Beispiel #1
0
void CDrawUtilities::DrawDirectionalLight(const Fvector& p, const Fvector& d, float radius, float range, u32 c)
{
    float r=radius*0.71f;
	Fvector R,N,D; D.normalize(d);
	Fmatrix rot;

    N.set		(0,1,0);
	if (_abs(D.y)>0.99f) N.set(1,0,0);
	R.crossproduct(N,D); R.normalize();
	N.crossproduct(D,R); N.normalize();
    rot.set(R,N,D,p);
	float sz=radius+range;

	// fill VB
	_VertexStream*	Stream	= &RCache.Vertex;
	u32				vBase;
	FVF::L*	pv	 	= (FVF::L*)Stream->Lock(6,vs_L->vb_stride,vBase);
    pv->set			(0,0,r,		c); rot.transform_tiny(pv->p); pv++;
    pv->set			(0,0,sz,	c); rot.transform_tiny(pv->p); pv++;
    pv->set			(-r,0,r,	c); rot.transform_tiny(pv->p); pv++;
    pv->set			(-r,0,sz,	c); rot.transform_tiny(pv->p); pv++;
    pv->set			(r,0,r,		c); rot.transform_tiny(pv->p); pv++;
    pv->set			(r,0,sz,	c); rot.transform_tiny(pv->p); pv++;
	Stream->Unlock	(6,vs_L->vb_stride);

	// and Render it as triangle list
    DU_DRAW_DP		(D3DPT_LINELIST,vs_L,vBase,3);

    Fbox b;
    b.min.set(-r,-r,-r);
    b.max.set(r,r,r);

	DrawLineSphere	( p, radius, c, true );
}
Beispiel #2
0
void CDrawUtilities::DrawPlane  (const Fvector& center, const Fvector2& scale, const Fvector& rotate, u32 clr_s, u32 clr_w, BOOL bCull, BOOL bSolid, BOOL bWire)
{
    Fmatrix M;
    M.setHPB		(rotate.y,rotate.x,rotate.z);
    M.translate_over(center);
	// fill VB
	_VertexStream*	Stream	= &RCache.Vertex;
	u32			vBase;
    
    if (bSolid){
	    DU_DRAW_SH(dxRenderDeviceRender::Instance().m_SelectionShader);
        FVF::L*	pv	 = (FVF::L*)Stream->Lock(5,vs_L->vb_stride,vBase);
        pv->set		(-scale.x, 0, -scale.y, clr_s); M.transform_tiny(pv->p); pv++;
        pv->set		(-scale.x, 0, +scale.y, clr_s); M.transform_tiny(pv->p); pv++;
        pv->set		(+scale.x, 0, +scale.y, clr_s); M.transform_tiny(pv->p); pv++;
        pv->set		(+scale.x, 0, -scale.y, clr_s); M.transform_tiny(pv->p); pv++;
        pv->set		(*(pv-4));
        Stream->Unlock(5,vs_L->vb_stride);
        if (!bCull) DU_DRAW_RS(D3DRS_CULLMODE,D3DCULL_NONE);
        DU_DRAW_DP		(D3DPT_TRIANGLEFAN,vs_L,vBase,2);
        if (!bCull) DU_DRAW_RS(D3DRS_CULLMODE,D3DCULL_CCW);
    }

    if (bWire){
	    DU_DRAW_SH(dxRenderDeviceRender::Instance().m_WireShader);
        FVF::L*	pv	 = (FVF::L*)Stream->Lock(5,vs_L->vb_stride,vBase);
        pv->set		(-scale.x, 0, -scale.y, clr_w); M.transform_tiny(pv->p); pv++;
        pv->set		(+scale.x, 0, -scale.y, clr_w); M.transform_tiny(pv->p); pv++;
        pv->set		(+scale.x, 0, +scale.y, clr_w); M.transform_tiny(pv->p); pv++;
        pv->set		(-scale.x, 0, +scale.y, clr_w); M.transform_tiny(pv->p); pv++;
        pv->set		(*(pv-4));
        Stream->Unlock(5,vs_L->vb_stride);
	    DU_DRAW_DP	(D3DPT_LINESTRIP,vs_L,vBase,4);
    }
}
Beispiel #3
0
void CIKLimb::Calculate(CKinematics* K,const Fmatrix &obj)
{
	SCalculateData cd(this,K,obj);
	m_prev_state_anim=true;
	Collide(&cd);
	if(cd.m_tri)
	{
		Matrix		m	;
		GoalMatrix	(m,&cd)	;
		
