mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
1652 lines
55 KiB
C++
1652 lines
55 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 "scene/sceneContainer.h"
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#include "collision/extrudedPolyList.h"
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#include "collision/earlyOutPolyList.h"
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#include "scene/sceneObject.h"
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#include "platform/profiler.h"
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#include "console/engineAPI.h"
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#include "math/util/frustum.h"
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// [rene, 02-Mar-11]
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// - *Loads* of copy&paste sin in this file (among its many other sins); all the findObjectXXX methods
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// are trivial permutations of the same snippet of copy&pasted code
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// - FindCallback should return a bool so it's possible to use the findObjectXXX methods to look
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// for the first object matching a certain criteria
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SceneContainer gServerContainer;
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SceneContainer gClientContainer;
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const U32 SceneContainer::csmNumBins = 16;
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const F32 SceneContainer::csmBinSize = 64;
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const F32 SceneContainer::csmTotalBinSize = SceneContainer::csmBinSize * SceneContainer::csmNumBins;
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const U32 SceneContainer::csmRefPoolBlockSize = 4096;
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// Statics used by buildPolyList methods
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static AbstractPolyList* sPolyList;
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static SphereF sBoundingSphere;
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static Box3F sBoundingBox;
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//=============================================================================
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// SceneContainer::Link.
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//=============================================================================
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//-----------------------------------------------------------------------------
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SceneContainer::Link::Link()
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{
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next = prev = this;
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}
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//-----------------------------------------------------------------------------
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void SceneContainer::Link::unlink()
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{
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next->prev = prev;
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prev->next = next;
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next = prev = this;
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}
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//-----------------------------------------------------------------------------
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void SceneContainer::Link::linkAfter(SceneContainer::Link* ptr)
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{
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next = ptr->next;
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next->prev = this;
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prev = ptr;
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prev->next = this;
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}
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//=============================================================================
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// SceneContainer.
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//=============================================================================
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//-----------------------------------------------------------------------------
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SceneContainer::SceneContainer()
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{
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mSearchInProgress = false;
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mCurrSeqKey = 0;
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mEnd.next = mEnd.prev = &mStart;
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mStart.next = mStart.prev = &mEnd;
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mBinArray = new SceneObjectRef[csmNumBins * csmNumBins];
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for (U32 i = 0; i < csmNumBins; i++)
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{
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U32 base = i * csmNumBins;
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for (U32 j = 0; j < csmNumBins; j++)
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{
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mBinArray[base + j].object = NULL;
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mBinArray[base + j].nextInBin = NULL;
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mBinArray[base + j].prevInBin = NULL;
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mBinArray[base + j].nextInObj = NULL;
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}
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}
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mOverflowBin.object = NULL;
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mOverflowBin.nextInBin = NULL;
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mOverflowBin.prevInBin = NULL;
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mOverflowBin.nextInObj = NULL;
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VECTOR_SET_ASSOCIATION( mRefPoolBlocks );
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VECTOR_SET_ASSOCIATION( mSearchList );
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VECTOR_SET_ASSOCIATION( mWaterAndZones );
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VECTOR_SET_ASSOCIATION( mTerrains );
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mFreeRefPool = NULL;
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addRefPoolBlock();
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cleanupSearchVectors();
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}
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//-----------------------------------------------------------------------------
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SceneContainer::~SceneContainer()
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{
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delete[] mBinArray;
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for (U32 i = 0; i < mRefPoolBlocks.size(); i++)
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{
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SceneObjectRef* pool = mRefPoolBlocks[i];
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for (U32 j = 0; j < csmRefPoolBlockSize; j++)
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{
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// Depressingly, this can give weird results if its pointing at bad memory...
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if(pool[j].object != NULL)
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Con::warnf("Error, a %s (%x) isn't properly out of the bins!", pool[j].object->getClassName(), pool[j].object);
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// If you're getting this it means that an object created didn't
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// remove itself from its container before we destroyed the
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// container. Typically you get this behavior from particle
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// emitters, as they try to hang around until all their particles
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// die. In general it's benign, though if you get it for things
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// that aren't particle emitters it can be a bad sign!
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}
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delete [] pool;
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}
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mFreeRefPool = NULL;
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cleanupSearchVectors();
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}
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//-----------------------------------------------------------------------------
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bool SceneContainer::addObject(SceneObject* obj)
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{
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AssertFatal(obj->mContainer == NULL, "Adding already added object.");
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obj->mContainer = this;
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obj->linkAfter(&mStart);
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insertIntoBins(obj);
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// Also insert water and physical zone types into the special vector.
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if ( obj->getTypeMask() & ( WaterObjectType | PhysicalZoneObjectType ) )
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mWaterAndZones.push_back(obj);
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if( obj->getTypeMask() & TerrainObjectType )
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mTerrains.push_back( obj );
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return true;
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}
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//-----------------------------------------------------------------------------
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bool SceneContainer::removeObject(SceneObject* obj)
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{
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AssertFatal(obj->mContainer == this, "Trying to remove from wrong container.");
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removeFromBins(obj);
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// Remove water and physical zone types from the special vector.
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if ( obj->getTypeMask() & ( WaterObjectType | PhysicalZoneObjectType ) )
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{
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Vector<SceneObject*>::iterator iter = find( mWaterAndZones.begin(), mWaterAndZones.end(), obj );
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if( iter != mTerrains.end() )
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mWaterAndZones.erase_fast(iter);
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}
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// Remove terrain objects from special vector.
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if( obj->getTypeMask() & TerrainObjectType )
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{
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Vector< SceneObject* >::iterator iter = find( mTerrains.begin(), mTerrains.end(), obj );
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if( iter != mTerrains.end() )
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mTerrains.erase_fast(iter);
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}
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obj->mContainer = 0;
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obj->unlink();
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return true;
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}
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//-----------------------------------------------------------------------------
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void SceneContainer::addRefPoolBlock()
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{
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mRefPoolBlocks.push_back(new SceneObjectRef[csmRefPoolBlockSize]);
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for (U32 i = 0; i < csmRefPoolBlockSize-1; i++)
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{
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mRefPoolBlocks.last()[i].object = NULL;
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mRefPoolBlocks.last()[i].prevInBin = NULL;
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mRefPoolBlocks.last()[i].nextInBin = NULL;
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mRefPoolBlocks.last()[i].nextInObj = &(mRefPoolBlocks.last()[i+1]);
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}
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mRefPoolBlocks.last()[csmRefPoolBlockSize-1].object = NULL;
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mRefPoolBlocks.last()[csmRefPoolBlockSize-1].prevInBin = NULL;
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mRefPoolBlocks.last()[csmRefPoolBlockSize-1].nextInBin = NULL;
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mRefPoolBlocks.last()[csmRefPoolBlockSize-1].nextInObj = mFreeRefPool;
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mFreeRefPool = &(mRefPoolBlocks.last()[0]);
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}
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//-----------------------------------------------------------------------------
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void SceneContainer::insertIntoBins(SceneObject* obj)
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{
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AssertFatal(obj != NULL, "No object?");
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AssertFatal(obj->mBinRefHead == NULL, "Error, already have a bin chain!");
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// The first thing we do is find which bins are covered in x and y...
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const Box3F* pWBox = &obj->getWorldBox();
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U32 minX, maxX, minY, maxY;
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getBinRange(pWBox->minExtents.x, pWBox->maxExtents.x, minX, maxX);
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getBinRange(pWBox->minExtents.y, pWBox->maxExtents.y, minY, maxY);
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// Store the current regions for later queries
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obj->mBinMinX = minX;
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obj->mBinMaxX = maxX;
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obj->mBinMinY = minY;
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obj->mBinMaxY = maxY;
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// For huge objects, dump them into the overflow bin. Otherwise, everything
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// goes into the grid...
