->object = this;
|
|
|
|
if(start.x == end.x && start.y == end.y)
|
|
{
|
|
if (end.z == start.z)
|
|
return false;
|
|
|
|
F32 height;
|
|
if(!getNormalAndHeight(Point2F(start.x, start.y), &info->normal, &height, true))
|
|
return false;
|
|
|
|
F32 t = (height - start.z) / (end.z - start.z);
|
|
if(t < 0 || t > 1)
|
|
return false;
|
|
info->t = t;
|
|
|
|
return true;
|
|
}
|
|
|
|
F32 invBlockWorldSize = 1 / getWorldBlockSize();
|
|
|
|
Point3F pStart(start.x * invBlockWorldSize, start.y * invBlockWorldSize, start.z);
|
|
Point3F pEnd(end.x * invBlockWorldSize, end.y * invBlockWorldSize, end.z);
|
|
|
|
S32 blockX = (S32)mFloor(pStart.x);
|
|
S32 blockY = (S32)mFloor(pStart.y);
|
|
|
|
S32 dx, dy;
|
|
|
|
F32 invDeltaX;
|
|
if(pEnd.x == pStart.x)
|
|
{
|
|
calcInterceptX = calcInterceptNone;
|
|
invDeltaX = 0;
|
|
dx = 0;
|
|
}
|
|
else
|
|
{
|
|
invDeltaX = 1 / (pEnd.x - pStart.x);
|
|
calcInterceptX = calcInterceptV;
|
|
if(pEnd.x < pStart.x)
|
|
dx = -1;
|
|
else
|
|
dx = 1;
|
|
}
|
|
|
|
F32 invDeltaY;
|
|
if(pEnd.y == pStart.y)
|
|
{
|
|
calcInterceptY = calcInterceptNone;
|
|
invDeltaY = 0;
|
|
dy = 0;
|
|
}
|
|
else
|
|
{
|
|
invDeltaY = 1 / (pEnd.y - pStart.y);
|
|
calcInterceptY = calcInterceptV;
|
|
if(pEnd.y < pStart.y)
|
|
dy = -1;
|
|
else
|
|
dy = 1;
|
|
}
|
|
|
|
const U32 BlockSquareWidth = mFile->mSize;
|
|
const U32 GridLevels = mFile->mGridLevels;
|
|
|
|
F32 startT = 0;
|
|
for(;;)
|
|
{
|
|
F32 nextXInt = calcInterceptX(pStart.x, invDeltaX, (F32)(blockX + (dx == 1)));
|
|
F32 nextYInt = calcInterceptY(pStart.y, invDeltaY, (F32)(blockY + (dy == 1)));
|
|
|
|
F32 intersectT = 1;
|
|
|
|
if(nextXInt < intersectT)
|
|
intersectT = nextXInt;
|
|
if(nextYInt < intersectT)
|
|
intersectT = nextYInt;
|
|
|
|
if ( castRayBlock( pStart,
|
|
pEnd,
|
|
Point2I( blockX * BlockSquareWidth,
|
|
blockY * BlockSquareWidth ),
|
|
GridLevels,
|
|
invDeltaX,
|
|
invDeltaY,
|
|
startT,
|
|
intersectT,
|
|
info,
|
|
collideEmpty ) )
|
|
{
|
|
info->normal.z *= BlockSquareWidth * mSquareSize;
|
|
info->normal.normalize();
|
|
return true;
|
|
}
|
|
|
|
startT = intersectT;
|
|
if(intersectT >= 1)
|
|
break;
|
|
if(nextXInt < nextYInt)
|
|
blockX += dx;
|
|
else if(nextYInt < nextXInt)
|
|
blockY += dy;
|
|
else
|
|
{
|
|
blockX += dx;
|
|
blockY += dy;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
struct TerrLOSStackNode
|
|
{
|
|
F32 startT;
|
|
F32 endT;
|
|
Point2I blockPos;
|
|
U32 level;
|
|
};
|
|
|
|
bool TerrainBlock::castRayBlock( const Point3F &pStart,
|
|
const Point3F &pEnd,
|
|
const Point2I &aBlockPos,
|
|
U32 aLevel,
|
|
F32 invDeltaX,
|
|
F32 invDeltaY,
|
|
F32 aStartT,
|
|
F32 aEndT,
|
|
RayInfo *info,
|
|
bool collideEmpty )
|
|
{
|
|
const U32 BlockSquareWidth = mFile->mSize;
|
|
const U32 GridLevels = mFile->mGridLevels;
|
|
const U32 BlockMask = mFile->mSize - 1;
|
|
|
|
F32 invBlockSize = 1 / F32( BlockSquareWidth );
|
|
|
|
static Vector<TerrLOSStackNode> stack;
|
|
stack.setSize( GridLevels * 3 + 1 );
|
|
U32 stackSize = 1;