#ifdef DEBUG 
		if(m_limb.SetGoal(m,ph_dbg_draw_mask.test(phDbgIKLimits)))
#else
		if(m_limb.SetGoal(m,TRUE))
#endif
		{
			Fmatrix hip;
			CBoneData& BD=K->LL_GetData(m_bones[0]);
			hip.mul_43(K->LL_GetTransform(BD.GetParentID()),BD.bind_transform);
			hip.invert();
			float x[7];
			Fvector pos;
			pos.set(K->LL_GetTransform(m_bones[1]).c);
			hip.transform_tiny(pos);
			xm2im.transform_tiny(pos);
			if(m_limb.SolveByPos(cast_fp(pos),x))
			{
						cd.m_angles=x;
						CalculateBones(&cd);
						m_prev_state_anim=false;
			}
		}
	}
}
Beispiel #4
0
void CEditableObject::GetFaceWorld(const Fmatrix& parent, CEditableMesh* M, int idx, Fvector* verts)
{
	const Fvector* PT[3];
	M->GetFacePT(idx, PT);
	parent.transform_tiny(verts[0],*PT[0]);
    parent.transform_tiny(verts[1],*PT[1]);
	parent.transform_tiny(verts[2],*PT[2]);
}
//----------------------------------------------------
IC bool build_mesh(const Fmatrix& parent, CEditableMesh* mesh, CGeomPartExtractor* extractor, u32 game_mtl_mask, BOOL ignore_shader)
{
	bool bResult 			= true;
    mesh->GenerateVNormals	(&parent);
    // fill faces
    for (SurfFaces::const_iterator sp_it=mesh->GetSurfFaces().begin(); sp_it!=mesh->GetSurfFaces().end(); sp_it++){
		const IntVec& face_lst 	= sp_it->second;
        CSurface* surf 		= sp_it->first;
		int gm_id			= surf->_GameMtl(); 
        if (gm_id==GAMEMTL_NONE_ID){ 
        	ELog.DlgMsg		(mtError,"Object '%s', surface '%s' contain invalid game material.",mesh->Parent()->m_LibName.c_str(),surf->_Name());
        	bResult 		= FALSE; 
            break; 
        }
        SGameMtl* M 		= GMLib.GetMaterialByID(gm_id);
        if (0==M){
        	ELog.DlgMsg		(mtError,"Object '%s', surface '%s' contain undefined game material.",mesh->Parent()->m_LibName.c_str(),surf->_Name());
        	bResult 		= FALSE; 
            break; 
        }
        if (!M->Flags.is(game_mtl_mask)) continue;

        // check engine shader compatibility
        if (!ignore_shader){
            IBlender* 		B = EDevice.Resources->_FindBlender(surf->_ShaderName()); 
            if (FALSE==B){
                ELog.Msg	(mtError,"Can't find engine shader '%s'. Object '%s', surface '%s'. Export interrupted.",surf->_ShaderName(),mesh->Parent()->m_LibName.c_str(),surf->_Name());
                bResult 	= FALSE; 
                break; 
            }
            if (TRUE==B->canBeLMAPped()){ 
                ELog.Msg	(mtError,"Object '%s', surface '%s' contain static engine shader - '%s'. Export interrupted.",mesh->Parent()->m_LibName.c_str(),surf->_Name(),surf->_ShaderName());
                bResult 	= FALSE; 
                break; 
            }
        }
                                                  