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if (!obj->isGlobalBounds() && ((maxX - minX + 1) < csmNumBins || (maxY - minY + 1) < csmNumBins))
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{
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SceneObjectRef** pCurrInsert = &obj->mBinRefHead;
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for (U32 i = minY; i <= maxY; i++)
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{
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U32 insertY = i % csmNumBins;
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U32 base = insertY * csmNumBins;
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for (U32 j = minX; j <= maxX; j++)
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{
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U32 insertX = j % csmNumBins;
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SceneObjectRef* ref = allocateObjectRef();
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ref->object = obj;
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ref->nextInBin = mBinArray[base + insertX].nextInBin;
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ref->prevInBin = &mBinArray[base + insertX];
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ref->nextInObj = NULL;
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if (mBinArray[base + insertX].nextInBin)
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mBinArray[base + insertX].nextInBin->prevInBin = ref;
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mBinArray[base + insertX].nextInBin = ref;
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*pCurrInsert = ref;
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pCurrInsert = &ref->nextInObj;
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}
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}
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}
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else
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{
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SceneObjectRef* ref = allocateObjectRef();
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ref->object = obj;
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ref->nextInBin = mOverflowBin.nextInBin;
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ref->prevInBin = &mOverflowBin;
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ref->nextInObj = NULL;
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if (mOverflowBin.nextInBin)
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mOverflowBin.nextInBin->prevInBin = ref;
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mOverflowBin.nextInBin = ref;
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obj->mBinRefHead = ref;
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}
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}
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//-----------------------------------------------------------------------------
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void SceneContainer::insertIntoBins(SceneObject* obj,
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U32 minX, U32 maxX,
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U32 minY, U32 maxY)
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{
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PROFILE_START(InsertBins);
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AssertFatal(obj != NULL, "No object?");
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AssertFatal(obj->mBinRefHead == NULL, "Error, already have a bin chain!");
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// Store the current regions for later queries
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obj->mBinMinX = minX;
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obj->mBinMaxX = maxX;
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obj->mBinMinY = minY;
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obj->mBinMaxY = maxY;
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// For huge objects, dump them into the overflow bin. Otherwise, everything
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// goes into the grid...
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//
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if ((maxX - minX + 1) < csmNumBins || (maxY - minY + 1) < csmNumBins && !obj->isGlobalBounds())
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{
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SceneObjectRef** pCurrInsert = &obj->mBinRefHead;
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for (U32 i = minY; i <= maxY; i++)
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{
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U32 insertY = i % csmNumBins;
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U32 base = insertY * csmNumBins;
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for (U32 j = minX; j <= maxX; j++)
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{
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U32 insertX = j % csmNumBins;
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SceneObjectRef* ref = allocateObjectRef();
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ref->object = obj;
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ref->nextInBin = mBinArray[base + insertX].nextInBin;
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ref->prevInBin = &mBinArray[base + insertX];
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ref->nextInObj = NULL;
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if (mBinArray[base + insertX].nextInBin)
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mBinArray[base + insertX].nextInBin->prevInBin = ref;
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mBinArray[base + insertX].nextInBin = ref;
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*pCurrInsert = ref;
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pCurrInsert = &ref->nextInObj;
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}
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}
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}
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else
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{
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SceneObjectRef* ref = allocateObjectRef();
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ref->object = obj;
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ref->nextInBin = mOverflowBin.nextInBin;
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ref->prevInBin = &mOverflowBin;
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ref->nextInObj = NULL;
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if (mOverflowBin.nextInBin)
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mOverflowBin.nextInBin->prevInBin = ref;
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mOverflowBin.nextInBin = ref;
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obj->mBinRefHead = ref;
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}
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PROFILE_END();
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}
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//-----------------------------------------------------------------------------
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void SceneContainer::removeFromBins(SceneObject* obj)
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{
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PROFILE_START(RemoveFromBins);
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AssertFatal(obj != NULL, "No object?");
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SceneObjectRef* chain = obj->mBinRefHead;
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obj->mBinRefHead = NULL;
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while (chain)
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{
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SceneObjectRef* trash = chain;
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chain = chain->nextInObj;
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AssertFatal(trash->prevInBin != NULL, "Error, must have a previous entry in the bin!");
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if (trash->nextInBin)
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trash->nextInBin->prevInBin = trash->prevInBin;
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trash->prevInBin->nextInBin = trash->nextInBin;
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freeObjectRef(trash);
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}
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PROFILE_END();
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}
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//-----------------------------------------------------------------------------
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void SceneContainer::checkBins(SceneObject* obj)
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{
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AssertFatal(obj != NULL, "No object?");
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PROFILE_START(CheckBins);
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if (obj->mBinRefHead == NULL)
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{
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insertIntoBins(obj);
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PROFILE_END();
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return;
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}
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// Otherwise, the object is already in the bins. Let's see if it has strayed out of
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// the bins that it's currently in...
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const Box3F* pWBox = &obj->getWorldBox();
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U32 minX, maxX, minY, maxY;
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getBinRange(pWBox->minExtents.x, pWBox->maxExtents.x, minX, maxX);
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getBinRange(pWBox->minExtents.y, pWBox->maxExtents.y, minY, maxY);
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if (obj->mBinMinX != minX || obj->mBinMaxX != maxX ||
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obj->mBinMinY != minY || obj->mBinMaxY != maxY)
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{
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// We have to rebin the object
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removeFromBins(obj);
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insertIntoBins(obj, minX, maxX, minY, maxY);
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}
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PROFILE_END();
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}
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//-----------------------------------------------------------------------------
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void SceneContainer::findObjects(const Box3F& box, U32 mask, FindCallback callback, void *key)
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{
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PROFILE_SCOPE(ContainerFindObjects_Box);
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// If we're searching for just water, just physical zones, or
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// just water and physical zones then use the optimized path.
