Torque3D/Engine/source/navigation/recastPolyList.cpp
2013-07-04 17:27:48 +10:00

183 lines
4.4 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "recastPolyList.h"
#include "platform/platform.h"
#include "gfx/gfxDevice.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxStateBlock.h"
RecastPolyList::RecastPolyList()
{
nverts = 0;
verts = NULL;
vertcap = 0;
ntris = 0;
tris = NULL;
tricap = 0;
}
RecastPolyList::~RecastPolyList()
{
clear();
}
void RecastPolyList::clear()
{
nverts = 0;
delete[] verts;
verts = NULL;
vertcap = 0;
ntris = 0;
delete[] tris;
tris = NULL;
tricap = 0;
}
bool RecastPolyList::isEmpty() const
{
return getTriCount() == 0;
}
U32 RecastPolyList::addPoint(const Point3F &p)
{
// If we've reached the vertex cap, double the array size.
if(nverts == vertcap)
{
// vertcap starts at 64, otherwise it doubles.
if(vertcap == 0) vertcap = 16;
else vertcap *= 2;
// Allocate new vertex storage.
F32 *newverts = new F32[vertcap*3];
if(!newverts)
return 0;
dMemcpy(newverts, verts, nverts*3 * sizeof(F32));
dFree(verts);
verts = newverts;
}
Point3F v = p;
mMatrix.mulP(v);
// Insert the new vertex.
verts[nverts*3] = v.x;
verts[nverts*3+1] = v.z;
verts[nverts*3+2] = -v.y;
// Return nverts before incrementing it.
return nverts++;
}
U32 RecastPolyList::addPlane(const PlaneF &plane)
{
planes.increment();
mPlaneTransformer.transform(plane, planes.last());
return planes.size() - 1;
}
void RecastPolyList::begin(BaseMatInstance *material, U32 surfaceKey)
{
vidx = 0;
// If we've reached the tri cap, grow the array.
if(ntris == tricap)
{
if(tricap == 0) tricap = 16;
else tricap *= 2;
// Allocate new vertex storage.
S32 *newtris = new S32[tricap*3];
if(!newtris)
return;
dMemcpy(newtris, tris, ntris*3 * sizeof(S32));
dFree(tris);
tris = newtris;
}
}
void RecastPolyList::plane(U32 v1, U32 v2, U32 v3)
{
}
void RecastPolyList::plane(const PlaneF& p)
{
}
void RecastPolyList::plane(const U32 index)
{
}
void RecastPolyList::vertex(U32 vi)
{
if(vidx == 3)
return;
tris[ntris*3+2-vidx] = vi;
vidx++;
}
void RecastPolyList::end()
{
ntris++;
}
U32 RecastPolyList::getVertCount() const
{
return nverts;
}
const F32 *RecastPolyList::getVerts() const
{
return verts;
}
U32 RecastPolyList::getTriCount() const
{
return ntris;
}
const S32 *RecastPolyList::getTris() const
{
return tris;
}
void RecastPolyList::renderWire() const
{
GFXStateBlockDesc desc;
desc.setCullMode(GFXCullNone);
desc.setZReadWrite(false, false);
//desc.setBlend(true);
GFXStateBlockRef sb = GFX->createStateBlock(desc);
GFX->setStateBlock(sb);
PrimBuild::color3i(255, 0, 255);
for(U32 t = 0; t < getTriCount(); t++)
{
PrimBuild::begin(GFXLineStrip, 4);
PrimBuild::vertex3f(verts[tris[t*3]*3], -verts[tris[t*3]*3+2], verts[tris[t*3]*3+1]);
PrimBuild::vertex3f(verts[tris[t*3+1]*3], -verts[tris[t*3+1]*3+2], verts[tris[t*3+1]*3+1]);
PrimBuild::vertex3f(verts[tris[t*3+2]*3], -verts[tris[t*3+2]*3+2], verts[tris[t*3+2]*3+1]);
PrimBuild::vertex3f(verts[tris[t*3]*3], -verts[tris[t*3]*3+2], verts[tris[t*3]*3+1]);
PrimBuild::end();
}
}