        const st_Face* faces	= mesh->GetFaces();        	VERIFY(faces);
        const Fvector*	vn	 	= mesh->GetVNormals();		VERIFY(vn);
        const Fvector*	pts 	= mesh->GetVertices();		VERIFY(pts);
	    for (IntVec::const_iterator f_it=face_lst.begin(); f_it!=face_lst.end(); f_it++){
			const st_Face& face = faces[*f_it];
            Fvector 		v[3],n[3];
            parent.transform_tiny	(v[0],pts[face.pv[0].pindex]);
            parent.transform_tiny	(v[1],pts[face.pv[1].pindex]);
            parent.transform_tiny	(v[2],pts[face.pv[2].pindex]);
            parent.transform_dir	(n[0],vn[*f_it*3+0]); n[0].normalize();
            parent.transform_dir	(n[1],vn[*f_it*3+1]); n[1].normalize();
            parent.transform_dir	(n[2],vn[*f_it*3+2]); n[2].normalize();
            const Fvector2*	uv[3];
            mesh->GetFaceTC			(*f_it,uv);
            extractor->AppendFace	(surf,v,n,uv);
        }
        if (!bResult) break;
    }
    mesh->UnloadVNormals	();
    return bResult;
}
Beispiel #6
0
//--------------------------------------------------------------------------------
void CWallmarksEngine::RecurseTri(u32 t, Fmatrix &mView, CWallmarksEngine::static_wallmark	&W)
{
	CDB::TRI*	T			= sml_collector.getT()+t;
	if (T->dummy)			return;
	T->dummy				= 0xffffffff;
	
	// Some vars
	u32*		v_ids		= T->verts;
	Fvector*	v_data		= sml_collector.getV();
	sml_poly_src.clear		();
	sml_poly_src.push_back	(v_data[v_ids[0]]);
	sml_poly_src.push_back	(v_data[v_ids[1]]);
	sml_poly_src.push_back	(v_data[v_ids[2]]);
	sml_poly_dest.clear		();
	
	sPoly* P = sml_clipper.ClipPoly	(sml_poly_src, sml_poly_dest);
	
	//. todo
	// uv_gen = mView * []
	// UV = pos*uv_gen

	if (P) {
		// Create vertices and triangulate poly (tri-fan style triangulation)
		FVF::LIT			V0,V1,V2;
		Fvector				UV;

		mView.transform_tiny(UV, (*P)[0]);
		V0.set				((*P)[0],0,(1+UV.x)*.5f,(1-UV.y)*.5f);
		mView.transform_tiny(UV, (*P)[1]);
		V1.set				((*P)[1],0,(1+UV.x)*.5f,(1-UV.y)*.5f);

		for (u32 i=2; i<P->size(); i++)
		{
			mView.transform_tiny(UV, (*P)[i]);
			V2.set				((*P)[i],0,(1+UV.x)*.5f,(1-UV.y)*.5f);
			W.verts.push_back	(V0);
			W.verts.push_back	(V1);
			W.verts.push_back	(V2);
			V1					= V2;
		}
		
		// recurse
		for (auto i=0; i<3; i++)
		{
			u32 adj					= sml_adjacency[3*t+i];
			if (0xffffffff==adj)	continue;
			CDB::TRI*	SML			= sml_collector.getT() + adj;
			v_ids					= SML->verts;

			Fvector test_normal;
			test_normal.mknormal	(v_data[v_ids[0]],v_data[v_ids[1]],v_data[v_ids[2]]);
			float cosa				= test_normal.dotproduct(sml_normal);
			if (cosa<0.034899f)		continue;	// cos(88)
			RecurseTri				(adj,mView,W);
		}
	}
}
void xrMU_Model::export_cform_rcast	(CDB::CollectorPacked& CL, Fmatrix& xform)
{
    for		(u32 fit=0; fit<m_faces.size(); fit++)	m_faces[fit]->flags.bProcessed = false;

    v_faces			adjacent;
    adjacent.reserve(6*2*3);

    for (v_faces_it it = m_faces.begin(); it!=m_faces.end(); it++)
    {
        _face*	F				= (*it);
        Shader_xrLC&	SH		= F->Shader();
        if (!SH.flags.bLIGHT_CastShadow)		continue;