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if ( mask == WaterObjectType ||
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mask == PhysicalZoneObjectType ||
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mask == (WaterObjectType|PhysicalZoneObjectType) )
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{
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_findSpecialObjects( mWaterAndZones, box, mask, callback, key );
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return;
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}
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else if( mask == TerrainObjectType )
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{
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_findSpecialObjects( mTerrains, box, mask, callback, key );
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return;
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}
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AssertFatal( !mSearchInProgress, "SceneContainer::findObjects - Container queries are not re-entrant" );
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mSearchInProgress = true;
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U32 minX, maxX, minY, maxY;
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getBinRange(box.minExtents.x, box.maxExtents.x, minX, maxX);
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getBinRange(box.minExtents.y, box.maxExtents.y, minY, maxY);
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mCurrSeqKey++;
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for (U32 i = minY; i <= maxY; i++)
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{
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U32 insertY = i % csmNumBins;
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U32 base = insertY * csmNumBins;
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for (U32 j = minX; j <= maxX; j++)
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{
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U32 insertX = j % csmNumBins;
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SceneObjectRef* chain = mBinArray[base + insertX].nextInBin;
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while (chain)
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{
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if (chain->object->getContainerSeqKey() != mCurrSeqKey)
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{
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chain->object->setContainerSeqKey(mCurrSeqKey);
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if ((chain->object->getTypeMask() & mask) != 0 &&
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chain->object->isCollisionEnabled())
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{
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if (chain->object->getWorldBox().isOverlapped(box) || chain->object->isGlobalBounds())
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{
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(*callback)(chain->object,key);
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}
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}
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}
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chain = chain->nextInBin;
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}
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}
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}
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SceneObjectRef* chain = mOverflowBin.nextInBin;
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while (chain)
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{
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if (chain->object->getContainerSeqKey() != mCurrSeqKey)
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{
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chain->object->setContainerSeqKey(mCurrSeqKey);
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if ((chain->object->getTypeMask() & mask) != 0 &&
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chain->object->isCollisionEnabled())
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{
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if (chain->object->getWorldBox().isOverlapped(box) || chain->object->isGlobalBounds())
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{
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(*callback)(chain->object,key);
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}
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}
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}
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chain = chain->nextInBin;
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}
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mSearchInProgress = false;
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}
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//-----------------------------------------------------------------------------
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void SceneContainer::findObjects( const Frustum &frustum, U32 mask, FindCallback callback, void *key )
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{
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PROFILE_SCOPE(ContainerFindObjects_Frustum);
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Box3F searchBox = frustum.getBounds();
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if ( mask == WaterObjectType ||
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mask == PhysicalZoneObjectType ||
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mask == (WaterObjectType|PhysicalZoneObjectType) )
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{
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_findSpecialObjects( mWaterAndZones, searchBox, mask, callback, key );
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return;
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}
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else if( mask == TerrainObjectType )
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{
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_findSpecialObjects( mTerrains, searchBox, mask, callback, key );
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return;
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}
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AssertFatal( !mSearchInProgress, "SceneContainer::findObjects - Container queries are not re-entrant" );
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mSearchInProgress = true;
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U32 minX, maxX, minY, maxY;
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getBinRange(searchBox.minExtents.x, searchBox.maxExtents.x, minX, maxX);
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getBinRange(searchBox.minExtents.y, searchBox.maxExtents.y, minY, maxY);
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mCurrSeqKey++;
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for (U32 i = minY; i <= maxY; i++)
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{
|
|
U32 insertY = i % csmNumBins;
|
|
U32 base = insertY * csmNumBins;
|
|
for (U32 j = minX; j <= maxX; j++)
|
|
{
|
|
U32 insertX = j % csmNumBins;
|
|
|
|
SceneObjectRef* chain = mBinArray[base + insertX].nextInBin;
|
|
while (chain)
|
|
{
|
|
SceneObject *object = chain->object;
|
|
|
|
if (object->getContainerSeqKey() != mCurrSeqKey)
|
|
{
|
|
object->setContainerSeqKey(mCurrSeqKey);
|
|
|
|
if ((object->getTypeMask() & mask) != 0 &&
|
|
object->isCollisionEnabled())
|
|
{
|
|
const Box3F &worldBox = object->getWorldBox();
|
|
if ( object->isGlobalBounds() || worldBox.isOverlapped(searchBox) )
|
|
{
|
|
if ( !frustum.isCulled( worldBox ) )
|
|
(*callback)(chain->object,key);
|
|
}
|
|
}
|
|
}
|
|
chain = chain->nextInBin;
|
|
}
|
|
}
|
|
}
|
|
|
|
SceneObjectRef* chain = mOverflowBin.nextInBin;
|
|
while (chain)
|
|
{
|
|
SceneObject *object = chain->object;
|
|
|
|
if (object->getContainerSeqKey() != mCurrSeqKey)
|
|
{
|
|
object->setContainerSeqKey(mCurrSeqKey);
|
|
|
|
if ((object->getTypeMask() & mask) != 0 &&
|
|
object->isCollisionEnabled())
|
|
{
|
|
const Box3F &worldBox = object->getWorldBox();
|
|
|
|
if ( object->isGlobalBounds() || worldBox.isOverlapped(searchBox) )
|
|
{
|
|
if ( !frustum.isCulled( worldBox ) )
|
|
(*callback)(object,key);
|
|
}
|
|
}
|
|
}
|
|
chain = chain->nextInBin;
|
|
}
|
|
|
|
mSearchInProgress = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneContainer::polyhedronFindObjects(const Polyhedron& polyhedron, U32 mask, FindCallback callback, void *key)
|
|
{
|
|
PROFILE_SCOPE(ContainerFindObjects_polyhedron);
|
|
|
|
U32 i;
|
|
Box3F box;
|
|
box.minExtents.set(1e9, 1e9, 1e9);
|
|
box.maxExtents.set(-1e9, -1e9, -1e9);
|
|
for (i = 0; i < polyhedron.pointList.size(); i++)
|
|
{
|
|
box.minExtents.setMin(polyhedron.pointList[i]);
|
|
box.maxExtents.setMax(polyhedron.pointList[i]);
|
|
}
|
|
|
|
if ( mask == WaterObjectType ||
|
|
mask == PhysicalZoneObjectType ||
|
|
mask == (WaterObjectType|PhysicalZoneObjectType) )
|
|
{
|
|
_findSpecialObjects( mWaterAndZones, box, mask, callback, key );
|
|
return;
|
|
}
|
|
else if( mask == TerrainObjectType )
|
|
{
|
|
_findSpecialObjects( mTerrains, mask, callback, key );
|
|
return;
|
|
}
|
|
|
|
AssertFatal( !mSearchInProgress, "SceneContainer::polyhedronFindObjects - Container queries are not re-entrant" );
|
|
mSearchInProgress = true;
|
|
|
|
U32 minX, maxX, minY, maxY;
|
|
getBinRange(box.minExtents.x, box.maxExtents.x, minX, maxX);
|
|
getBinRange(box.minExtents.y, box.maxExtents.y, minY, maxY);
|
|
mCurrSeqKey++;
|
|
for (i = minY; i <= maxY; i++)
|
|
{
|
|
U32 insertY = i % csmNumBins;
|
|
U32 base = insertY * csmNumBins;
|
|
for (U32 j = minX; j <= maxX; j++)
|
|
{
|
|
U32 insertX = j % csmNumBins;
|
|
|
|
SceneObjectRef* chain = mBinArray[base + insertX].nextInBin;
|
|
while (chain)
|
|
{
|
|
if (chain->object->getContainerSeqKey() != mCurrSeqKey)
|
|
{
|
|
chain->object->setContainerSeqKey(mCurrSeqKey);
|
|
|
|
if ((chain->object->getTypeMask() & mask) != 0 &&
|
|
chain->object->isCollisionEnabled())
|
|
{
|
|
if (chain->object->getWorldBox().isOverlapped(box) || chain->object->isGlobalBounds())
|
|
{
|
|
(*callback)(chain->object,key);
|
|
}
|
|
}
|
|
}
|
|
chain = chain->nextInBin;
|
|
}
|
|
}
|
|
}
|
|
SceneObjectRef* chain = mOverflowBin.nextInBin;
|
|
while (chain)
|
|
{
|
|
if (chain->object->getContainerSeqKey() != mCurrSeqKey)
|
|
{
|
|
chain->object->setContainerSeqKey(mCurrSeqKey);
|
|
|
|
if ((chain->object->getTypeMask() & mask) != 0 &&
|
|
chain->object->isCollisionEnabled())
|
|
{
|
|
if (chain->object->getWorldBox().isOverlapped(box) || chain->object->isGlobalBounds())
|
|
{
|
|
(*callback)(chain->object,key);
|
|
}
|
|
}
|
|
}
|
|
chain = chain->nextInBin;
|
|
}
|
|
|
|
mSearchInProgress = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneContainer::findObjectList( const Box3F& searchBox, U32 mask, Vector<SceneObject*> *outFound )
|
|
{
|
|
PROFILE_SCOPE( Container_FindObjectList_Box );
|
|
|
|
AssertFatal( !mSearchInProgress, "SceneContainer::findObjectList - Container queries are not re-entrant" );
|
|
mSearchInProgress = true;
|
|
|
|
// TODO: Optimize for water and zones?