|
|
|
|
stack[0].startT = aStartT;
|
|
stack[0].endT = aEndT;
|
|
stack[0].blockPos = aBlockPos;
|
|
stack[0].level = aLevel;
|
|
|
|
if( !aBlockPos.isZero() )
|
|
return false;
|
|
|
|
while(stackSize--)
|
|
{
|
|
TerrLOSStackNode *sn = stack.address() + stackSize;
|
|
U32 level = sn->level;
|
|
F32 startT = sn->startT;
|
|
F32 endT = sn->endT;
|
|
Point2I blockPos = sn->blockPos;
|
|
|
|
const TerrainSquare *sq = mFile->findSquare( level, blockPos.x, blockPos.y );
|
|
|
|
F32 startZ = startT * (pEnd.z - pStart.z) + pStart.z;
|
|
F32 endZ = endT * (pEnd.z - pStart.z) + pStart.z;
|
|
|
|
F32 minHeight = fixedToFloat(sq->minHeight);
|
|
if(startZ <= minHeight && endZ <= minHeight)
|
|
continue;
|
|
|
|
F32 maxHeight = fixedToFloat(sq->maxHeight);
|
|
if(startZ >= maxHeight && endZ >= maxHeight)
|
|
continue;
|
|
|
|
if ( !collideEmpty && ( sq->flags & TerrainSquare::Empty ) &&
|
|
blockPos.x == ( blockPos.x & BlockMask ) && blockPos.y == ( blockPos.y & BlockMask ))
|
|
continue;
|
|
|
|
if(level == 0)
|
|
{
|
|
F32 xs = blockPos.x * invBlockSize;
|
|
F32 ys = blockPos.y * invBlockSize;
|
|
|
|
F32 zBottomLeft = fixedToFloat( mFile->getHeight(blockPos.x, blockPos.y) );
|
|
F32 zBottomRight= fixedToFloat( mFile->getHeight(blockPos.x + 1, blockPos.y) );
|
|
F32 zTopLeft = fixedToFloat( mFile->getHeight(blockPos.x, blockPos.y + 1) );
|
|
F32 zTopRight = fixedToFloat( mFile->getHeight(blockPos.x + 1, blockPos.y + 1) );
|
|
|
|
PlaneF p1, p2;
|
|
PlaneF divider;
|
|
Point3F planePoint;
|
|
|
|
if(sq->flags & TerrainSquare::Split45)
|
|
{
|
|
p1.set(zBottomLeft - zBottomRight, zBottomRight - zTopRight, invBlockSize);
|
|
p2.set(zTopLeft - zTopRight, zBottomLeft - zTopLeft, invBlockSize);
|
|
planePoint.set(xs, ys, zBottomLeft);
|
|
divider.x = 1;
|
|
divider.y = -1;
|
|
divider.z = 0;
|
|
}
|
|
else
|
|
{
|
|
p1.set(zTopLeft - zTopRight, zBottomRight - zTopRight, invBlockSize);
|
|
p2.set(zBottomLeft - zBottomRight, zBottomLeft - zTopLeft, invBlockSize);
|
|
planePoint.set(xs + invBlockSize, ys, zBottomRight);
|
|
divider.x = 1;
|
|
divider.y = 1;
|
|
divider.z = 0;
|
|
}
|
|
p1.setPoint(planePoint);
|
|
p2.setPoint(planePoint);
|
|
divider.setPoint(planePoint);
|
|
|
|
F32 t1 = p1.intersect(pStart, pEnd);
|
|
F32 t2 = p2.intersect(pStart, pEnd);
|
|
F32 td = divider.intersect(pStart, pEnd);
|
|
|
|
F32 dStart = divider.distToPlane(pStart);
|
|
F32 dEnd = divider.distToPlane(pEnd);
|
|
|
|
// see if the line crosses the divider
|
|
if((dStart >= 0 && dEnd < 0) || (dStart < 0 && dEnd >= 0))
|
|
{
|
|
if(dStart < 0)
|
|
{
|
|
F32 temp = t1;
|
|
t1 = t2;
|
|
t2 = temp;
|
|
}
|
|
if(t1 >= startT && t1 && t1 <= td && t1 <= endT)
|
|
{
|
|
info->t = t1;
|
|
info->normal = p1;
|
|
return true;
|
|
}
|
|
if(t2 >= td && t2 >= startT && t2 <= endT)
|
|
{
|
|
info->t = t2;
|
|
info->normal = p2;
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
F32 t;
|
|
if(dStart >= 0) {
|
|
t = t1;
|
|
info->normal = p1;
|
|
}
|
|
else {
|
|
t = t2;
|
|
info->normal = p2;
|
|
}
|
|