        // Collect
        adjacent.clear	();
        for (int vit=0; vit<3; vit++)
        {
            _vertex* V	= F->v[vit];
            for (u32 adj=0; adj<V->adjacent.size(); adj++)
                adjacent.push_back(V->adjacent[adj]);
        }

        // Unique
        std::sort		(adjacent.begin(),adjacent.end());
        adjacent.erase	(std::unique(adjacent.begin(),adjacent.end()),adjacent.end());
        BOOL			bAlready	= FALSE;
        for (u32 ait=0; ait<adjacent.size(); ait++)
        {
            _face*	Test				= adjacent[ait];
            if (Test==F)				continue;
            if (!Test->flags.bProcessed)continue;
            if (F->isEqual(*Test))
            {
                bAlready			= TRUE;
                break;
            }
        }

        //
        if (!bAlready)
        {
            F->flags.bProcessed		= true;
            Fvector					P[3];
            xform.transform_tiny	(P[0],F->v[0]->P);
            xform.transform_tiny	(P[1],F->v[1]->P);
            xform.transform_tiny	(P[2],F->v[2]->P);
#ifdef _WIN64
            CL.add_face_D			(P[0],P[1],P[2],*((u64*)&F) );
#else
            CL.add_face_D			(P[0],P[1],P[2],*((u32*)&F) );
#endif
        }
    }
}
Beispiel #8
0
void pDomain::transform(const pDomain& domain, const Fmatrix& m)
{
	switch (type)
	{
	case PDBox:{
		Fbox* bb_dest=(Fbox*)&p1;
		Fbox* bb_from=(Fbox*)&domain.p1;
		bb_dest->xform(*bb_from,m);
		}break;
	case PDPlane:
		m.transform_tiny(p1,domain.p1);
		m.transform_dir(p2,domain.p2);
		// radius1 stores the d of the plane eqn.
		radius1 = -(p1 * p2);
		break;
	case PDSphere:
		m.transform_tiny(p1,domain.p1);
		break;
	case PDCylinder:
	case PDCone:
		m.transform_tiny(p1,domain.p1);
		m.transform_dir(p2,domain.p2);
		m.transform_dir(u,domain.u);
		m.transform_dir(v,domain.v);
		break;
	case PDBlob:
		m.transform_tiny(p1,domain.p1);
		break;
	case PDPoint:
		m.transform_tiny(p1,domain.p1);
		break;
	case PDLine:
		m.transform_tiny(p1,domain.p1);
		m.transform_dir(p2,domain.p2);
		break;
	case PDRectangle:
		m.transform_tiny(p1,domain.p1);
		m.transform_dir(p2,domain.p2);
		m.transform_dir(u,domain.u);
		m.transform_dir(v,domain.v);
		break;
	case PDTriangle:
		m.transform_tiny(p1,domain.p1);
		m.transform_dir(p2,domain.p2);
		m.transform_dir(u,domain.u);
		m.transform_dir(v,domain.v);
		break;
	case PDDisc:
		m.transform_tiny(p1,domain.p1);
		m.transform_dir(p2,domain.p2);
		m.transform_dir(u,domain.u);
		m.transform_dir(v,domain.v);
		break;
	default:
    	NODEFAULT;
	}
}
bool CSpaceRestrictorWrapper::inside				(const Fvector &position, float radius) const
{
	Fsphere							sphere;
	sphere.P						= position;
	sphere.R						= radius;

	typedef CShapeData::ShapeVec	ShapeVec;
	ShapeVec::const_iterator		I = object().shapes.begin();
	ShapeVec::const_iterator		E = object().shapes.end();
	for ( ; I != E; ++I) {
		switch ((*I).type) {
			case 0 : {
				Fsphere				temp;
				m_xform.transform_tiny(temp.P,(*I).data.sphere.P);
				temp.R				= (*I).data.sphere.R;
				if (sphere.intersect(temp))
					return			(true);

				continue;
			}
			case 1 : {
				Fmatrix				temp;
				temp.mul_43			(m_xform,(*I).data.box);