|
|
|
|
U32 minX, maxX, minY, maxY;
|
|
getBinRange(searchBox.minExtents.x, searchBox.maxExtents.x, minX, maxX);
|
|
getBinRange(searchBox.minExtents.y, searchBox.maxExtents.y, minY, maxY);
|
|
mCurrSeqKey++;
|
|
|
|
for (U32 i = minY; i <= maxY; i++)
|
|
{
|
|
U32 insertY = i % csmNumBins;
|
|
U32 base = insertY * csmNumBins;
|
|
for (U32 j = minX; j <= maxX; j++)
|
|
{
|
|
U32 insertX = j % csmNumBins;
|
|
|
|
SceneObjectRef* chain = mBinArray[base + insertX].nextInBin;
|
|
while (chain)
|
|
{
|
|
SceneObject *object = chain->object;
|
|
|
|
if (object->getContainerSeqKey() != mCurrSeqKey)
|
|
{
|
|
object->setContainerSeqKey(mCurrSeqKey);
|
|
|
|
if ((object->getTypeMask() & mask) != 0 &&
|
|
object->isCollisionEnabled())
|
|
{
|
|
const Box3F &worldBox = object->getWorldBox();
|
|
if ( object->isGlobalBounds() || worldBox.isOverlapped( searchBox ) )
|
|
{
|
|
outFound->push_back( object );
|
|
}
|
|
}
|
|
}
|
|
chain = chain->nextInBin;
|
|
}
|
|
}
|
|
}
|
|
|
|
SceneObjectRef* chain = mOverflowBin.nextInBin;
|
|
while (chain)
|
|
{
|
|
SceneObject *object = chain->object;
|
|
|
|
if (object->getContainerSeqKey() != mCurrSeqKey)
|
|
{
|
|
object->setContainerSeqKey(mCurrSeqKey);
|
|
|
|
if ((object->getTypeMask() & mask) != 0 &&
|
|
object->isCollisionEnabled())
|
|
{
|
|
const Box3F &worldBox = object->getWorldBox();
|
|
|
|
if ( object->isGlobalBounds() || worldBox.isOverlapped( searchBox ) )
|
|
{
|
|
outFound->push_back( object );
|
|
}
|
|
}
|
|
}
|
|
chain = chain->nextInBin;
|
|
}
|
|
|
|
mSearchInProgress = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneContainer::findObjectList( const Frustum &frustum, U32 mask, Vector<SceneObject*> *outFound )
|
|
{
|
|
PROFILE_SCOPE( Container_FindObjectList_Frustum );
|
|
|
|
// Do a box find first.
|
|
findObjectList( frustum.getBounds(), mask, outFound );
|
|
|
|
// Now do the frustum testing.
|
|
for ( U32 i=0; i < outFound->size(); )
|
|
{
|
|
const Box3F &worldBox = (*outFound)[i]->getWorldBox();
|
|
if ( frustum.isCulled( worldBox ) )
|
|
outFound->erase_fast( i );
|
|
else
|
|
i++;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneContainer::findObjectList( U32 mask, Vector<SceneObject*> *outFound )
|
|
{
|
|
for ( Link* itr = mStart.next; itr != &mEnd; itr = itr->next )
|
|
{
|
|
SceneObject* ptr = static_cast<SceneObject*>( itr );
|
|
if ( ( ptr->getTypeMask() & mask ) != 0 )
|
|
outFound->push_back( ptr );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneContainer::findObjects( U32 mask, FindCallback callback, void *key )
|
|
{
|
|
for (Link* itr = mStart.next; itr != &mEnd; itr = itr->next) {
|
|
SceneObject* ptr = static_cast<SceneObject*>(itr);
|
|
if ((ptr->getTypeMask() & mask) != 0 && !ptr->mCollisionCount)
|
|
(*callback)(ptr,key);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneContainer::_findSpecialObjects( const Vector< SceneObject* >& vector, U32 mask, FindCallback callback, void *key )
|
|
{
|
|
PROFILE_SCOPE( Container_findSpecialObjects );
|
|
|
|
Vector<SceneObject*>::const_iterator iter = vector.begin();
|
|
for ( ; iter != vector.end(); iter++ )
|
|
{
|
|
if ( (*iter)->getTypeMask() & mask )
|
|
callback( *iter, key );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneContainer::_findSpecialObjects( const Vector< SceneObject* >& vector, const Box3F &box, U32 mask, FindCallback callback, void *key )
|
|
{
|
|
PROFILE_SCOPE( Container_findSpecialObjects_Box );
|
|
|
|
Vector<SceneObject*>::const_iterator iter = vector.begin();
|
|
|
|
for ( ; iter != vector.end(); iter++ )
|
|
{
|
|
SceneObject *pObj = *iter;
|
|
|
|
if ( pObj->getTypeMask() & mask &&
|
|
( pObj->isGlobalBounds() || pObj->getWorldBox().isOverlapped(box) ) )
|
|
{
|
|
callback( pObj, key );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneContainer::castRay( const Point3F& start, const Point3F& end, U32 mask, RayInfo* info, CastRayCallback callback )
|
|
{
|
|
AssertFatal( info->userData == NULL, "SceneContainer::castRay - RayInfo->userData cannot be used here!" );
|
|
|
|
PROFILE_START( SceneContainer_CastRay );
|
|
bool result = _castRay( CollisionGeometry, start, end, mask, info, callback );
|
|
PROFILE_END();
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneContainer::castRayRendered( const Point3F& start, const Point3F& end, U32 mask, RayInfo* info, CastRayCallback callback )
|
|
{
|
|
AssertFatal( info->userData == NULL, "SceneContainer::castRayRendered - RayInfo->userData cannot be used here!" );
|
|
|
|
PROFILE_START( SceneContainer_CastRayRendered );
|
|
bool result = _castRay( RenderedGeometry, start, end, mask, info, callback );
|
|
PROFILE_END();
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// DMMNOTE: There are still some optimizations to be done here. In particular:
|
|
// - After checking the overflow bin, we can potentially shorten the line
|
|
// that we rasterize against the grid if there is a collision with say,
|
|
// the terrain.
|
|
// - The optimal grid size isn't necessarily what we have set here. possibly
|
|
// a resolution of 16 meters would give better results
|
|
// - The line rasterizer is pretty lame. Unfortunately we can't use a
|
|
// simple bres. here, since we need to check every grid element that the line
|
|
// passes through, which bres does _not_ do for us. Possibly there's a
|
|
// rasterizer for anti-aliased lines that will serve better than what
|
|
// we have below.
|
|
|
|
bool SceneContainer::_castRay( U32 type, const Point3F& start, const Point3F& end, U32 mask, RayInfo* info, CastRayCallback callback )
|
|
{
|
|
AssertFatal( !mSearchInProgress, "SceneContainer::_castRay - Container queries are not re-entrant" );
|
|
mSearchInProgress = true;
|
|
|
|
F32 currentT = 2.0;
|
|
mCurrSeqKey++;
|
|
|
|
SceneObjectRef* chain = mOverflowBin.nextInBin;
|
|
while (chain)
|
|
{
|
|
SceneObject* ptr = chain->object;
|
|
if (ptr->getContainerSeqKey() != mCurrSeqKey)
|
|
{
|
|
ptr->setContainerSeqKey(mCurrSeqKey);
|
|
|
|
// In the overflow bin, the world box is always going to intersect the line,
|
|
// so we can omit that test...
|
|
if ((ptr->getTypeMask() & mask) != 0 &&
|
|
ptr->isCollisionEnabled() == true)
|
|
{
|
|
Point3F xformedStart, xformedEnd;
|
|
ptr->mWorldToObj.mulP(start, &xformedStart);
|
|
ptr->mWorldToObj.mulP(end, &xformedEnd);
|
|
xformedStart.convolveInverse(ptr->mObjScale);
|
|
xformedEnd.convolveInverse(ptr->mObjScale);
|
|
|
|
RayInfo ri;
|
|
ri.generateTexCoord = info->generateTexCoord;
|
|
bool result = false;
|
|
if (type == CollisionGeometry)
|
|
result = ptr->castRay(xformedStart, xformedEnd, &ri);
|
|
else if (type == RenderedGeometry)
|
|
result = ptr->castRayRendered(xformedStart, xformedEnd, &ri);
|
|
if (result)
|
|
{
|
|
if( ri.t < currentT && ( !callback || callback( &ri ) ) )
|
|
{
|
|
*info = ri;
|
|
info->point.interpolate(start, end, info->t);
|
|
currentT = ri.t;
|
|
info->distance = (start - info->point).len();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
chain = chain->nextInBin;
|
|
}
|
|
|
|
// These are just for rasterizing the line against the grid. We want the x coord
|
|
// of the start to be <= the x coord of the end
|
|
Point3F normalStart, normalEnd;
|
|
if (start.x <= end.x)
|
|
{
|
|
normalStart = start;
|
|
normalEnd = end;
|
|
}
|
|
else
|
|
{
|
|
normalStart = end;
|
|
normalEnd = start;
|
|
}
|
|
|
|
// Ok, let's scan the grids. The simplest way to do this will be to scan across in
|
|
// x, finding the y range for each affected bin...