if(t >= startT && t <= endT)
|
|
{
|
|
info->t = t;
|
|
return true;
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
S32 subSqWidth = 1 << (level - 1);
|
|
F32 xIntercept = (blockPos.x + subSqWidth) * invBlockSize;
|
|
F32 xInt = calcInterceptX(pStart.x, invDeltaX, xIntercept);
|
|
F32 yIntercept = (blockPos.y + subSqWidth) * invBlockSize;
|
|
F32 yInt = calcInterceptY(pStart.y, invDeltaY, yIntercept);
|
|
|
|
F32 startX = startT * (pEnd.x - pStart.x) + pStart.x;
|
|
F32 startY = startT * (pEnd.y - pStart.y) + pStart.y;
|
|
|
|
if(xInt < startT)
|
|
xInt = MAX_FLOAT;
|
|
if(yInt < startT)
|
|
yInt = MAX_FLOAT;
|
|
|
|
U32 x0 = (startX > xIntercept) * subSqWidth;
|
|
U32 y0 = (startY > yIntercept) * subSqWidth;
|
|
U32 x1 = subSqWidth - x0;
|
|
U32 y1 = subSqWidth - y0;
|
|
U32 nextLevel = level - 1;
|
|
|
|
// push the items on the stack in reverse order of processing
|
|
if(xInt > endT && yInt > endT)
|
|
{
|
|
// only test the square the point started in:
|
|
stack[stackSize].blockPos.set(blockPos.x + x0, blockPos.y + y0);
|
|
stack[stackSize].level = nextLevel;
|
|
stackSize++;
|
|
}
|
|
else if(xInt < yInt)
|
|
{
|
|
F32 nextIntersect = endT;
|
|
if(yInt <= endT)
|
|
{
|
|
stack[stackSize].blockPos.set(blockPos.x + x1, blockPos.y + y1);
|
|
stack[stackSize].startT = yInt;
|
|
stack[stackSize].endT = endT;
|
|
stack[stackSize].level = nextLevel;
|
|
nextIntersect = yInt;
|
|
stackSize++;
|
|
}
|
|
stack[stackSize].blockPos.set(blockPos.x + x1, blockPos.y + y0);
|
|
stack[stackSize].startT = xInt;
|
|
stack[stackSize].endT = nextIntersect;
|
|
stack[stackSize].level = nextLevel;
|
|
|
|
stack[stackSize+1].blockPos.set(blockPos.x + x0, blockPos.y + y0);
|
|
stack[stackSize+1].startT = startT;
|
|
stack[stackSize+1].endT = xInt;
|
|
stack[stackSize+1].level = nextLevel;
|
|
stackSize += 2;
|
|
}
|
|
else if(yInt < xInt)
|
|
{
|
|
F32 nextIntersect = endT;
|
|
if(xInt <= endT)
|
|
{
|
|
stack[stackSize].blockPos.set(blockPos.x + x1, blockPos.y + y1);
|
|
stack[stackSize].startT = xInt;
|
|
stack[stackSize].endT = endT;
|
|
stack[stackSize].level = nextLevel;
|
|
nextIntersect = xInt;
|
|
stackSize++;
|
|
}
|
|
stack[stackSize].blockPos.set(blockPos.x + x0, blockPos.y + y1);
|
|
stack[stackSize].startT = yInt;
|
|
stack[stackSize].endT = nextIntersect;
|
|
stack[stackSize].level = nextLevel;
|
|
|
|
stack[stackSize+1].blockPos.set(blockPos.x + x0, blockPos.y + y0);
|
|
stack[stackSize+1].startT = startT;
|
|
stack[stackSize+1].endT = yInt;
|
|
stack[stackSize+1].level = nextLevel;
|
|
stackSize += 2;
|
|
}
|
|
else
|
|
{
|
|
stack[stackSize].blockPos.set(blockPos.x + x1, blockPos.y + y1);
|
|
stack[stackSize].startT = xInt;
|
|
stack[stackSize].endT = endT;
|
|
stack[stackSize].level = nextLevel;
|
|
|
|
stack[stackSize+1].blockPos.set(blockPos.x + x0, blockPos.y + y0);
|
|
stack[stackSize+1].startT = startT;
|
|
stack[stackSize+1].endT = xInt;
|
|
stack[stackSize+1].level = nextLevel;
|
|
stackSize += 2;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|