				// Build points
				Fvector				vertices;
				Fvector				points[8];
				Fplane				plane;

				vertices.set(-.5f, -.5f, -.5f);	temp.transform_tiny(points[0],vertices);
				vertices.set(-.5f, -.5f, +.5f);	temp.transform_tiny(points[1],vertices);
				vertices.set(-.5f, +.5f, +.5f);	temp.transform_tiny(points[2],vertices);
				vertices.set(-.5f, +.5f, -.5f);	temp.transform_tiny(points[3],vertices);
				vertices.set(+.5f, +.5f, +.5f);	temp.transform_tiny(points[4],vertices);
				vertices.set(+.5f, +.5f, -.5f);	temp.transform_tiny(points[5],vertices);
				vertices.set(+.5f, -.5f, +.5f);	temp.transform_tiny(points[6],vertices);
				vertices.set(+.5f, -.5f, -.5f);	temp.transform_tiny(points[7],vertices);

				plane.build(points[0],points[3],points[5]);	if (plane.classify(sphere.P)>sphere.R) break;
				plane.build(points[1],points[2],points[3]);	if (plane.classify(sphere.P)>sphere.R) break;
				plane.build(points[6],points[5],points[4]);	if (plane.classify(sphere.P)>sphere.R) break;
				plane.build(points[4],points[2],points[1]);	if (plane.classify(sphere.P)>sphere.R) break;
				plane.build(points[3],points[2],points[4]);	if (plane.classify(sphere.P)>sphere.R) break;
				plane.build(points[1],points[0],points[6]);	if (plane.classify(sphere.P)>sphere.R) break;
				return				(true);
			}
			default :				NODEFAULT;
		}
	}

	return							(false);
}
Beispiel #10
0
int CPortalUtils::CalculateSelectedPortals(ObjectList& sectors){
    // calculate portals
    Fbox bb;
    Scene->GetBox(bb,OBJCLASS_SCENEOBJECT);
    sCollector* CL = xr_new<sCollector>(bb);
    Fmatrix T;

    //1. xform + weld
    UI->SetStatus("xform + weld...");
    for (ObjectIt s_it=sectors.begin(); s_it!=sectors.end(); s_it++){
        CSector* S=(CSector*)(*s_it);
        for (SItemIt s_it=S->sector_items.begin();s_it!=S->sector_items.end();s_it++){
        	if (s_it->object->IsMUStatic()) continue;
            s_it->GetTransform(T);
            Fvector* m_verts=s_it->mesh->m_Verts;
            for (u32 f_id=0; f_id<s_it->mesh->GetFCount(); f_id++){
                Fvector v0, v1, v2;
                st_Face& P=s_it->mesh->GetFaces()[f_id];
                T.transform_tiny(v0,m_verts[P.pv[0].pindex]);
                T.transform_tiny(v1,m_verts[P.pv[1].pindex]);
                T.transform_tiny(v2,m_verts[P.pv[2].pindex]);
                CL->add_face(v0,v1,v2,S);
            }
        }
    }
    //2. update pervertex adjacency
    UI->SetStatus("updating per-vertex adjacency...");
    CL->update_adjacency();
    //3. find edges
    UI->SetStatus("searching edges...");
    CL->find_edges();
    //4. sort edges
    UI->SetStatus("sorting edges...");
    CL->sort_edges();
    //5. make portals
    UI->SetStatus("calculating portals...");
    CL->make_portals();
    //6. export portals
    UI->SetStatus("building portals...");
    CL->export_portals();

    Scene->UndoSave();

    int iRes = CL->portals.size();

    xr_delete(CL);

    return iRes;
}
Beispiel #11
0
u16	CIKFoot::get_ref_bone				( const Fmatrix & foot_transform, const Fmatrix &toe_transform ) const
{
	Fvector n0,n1;
	get_local_vector( 2, n0, m_foot_normal );
	get_local_vector( 3, n1, m_foot_normal );

	foot_transform.transform_tiny( n0 );
	toe_transform.transform_tiny( n1 );

	n0.normalize();n1.normalize();
	if( n0.dotproduct( n1 ) < 0.99f )
		return 3 ;
	else 
		return 2 ;
}
Beispiel #12
0
void	CIKFoot::SetFootGeom		( ik_foot_geom &fg, const Fmatrix &ref_bone, const Fmatrix& object_matrix ) const
{
	Fmatrix gl_bone; gl_bone.mul_43( object_matrix, ref_bone );