|
|
U32 minX, maxX;
|
|
U32 minY, maxY;
|
|
//if (normalStart.x == normalEnd.x)
|
|
// Con::printf("X start = %g, end = %g", normalStart.x, normalEnd.x);
|
|
|
|
getBinRange(normalStart.x, normalEnd.x, minX, maxX);
|
|
getBinRange(getMin(normalStart.y, normalEnd.y),
|
|
getMax(normalStart.y, normalEnd.y), minY, maxY);
|
|
|
|
//if (normalStart.x == normalEnd.x && minX != maxX)
|
|
// Con::printf("X min = %d, max = %d", minX, maxX);
|
|
//if (normalStart.y == normalEnd.y && minY != maxY)
|
|
// Con::printf("Y min = %d, max = %d", minY, maxY);
|
|
|
|
// We'll optimize the case that the line is contained in one bin row or column, which
|
|
// will be quite a few lines. No sense doing more work than we have to...
|
|
//
|
|
if ((mFabs(normalStart.x - normalEnd.x) < csmTotalBinSize && minX == maxX) ||
|
|
(mFabs(normalStart.y - normalEnd.y) < csmTotalBinSize && minY == maxY))
|
|
{
|
|
U32 count;
|
|
U32 incX, incY;
|
|
if (minX == maxX)
|
|
{
|
|
count = maxY - minY + 1;
|
|
incX = 0;
|
|
incY = 1;
|
|
}
|
|
else
|
|
{
|
|
count = maxX - minX + 1;
|
|
incX = 1;
|
|
incY = 0;
|
|
}
|
|
|
|
U32 x = minX;
|
|
U32 y = minY;
|
|
for (U32 i = 0; i < count; i++)
|
|
{
|
|
U32 checkX = x % csmNumBins;
|
|
U32 checkY = y % csmNumBins;
|
|
|
|
SceneObjectRef* chain = mBinArray[(checkY * csmNumBins) + checkX].nextInBin;
|
|
while (chain)
|
|
{
|
|
SceneObject* ptr = chain->object;
|
|
if (ptr->getContainerSeqKey() != mCurrSeqKey)
|
|
{
|
|
ptr->setContainerSeqKey(mCurrSeqKey);
|
|
|
|
if ((ptr->getTypeMask() & mask) != 0 &&
|
|
ptr->isCollisionEnabled() == true)
|
|
{
|
|
if (ptr->getWorldBox().collideLine(start, end) || chain->object->isGlobalBounds())
|
|
{
|
|
Point3F xformedStart, xformedEnd;
|
|
ptr->mWorldToObj.mulP(start, &xformedStart);
|
|
ptr->mWorldToObj.mulP(end, &xformedEnd);
|
|
xformedStart.convolveInverse(ptr->mObjScale);
|
|
xformedEnd.convolveInverse(ptr->mObjScale);
|
|
|
|
RayInfo ri;
|
|
ri.generateTexCoord = info->generateTexCoord;
|
|
bool result = false;
|
|
if (type == CollisionGeometry)
|
|
result = ptr->castRay(xformedStart, xformedEnd, &ri);
|
|
else if (type == RenderedGeometry)
|
|
result = ptr->castRayRendered(xformedStart, xformedEnd, &ri);
|
|
if (result)
|
|
{
|
|
if( ri.t < currentT && ( !callback || callback( &ri ) ) )
|
|
{
|
|
*info = ri;
|
|
info->point.interpolate(start, end, info->t);
|
|
currentT = ri.t;
|
|
info->distance = (start - info->point).len();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
chain = chain->nextInBin;
|
|
}
|
|
|
|
x += incX;
|
|
y += incY;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Oh well, let's earn our keep. We know that after the above conditional, we're
|
|
// going to cross at least one boundary, so that simplifies our job...
|
|
|
|
F32 currStartX = normalStart.x;
|
|
|
|
AssertFatal(currStartX != normalEnd.x, "This is going to cause problems in SceneContainer::castRay");
|
|
while (currStartX != normalEnd.x)
|
|
{
|
|
F32 currEndX = getMin(currStartX + csmTotalBinSize, normalEnd.x);
|
|
|
|
F32 currStartT = (currStartX - normalStart.x) / (normalEnd.x - normalStart.x);
|
|
F32 currEndT = (currEndX - normalStart.x) / (normalEnd.x - normalStart.x);
|
|
|
|
F32 y1 = normalStart.y + (normalEnd.y - normalStart.y) * currStartT;
|
|
F32 y2 = normalStart.y + (normalEnd.y - normalStart.y) * currEndT;
|
|
|
|
U32 subMinX, subMaxX;
|
|
getBinRange(currStartX, currEndX, subMinX, subMaxX);
|
|
|
|
F32 subStartX = currStartX;
|
|
F32 subEndX = currStartX;
|
|
|
|
if (currStartX < 0.0f)
|
|
subEndX -= mFmod(subEndX, csmBinSize);
|
|
else
|
|
subEndX += (csmBinSize - mFmod(subEndX, csmBinSize));
|
|
|
|
for (U32 currXBin = subMinX; currXBin <= subMaxX; currXBin++)
|
|
{
|
|
U32 checkX = currXBin % csmNumBins;
|
|
|
|
F32 subStartT = (subStartX - currStartX) / (currEndX - currStartX);
|
|
F32 subEndT = getMin(F32((subEndX - currStartX) / (currEndX - currStartX)), 1.f);
|
|
|
|
F32 subY1 = y1 + (y2 - y1) * subStartT;
|
|
F32 subY2 = y1 + (y2 - y1) * subEndT;
|
|
|
|
U32 newMinY, newMaxY;
|
|
getBinRange(getMin(subY1, subY2), getMax(subY1, subY2), newMinY, newMaxY);
|
|
|
|
for (U32 i = newMinY; i <= newMaxY; i++)
|
|
{
|
|
U32 checkY = i % csmNumBins;
|
|
|
|
SceneObjectRef* chain = mBinArray[(checkY * csmNumBins) + checkX].nextInBin;
|
|
while (chain)
|
|
{
|
|
SceneObject* ptr = chain->object;
|
|
if (ptr->getContainerSeqKey() != mCurrSeqKey)
|
|
{
|
|
ptr->setContainerSeqKey(mCurrSeqKey);
|
|
|
|
if ((ptr->getTypeMask() & mask) != 0 &&
|
|
ptr->isCollisionEnabled() == true)
|
|
{
|
|
if (ptr->getWorldBox().collideLine(start, end))
|
|
{
|
|
Point3F xformedStart, xformedEnd;
|
|
ptr->mWorldToObj.mulP(start, &xformedStart);
|
|
ptr->mWorldToObj.mulP(end, &xformedEnd);
|
|
xformedStart.convolveInverse(ptr->mObjScale);
|
|
xformedEnd.convolveInverse(ptr->mObjScale);
|
|
|
|
RayInfo ri;
|
|
ri.generateTexCoord = info->generateTexCoord;
|
|
bool result = false;
|
|
if (type == CollisionGeometry)
|
|
result = ptr->castRay(xformedStart, xformedEnd, &ri);
|
|
else if (type == RenderedGeometry)
|
|
result = ptr->castRayRendered(xformedStart, xformedEnd, &ri);
|
|
if (result)
|
|
{
|
|
if( ri.t < currentT && ( !callback || callback( &ri ) ) )
|
|
{
|
|
*info = ri;
|
|
info->point.interpolate(start, end, info->t);
|
|
currentT = ri.t;
|
|
info->distance = (start - info->point).len();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
chain = chain->nextInBin;
|
|
}
|
|
}
|
|
|
|
subStartX = subEndX;
|
|
subEndX = getMin(subEndX + csmBinSize, currEndX);
|
|
}
|
|
|
|
currStartX = currEndX;
|
|
}
|
|
}
|
|
|
|
mSearchInProgress = false;
|
|
|
|
// Bump the normal into worldspace if appropriate.
