mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
155 lines
4.7 KiB
C++
155 lines
4.7 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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#ifndef _SHADOWVOLUMEBSP_H_
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#define _SHADOWVOLUMEBSP_H_
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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#ifndef _DATACHUNKER_H_
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#include "core/dataChunker.h"
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#endif
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#ifndef _LIGHTMANAGER_H_
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#include "lighting/lightManager.h"
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#endif
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/// Used to calculate shadows.
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class ShadowVolumeBSP
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{
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public:
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ShadowVolumeBSP();
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~ShadowVolumeBSP();
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struct SVNode;
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struct SurfaceInfo
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{
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U32 mSurfaceIndex;
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U32 mPlaneIndex;
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Vector<U32> mShadowed;
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SVNode * mShadowVolume;
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};
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struct SVNode
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{
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enum Side
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{
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Front = 0,
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Back = 1,
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On = 2,
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Split = 3
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};
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SVNode * mFront;
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SVNode * mBack;
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U32 mPlaneIndex;
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U32 mShadowVolume;
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/// Used with shadowed interiors.
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SurfaceInfo * mSurfaceInfo;
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};
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struct SVPoly
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{
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enum {
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MaxWinding = 32
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};
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U32 mWindingCount;
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Point3F mWinding[MaxWinding];
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PlaneF mPlane;
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SVNode * mTarget;
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U32 mShadowVolume;
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SVPoly * mNext;
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SurfaceInfo * mSurfaceInfo;
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};
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void insertPoly(SVNode **, SVPoly *);
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void insertPolyFront(SVNode **, SVPoly *);
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void insertPolyBack(SVNode **, SVPoly *);
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void splitPoly(SVPoly *, const PlaneF &, SVPoly **, SVPoly **);
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void insertShadowVolume(SVNode **, U32);
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void addUniqueVolume(SurfaceInfo *, U32);
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SVNode::Side whichSide(SVPoly *, const PlaneF &) const;
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//
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bool testPoint(SVNode *, const Point3F &);
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bool testPoly(SVNode *, SVPoly *);
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void addToPolyList(SVPoly **, SVPoly *) const;
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void clipPoly(SVNode *, SVPoly **, SVPoly *);
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void clipToSelf(SVNode *, SVPoly **, SVPoly *);
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F32 getPolySurfaceArea(SVPoly *) const;
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F32 getClippedSurfaceArea(SVNode *, SVPoly *);
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void movePolyList(SVPoly **, SVPoly *) const;
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F32 getLitSurfaceArea(SVPoly *, SurfaceInfo *);
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Vector<SurfaceInfo *> mSurfaces;
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Chunker<SVNode> mNodeChunker;
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Chunker<SVPoly> mPolyChunker;
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SVNode * createNode();
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void recycleNode(SVNode *);
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SVPoly * createPoly();
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void recyclePoly(SVPoly *);
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U32 insertPlane(const PlaneF &);
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const PlaneF & getPlane(U32) const;
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//
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SVNode * mSVRoot;
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Vector<SVNode*> mShadowVolumes;
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SVNode * getShadowVolume(U32);
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Vector<PlaneF> mPlanes;
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SVNode * mNodeStore;
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SVPoly * mPolyStore;
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// used to remove the last inserted interior from the tree
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Vector<SVNode*> mParentNodes;
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SVNode * mFirstInteriorNode;
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void removeLastInterior();
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/// @name Access functions
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/// @{
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void insertPoly(SVPoly * poly) {insertPoly(&mSVRoot, poly);}
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bool testPoint(Point3F & pnt) {return(testPoint(mSVRoot, pnt));}
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bool testPoly(SVPoly * poly) {return(testPoly(mSVRoot, poly));}
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F32 getClippedSurfaceArea(SVPoly * poly) {return(getClippedSurfaceArea(mSVRoot, poly));}
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/// @}
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/// @name Helpers
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/// @{
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void buildPolyVolume(SVPoly *, LightInfo *);
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SVPoly * copyPoly(SVPoly *);
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/// @}
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};
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#endif
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