	Fvector pos_toe; ToePosition( pos_toe );
	gl_bone.transform_tiny( pos_toe );

	Fvector heel;  Fvector	 pos_hill;
	Fmatrix foot =( Fmatrix( ).mul_43( object_matrix, ref_bone_to_foot( foot, ref_bone ) ) );
	foot.transform_tiny( pos_hill, HeelPosition( heel ) );
	const Fvector v_m = Fvector().add(pos_toe, pos_hill ).mul(0.5f) ;
	
	Fvector normal, direction;
	get_local_vector( normal, m_foot_normal );
	get_local_vector( direction, m_foot_direction );
	
	Fvector v_side =  Fvector().crossproduct( normal, direction );
	gl_bone.transform_dir ( v_side );
	float vsm = v_side.magnitude();
	VERIFY( vsm > EPS_L );
	v_side.mul( Fvector().sub(pos_toe, pos_hill ).magnitude()/vsm );

	fg.set( pos_toe, pos_hill, Fvector().add( v_m, v_side ) ); 

}
Beispiel #13
0
bool CIKFoot::make_shift( Fmatrix &xm,const Fvector &cl_point, bool collide, const Fplane &p, const Fvector &pick_dir )const
{
	Fvector shift = pick_dir;

	//Fvector toe; ToePosition( toe ); xm.transform_tiny( toe );
	Fvector point;
	xm.transform_tiny( point, cl_point );
	float dot = p.n.dotproduct( shift );
	if( _abs( dot ) < min_dot )
	{
		shift.add( Fvector( ).mul( p.n, min_dot - _abs( dot ) ) );
		dot = p.n.dotproduct( shift );
	}
	VERIFY( !fis_zero( dot ) );
	float shift_m = ( -p.d - p.n.dotproduct( point ) )/dot;
	if(collide && shift_m > 0.f )
		return false;
	clamp( shift_m, -collide_dist, collide_dist );
	shift.mul( shift_m );
	xm.c.add( shift );
#if	0
	if(shift_m > 0.f)
	{
		DBG_OpenCashedDraw();
		DBG_DrawLine( toe, Fvector().add( toe, shift ), D3DCOLOR_XRGB( 255, 255, 255 )  );
		DBG_ClosedCashedDraw( 1000 );
	}
#endif
	return true;
}
Beispiel #14
0
// Fill Vertices
void CSkeletonX::_FillVerticesSoft1W(const Fmatrix& view, CSkeletonWallmark& wm, const Fvector& normal, float size, u16* indices, CBoneData::FacesVec& faces)
{
	VERIFY				(*Vertices1W);
	for (CBoneData::FacesVecIt it=faces.begin(); it!=faces.end(); it++){
		Fvector			p[3];
		u32 idx			= (*it)*3;
		CSkeletonWallmark::WMFace F;
		for (u32 k=0; k<3; k++){
			vertBoned1W& vert		= Vertices1W[indices[idx+k]];
			F.bone_id[k][0]			= (u16)vert.matrix;
			F.bone_id[k][1]			= F.bone_id[k][0];
			F.weight[k]				= 0.f;
			const Fmatrix& xform	= Parent->LL_GetBoneInstance(F.bone_id[k][0]).mRenderTransform; 
			F.vert[k].set			(vert.P);
			xform.transform_tiny	(p[k],F.vert[k]);
		}
		Fvector test_normal;
		test_normal.mknormal	(p[0],p[1],p[2]);
		float cosa				= test_normal.dotproduct(normal);
		if (cosa<EPS)			continue;
		if (CDB::TestSphereTri(wm.ContactPoint(),size,p))
		{
			Fvector				UV;
			for (u32 k=0; k<3; k++){
				Fvector2& uv	= F.uv[k];
				view.transform_tiny(UV,p[k]);
				uv.x			= (1+UV.x)*.5f;
				uv.y			= (1-UV.y)*.5f;
			}
			wm.m_Faces.push_back(F);
		}
	}
}
Beispiel #15
0
void CDetail::transfer	(Fmatrix& mXform, fvfVertexOut* vDest, u32 C, u16* iDest, u32 iOffset, float du, float dv)
{
	// Transfer vertices
	{
		CDetail::fvfVertexIn	*srcIt = vertices, *srcEnd = vertices+number_vertices;
		CDetail::fvfVertexOut	*dstIt = vDest;
		for	(; srcIt!=srcEnd; srcIt++, dstIt++)
		{
			mXform.transform_tiny	(dstIt->P,srcIt->P);
			dstIt->C	= C;
			dstIt->u	= srcIt->u+du;
			dstIt->v	= srcIt->v+dv;
		}
	}
	