|
|
if(currentT != 2)
|
|
{
|
|
PlaneF fakePlane;
|
|
fakePlane.x = info->normal.x;
|
|
fakePlane.y = info->normal.y;
|
|
fakePlane.z = info->normal.z;
|
|
fakePlane.d = 0;
|
|
|
|
PlaneF result;
|
|
mTransformPlane(info->object->getTransform(), info->object->getScale(), fakePlane, &result);
|
|
info->normal = result;
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Do nothing and exit...
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// collide with the objects projected object box
|
|
bool SceneContainer::collideBox(const Point3F &start, const Point3F &end, U32 mask, RayInfo * info)
|
|
{
|
|
AssertFatal( info->userData == NULL, "SceneContainer::collideBox - RayInfo->userData cannot be used here!" );
|
|
|
|
F32 currentT = 2;
|
|
for (Link* itr = mStart.next; itr != &mEnd; itr = itr->next)
|
|
{
|
|
SceneObject* ptr = static_cast<SceneObject*>(itr);
|
|
if (ptr->getTypeMask() & mask && !ptr->mCollisionCount)
|
|
{
|
|
Point3F xformedStart, xformedEnd;
|
|
ptr->mWorldToObj.mulP(start, &xformedStart);
|
|
ptr->mWorldToObj.mulP(end, &xformedEnd);
|
|
xformedStart.convolveInverse(ptr->mObjScale);
|
|
xformedEnd.convolveInverse(ptr->mObjScale);
|
|
|
|
RayInfo ri;
|
|
if(ptr->collideBox(xformedStart, xformedEnd, &ri))
|
|
{
|
|
if(ri.t < currentT)
|
|
{
|
|
*info = ri;
|
|
info->point.interpolate(start, end, info->t);
|
|
currentT = ri.t;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return currentT != 2;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
static void buildCallback(SceneObject* object,void *key)
|
|
{
|
|
SceneContainer::CallbackInfo* info = reinterpret_cast<SceneContainer::CallbackInfo*>(key);
|
|
object->buildPolyList(info->context,info->polyList,info->boundingBox,info->boundingSphere);
|
|
}
|
|
|
|
bool SceneContainer::buildPolyList(PolyListContext context, const Box3F &box, U32 mask, AbstractPolyList *polyList)
|
|
{
|
|
CallbackInfo info;
|
|
info.context = context;
|
|
info.boundingBox = box;
|
|
info.polyList = polyList;
|
|
|
|
// Build bounding sphere
|
|
info.boundingSphere.center = (info.boundingBox.minExtents + info.boundingBox.maxExtents) * 0.5;
|
|
VectorF bv = box.maxExtents - info.boundingSphere.center;
|
|
info.boundingSphere.radius = bv.len();
|
|
|
|
sPolyList = polyList;
|
|
findObjects(box,mask,buildCallback,&info);
|
|
return !polyList->isEmpty();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneContainer::cleanupSearchVectors()
|
|
{
|
|
for (U32 i = 0; i < mSearchList.size(); i++)
|
|
delete mSearchList[i];
|
|
mSearchList.clear();
|
|
mCurrSearchPos = -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
static Point3F sgSortReferencePoint;
|
|
static S32 QSORT_CALLBACK cmpSearchPointers(const void* inP1, const void* inP2)
|
|
{
|
|
SimObjectPtr<SceneObject>** p1 = (SimObjectPtr<SceneObject>**)inP1;
|
|
SimObjectPtr<SceneObject>** p2 = (SimObjectPtr<SceneObject>**)inP2;
|
|
|
|
Point3F temp;
|
|
F32 d1, d2;
|
|
|
|
if (bool(**p1))
|
|
{
|
|
(**p1)->getWorldBox().getCenter(&temp);
|
|
d1 = (temp - sgSortReferencePoint).len();
|
|
}
|
|
else
|
|
{
|
|
d1 = 0;
|
|
}
|
|
if (bool(**p2))
|
|
{
|
|
(**p2)->getWorldBox().getCenter(&temp);
|
|
d2 = (temp - sgSortReferencePoint).len();
|
|
}
|
|
else
|
|
{
|
|
d2 = 0;
|
|
}
|
|
|
|
if (d1 > d2)
|
|
return 1;
|
|
else if (d1 < d2)
|
|
return -1;
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
void SceneContainer::initRadiusSearch(const Point3F& searchPoint,
|
|
const F32 searchRadius,
|
|
const U32 searchMask)
|
|
{
|
|
cleanupSearchVectors();
|
|
|
|
mSearchReferencePoint = searchPoint;
|
|
|
|
Box3F queryBox(searchPoint, searchPoint);
|
|
queryBox.minExtents -= Point3F(searchRadius, searchRadius, searchRadius);
|
|
queryBox.maxExtents += Point3F(searchRadius, searchRadius, searchRadius);
|
|
|
|
SimpleQueryList queryList;
|
|
findObjects(queryBox, searchMask, SimpleQueryList::insertionCallback, &queryList);
|
|
|
|
F32 radiusSquared = searchRadius * searchRadius;
|
|
|
|
const F32* pPoint = &searchPoint.x;
|
|
for (U32 i = 0; i < queryList.mList.size(); i++)
|
|
{
|
|
const F32* bMins;
|
|
const F32* bMaxs;
|
|
bMins = &queryList.mList[i]->getWorldBox().minExtents.x;
|
|
bMaxs = &queryList.mList[i]->getWorldBox().maxExtents.x;
|
|
F32 sum = 0;
|
|
for (U32 j = 0; j < 3; j++)
|
|
{
|
|
if (pPoint[j] < bMins[j])
|
|
sum += (pPoint[j] - bMins[j])*(pPoint[j] - bMins[j]);
|
|
else if (pPoint[j] > bMaxs[j])
|
|
sum += (pPoint[j] - bMaxs[j])*(pPoint[j] - bMaxs[j]);
|
|
}
|
|
if (sum < radiusSquared || queryList.mList[i]->isGlobalBounds())
|
|
{
|
|
mSearchList.push_back(new SimObjectPtr<SceneObject>);
|
|
*(mSearchList.last()) = queryList.mList[i];
|
|
}
|
|
}
|
|
if (mSearchList.size() != 0)
|
|
{
|
|
sgSortReferencePoint = mSearchReferencePoint;
|
|
dQsort(mSearchList.address(), mSearchList.size(),
|
|
sizeof(SimObjectPtr<SceneObject>*), cmpSearchPointers);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneContainer::initTypeSearch(const U32 searchMask)
|
|
{
|
|
cleanupSearchVectors();
|
|
|
|
SimpleQueryList queryList;
|
|
findObjects(searchMask, SimpleQueryList::insertionCallback, &queryList);
|
|
|
|
for (U32 i = 0; i < queryList.mList.size(); i++)
|
|
{
|
|
mSearchList.push_back(new SimObjectPtr<SceneObject>);
|
|
*(mSearchList.last()) = queryList.mList[i];
|
|
}
|
|
if (mSearchList.size() != 0)
|
|
{
|
|
sgSortReferencePoint = mSearchReferencePoint;
|
|
dQsort(mSearchList.address(), mSearchList.size(),
|
|
sizeof(SimObjectPtr<SceneObject>*), cmpSearchPointers);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
SceneObject* SceneContainer::containerSearchNextObject()
|
|
{
|
|
if (mCurrSearchPos >= mSearchList.size())
|
|
return NULL;
|
|
|
|
mCurrSearchPos++;
|
|
while (mCurrSearchPos < mSearchList.size() && bool(*mSearchList[mCurrSearchPos]) == false)
|
|
mCurrSearchPos++;
|
|
|
|
if (mCurrSearchPos == mSearchList.size())
|
|
return NULL;
|
|
|
|
return (*mSearchList[mCurrSearchPos]);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
U32 SceneContainer::containerSearchNext()
|
|
{
|
|
SceneObject* object = containerSearchNextObject();
|
|
if( !object )
|
|
return 0;
|
|
return object->getId();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
F32 SceneContainer::containerSearchCurrDist()
|
|
{
|
|
AssertFatal(mCurrSearchPos != -1, "Error, must call containerSearchNext before containerSearchCurrDist");
|
|
|
|
if (mCurrSearchPos == -1 || mCurrSearchPos >= mSearchList.size() ||
|
|
bool(*mSearchList[mCurrSearchPos]) == false)
|
|
return 0.0;
|
|
|
|
Point3F pos;
|
|
(*mSearchList[mCurrSearchPos])->getWorldBox().getCenter(&pos);
|
|
return (pos - mSearchReferencePoint).len();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
F32 SceneContainer::containerSearchCurrRadiusDist()
|
|
{
|
|
AssertFatal(mCurrSearchPos != -1, "Error, must call containerSearchNext before containerSearchCurrDist");
|
|
|
|
if (mCurrSearchPos == -1 || mCurrSearchPos >= mSearchList.size() ||
|
|
bool(*mSearchList[mCurrSearchPos]) == false)
|
|
return 0.0;
|
|
|
|
Point3F pos;
|
|
(*mSearchList[mCurrSearchPos])->getWorldBox().getCenter(&pos);
|
|
|
|
F32 dist = (pos - mSearchReferencePoint).len();
|
|
|
|
F32 min = (*mSearchList[mCurrSearchPos])->getWorldBox().len_x();
|
|
if ((*mSearchList[mCurrSearchPos])->getWorldBox().len_y() < min)
|
|
min = (*mSearchList[mCurrSearchPos])->getWorldBox().len_y();
|
|
if ((*mSearchList[mCurrSearchPos])->getWorldBox().len_z() < min)
|
|
min = (*mSearchList[mCurrSearchPos])->getWorldBox().len_z();
|
|
|
|
dist -= min;
|
|
if (dist < 0)
|
|
dist = 0;
|
|
|
|
return dist;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneContainer::getBinRange( const F32 min, const F32 max, U32& minBin, U32& maxBin )
|
|
{
|
|
AssertFatal(max >= min, "Error, bad range! in getBinRange");
|
|
|
|
if ((max - min) >= (SceneContainer::csmTotalBinSize - SceneContainer::csmBinSize))
|
|
{
|
|
F32 minCoord = mFmod(min, SceneContainer::csmTotalBinSize);
|
|
if (minCoord < 0.0f)
|
|
{
|
|
minCoord += SceneContainer::csmTotalBinSize;
|
|
|
|
// This is truly lame, but it can happen. There must be a better way to
|
|
// deal with this.
|
|
if (minCoord == SceneContainer::csmTotalBinSize)
|
|
minCoord = SceneContainer::csmTotalBinSize - 0.01;
|
|
}
|
|
|
|
AssertFatal(minCoord >= 0.0 && minCoord < SceneContainer::csmTotalBinSize, "Bad minCoord");
|
|
|
|
minBin = U32(minCoord / SceneContainer::csmBinSize);
|
|
AssertFatal(minBin < SceneContainer::csmNumBins, avar("Error, bad clipping! (%g, %d)", minCoord, minBin));
|
|
|
|
maxBin = minBin + (SceneContainer::csmNumBins - 1);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
|
|
F32 minCoord = mFmod(min, SceneContainer::csmTotalBinSize);
|
|
|
|
if (minCoord < 0.0f)
|
|
{
|
|
minCoord += SceneContainer::csmTotalBinSize;
|
|
|
|
// This is truly lame, but it can happen. There must be a better way to
|
|
// deal with this.
|
|
if (minCoord == SceneContainer::csmTotalBinSize)
|
|
minCoord = SceneContainer::csmTotalBinSize - 0.01;
|
|
}
|
|
AssertFatal(minCoord >= 0.0 && minCoord < SceneContainer::csmTotalBinSize, "Bad minCoord");
|
|
|
|
F32 maxCoord = mFmod(max, SceneContainer::csmTotalBinSize);
|
|
if (maxCoord < 0.0f) {
|
|
maxCoord += SceneContainer::csmTotalBinSize;
|
|
|
|
// This is truly lame, but it can happen. There must be a better way to
|
|
// deal with this.
|
|
if (maxCoord == SceneContainer::csmTotalBinSize)
|
|
maxCoord = SceneContainer::csmTotalBinSize - 0.01;
|
|
}
|
|
AssertFatal(maxCoord >= 0.0 && maxCoord < SceneContainer::csmTotalBinSize, "Bad maxCoord");
|
|
|
|
minBin = U32(minCoord / SceneContainer::csmBinSize);
|
|
maxBin = U32(maxCoord / SceneContainer::csmBinSize);
|
|
AssertFatal(minBin < SceneContainer::csmNumBins, avar("Error, bad clipping(min)! (%g, %d)", maxCoord, minBin));
|
|
AssertFatal(minBin < SceneContainer::csmNumBins, avar("Error, bad clipping(max)! (%g, %d)", maxCoord, maxBin));
|
|
|
|
// MSVC6 seems to be generating some bad floating point code around
|
|
// here when full optimizations are on. The min != max test should
|
|
// not be needed, but it clears up the VC issue.
|
|
if (min != max && minCoord > maxCoord)
|
|
maxBin += SceneContainer::csmNumBins;
|
|
|
|
AssertFatal(maxBin >= minBin, "Error, min should always be less than max!");
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
// Console API.
|
|
//=============================================================================
|
|
// MARK: ---- Console API ----
|
|
|
|
ConsoleFunctionGroupBegin( Containers, "Functions for ray casting and spatial queries.\n\n");
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineFunction( containerBoxEmpty, bool,
|
|
( U32 mask, Point3F center, F32 xRadius, F32 yRadius, F32 zRadius, bool useClientContainer ), ( -1, -1, false ),
|
|
"@brief See if any objects of the given types are present in box of given extent.\n\n"
|
|
"@note Extent parameter is last since only one radius is often needed. If "
|
|
"one radius is provided, the yRadius and zRadius are assumed to be the same. Unfortunately, "
|
|
"if you need to use the client container, you'll need to set all of the radius parameters. "
|
|
"Fortunately, this function is mostly used on the server.\n"
|
|
"@param mask Indicates the type of objects we are checking against.\n"
|
|
"@param center Center of box.\n"
|
|
"@param xRadius Search radius in the x-axis. See note above.\n"
|
|
"@param yRadius Search radius in the y-axis. See note above.\n"
|
|
"@param zRadius Search radius in the z-axis. See note above.\n"
|
|
"@param useClientContainer Optionally indicates the search should be within the "
|
|
"client container.\n"
|
|
"@return true if the box is empty, false if any object is found.\n"
|
|
"@ingroup Game")
|
|
{
|
|
Point3F extent( xRadius, yRadius, zRadius );
|
|
extent.y = extent.y >= 0 ? extent.y : extent.x;
|
|
extent.z = extent.z >= 0 ? extent.z : extent.x;
|
|
|
|
Box3F B(center - extent, center + extent, true);
|
|
|
|
EarlyOutPolyList polyList;
|
|
polyList.mPlaneList.clear();
|
|
polyList.mNormal.set(0,0,0);
|
|
polyList.mPlaneList.setSize(6);
|
|
polyList.mPlaneList[0].set(B.minExtents, VectorF(-1,0,0));
|
|
polyList.mPlaneList[1].set(B.maxExtents, VectorF(0,1,0));
|
|
polyList.mPlaneList[2].set(B.maxExtents, VectorF(1,0,0));
|
|
polyList.mPlaneList[3].set(B.minExtents, VectorF(0,-1,0));
|
|
polyList.mPlaneList[4].set(B.minExtents, VectorF(0,0,-1));
|
|
polyList.mPlaneList[5].set(B.maxExtents, VectorF(0,0,1));
|
|
|
|
SceneContainer* pContainer = useClientContainer ? &gClientContainer : &gServerContainer;
|
|
|
|
return ! pContainer->buildPolyList(PLC_Collision, B, mask, &polyList);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineFunction( initContainerRadiusSearch, void, ( Point3F pos, F32 radius, U32 mask, bool useClientContainer ), ( false ),
|
|
"@brief Start a search for items at the given position and within the given radius, filtering by mask.\n\n"
|
|
|
|
"@param pos Center position for the search\n"
|
|
"@param radius Search radius\n"
|
|
"@param mask Bitmask of object types to include in the search\n"
|
|
"@param useClientContainer Optionally indicates the search should be within the "
|
|
"client container.\n"
|
|
|
|
"@see containerSearchNext\n"
|
|
"@ingroup Game")
|
|
{
|
|
SceneContainer* pContainer = useClientContainer ? &gClientContainer : &gServerContainer;
|
|
|
|
pContainer->initRadiusSearch( pos, radius, mask );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineFunction( initContainerTypeSearch, void, ( U32 mask, bool useClientContainer ), ( false ),
|
|
"@brief Start a search for all items of the types specified by the bitset mask.\n\n"
|
|
|
|
"@param mask Bitmask of object types to include in the search\n"
|
|
"@param useClientContainer Optionally indicates the search should be within the "
|
|
"client container.\n"
|
|
|
|
"@see containerSearchNext\n"
|
|
"@ingroup Game")
|
|
{
|
|
SceneContainer* pContainer = useClientContainer ? &gClientContainer : &gServerContainer;
|
|
|
|
pContainer->initTypeSearch( mask );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineFunction( containerSearchNext, SceneObject*, ( bool useClientContainer ), ( false ),
|
|
"@brief Get next item from a search started with initContainerRadiusSearch() or "
|
|
"initContainerTypeSearch().\n\n"
|
|
|
|
"@param useClientContainer Optionally indicates the search should be within the "
|
|
"client container.\n"
|
|
"@return the next object found in the search, or null if no more\n"
|
|
|
|
"@tsexample\n"
|
|
"// print the names of all nearby ShapeBase derived objects\n"
|
|
"%position = %obj.getPosition;\n"
|
|
"%radius = 20;\n"
|
|
"%mask = $TypeMasks::ShapeBaseObjectType;\n"
|
|
"initContainerRadiusSearch( %position, %radius, %mask );\n"
|
|
"while ( (%targetObject = containerSearchNext()) != 0 )\n"
|
|
"{\n"
|
|
" echo( \"Found: \" @ %targetObject.getName() );\n"
|
|
"}\n"
|
|
"@endtsexample\n"
|
|
|
|
"@see initContainerRadiusSearch()\n"
|
|
"@see initContainerTypeSearch()\n"
|
|
"@ingroup Game")
|
|
{
|
|
SceneContainer* pContainer = useClientContainer ? &gClientContainer : &gServerContainer;
|
|
|
|
return pContainer->containerSearchNextObject();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineFunction( containerSearchCurrDist, F32, ( bool useClientContainer ), ( false ),
|
|
"@brief Get distance of the center of the current item from the center of the "
|
|
"current initContainerRadiusSearch.\n\n"
|
|
|
|
"@param useClientContainer Optionally indicates the search should be within the "
|
|
"client container.\n"
|
|
"@return distance from the center of the current object to the center of "
|
|
"the search\n"
|
|
|
|
"@see containerSearchNext\n"
|
|
"@ingroup Game")
|
|
{
|
|
SceneContainer* pContainer = useClientContainer ? &gClientContainer : &gServerContainer;
|
|
|
|
return pContainer->containerSearchCurrDist();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineFunction( containerSearchCurrRadiusDist, F32, ( bool useClientContainer ), ( false ),
|
|
"@brief Get the distance of the closest point of the current item from the center "
|
|
"of the current initContainerRadiusSearch.\n\n"
|
|
|
|
"@param useClientContainer Optionally indicates the search should be within the "
|
|
"client container.\n"
|
|
"@return distance from the closest point of the current object to the "
|
|
"center of the search\n"
|
|
|
|
"@see containerSearchNext\n"
|
|
"@ingroup Game")
|
|
{
|
|
SceneContainer* pContainer = useClientContainer ? &gClientContainer : &gServerContainer;
|
|
|
|
return pContainer->containerSearchCurrRadiusDist();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//TODO: make RayInfo an API type
|
|
DefineEngineFunction( containerRayCast, const char*,
|
|
( Point3F start, Point3F end, U32 mask, SceneObject *pExempt, bool useClientContainer ), ( NULL, false ),
|
|
"@brief Cast a ray from start to end, checking for collision against items matching mask.\n\n"
|
|
|
|
"If pExempt is specified, then it is temporarily excluded from collision checks (For "
|
|
"instance, you might want to exclude the player if said player was firing a weapon.)\n"
|
|
|
|
"@param start An XYZ vector containing the tail position of the ray.\n"
|
|
"@param end An XYZ vector containing the head position of the ray\n"
|
|
"@param mask A bitmask corresponding to the type of objects to check for\n"
|
|
"@param pExempt An optional ID for a single object that ignored for this raycast\n"
|
|
"@param useClientContainer Optionally indicates the search should be within the "
|
|
"client container.\n"
|
|
|
|
"@returns A string containing either null, if nothing was struck, or these fields:\n"
|
|
"<ul><li>The ID of the object that was struck.</li>"
|
|
"<li>The x, y, z position that it was struck.</li>"
|
|
"<li>The x, y, z of the normal of the face that was struck.</li>"
|
|
"<li>The distance between the start point and the position we hit.</li></ul>"
|
|
|
|
"@ingroup Game")
|
|
{
|
|
if (pExempt)
|
|
pExempt->disableCollision();
|
|
|
|
SceneContainer* pContainer = useClientContainer ? &gClientContainer : &gServerContainer;
|
|
|
|
RayInfo rinfo;
|
|
S32 ret = 0;
|
|
if (pContainer->castRay(start, end, mask, &rinfo) == true)
|
|
ret = rinfo.object->getId();
|
|
|
|
if (pExempt)
|
|
pExempt->enableCollision();
|
|
|
|
// add the hit position and normal?
|
|
static const U32 bufSize = 256;
|
|
char *returnBuffer = Con::getReturnBuffer(bufSize);
|
|
if(ret)
|
|
{
|
|
dSprintf(returnBuffer, bufSize, "%d %g %g %g %g %g %g %g",
|
|
ret, rinfo.point.x, rinfo.point.y, rinfo.point.z,
|
|
rinfo.normal.x, rinfo.normal.y, rinfo.normal.z, rinfo.distance);
|
|
}
|
|
else
|
|
{
|
|
returnBuffer[0] = '0';
|
|
returnBuffer[1] = '\0';
|
|
}
|
|
|
|
return(returnBuffer);
|
|
}
|
|
|
|
ConsoleFunctionGroupEnd( Containers );
|