	// Transfer indices (in 32bit lines)
	VERIFY	(iOffset<65535);
	{
		u32	item	= (iOffset<<16) | iOffset;
		u32	count	= number_indices/2;
		LPDWORD	sit		= LPDWORD(indices);
		LPDWORD	send	= sit+count;
		LPDWORD	dit		= LPDWORD(iDest);
		for		(; sit!=send; dit++,sit++)	*dit=*sit+item;
		if		(number_indices&1)	
			iDest[number_indices-1]=u16(indices[number_indices-1]+u16(iOffset));
	}
}
Beispiel #16
0
void CEditShape::Attach(CEditShape* from)
{
	ApplyScale				();
	// transfer data
    from->ApplyScale		();
	Fmatrix M 				= from->_Transform();
    M.mulA_43				(_ITransform());
	for (ShapeIt it=from->shapes.begin(); it!=from->shapes.end(); it++){
		switch (it->type){
		case cfSphere:{
            Fsphere& T		= it->data.sphere;
            M.transform_tiny(T.P);
            add_sphere		(T);
		}break;
		case cfBox:{
            Fmatrix B		= it->data.box;
            B.mulA_43		(M);
            add_box			(B);
		}break;
        default: THROW;
		}
    }
    // common
    Scene->RemoveObject		(from,true,true);
    xr_delete				(from);

	ComputeBounds			();
}
Beispiel #17
0
void CDrawUtilities::DrawSpotLight(const Fvector& p, const Fvector& d, float range, float phi, u32 clr)
{
    Fmatrix T;
	Fvector p1;
    float H,P;
    float da	= PI_MUL_2/LINE_DIVISION;
	float b		= range*_cos(PI_DIV_2-phi/2);
	float a		= range*_sin(PI_DIV_2-phi/2);
    d.getHP		(H,P);
    T.setHPB	(H,P,0);     
    T.translate_over(p);
    _VertexStream*	Stream	= &RCache.Vertex;
    u32				vBase;
    FVF::L*	pv	 	= (FVF::L*)Stream->Lock(LINE_DIVISION*2+2,vs_L->vb_stride,vBase);
	for (float angle=0; angle<PI_MUL_2; angle+=da){
        float _sa	=_sin(angle);
        float _ca	=_cos(angle);
		p1.x		= b * _ca;
		p1.y		= b * _sa;
        p1.z		= a;
        T.transform_tiny(p1);
        // fill VB
        pv->set		(p,clr); pv++;
        pv->set		(p1,clr); pv++;
    }
    p1.mad			(p,d,range);
    pv->set			(p,clr); pv++;
    pv->set			(p1,clr); pv++;
    Stream->Unlock	(LINE_DIVISION*2+2,vs_L->vb_stride);
    // and Render it as triangle list
    DU_DRAW_DP		(D3DPT_LINELIST,vs_L,vBase,LINE_DIVISION+1);
}
Beispiel #18
0
bool object::inside			(Fvector const &position) const
{
	CCF_Shape						*shape = static_cast<CCF_Shape*>(collidable.model);
	VERIFY							(shape);

	typedef xr_vector<CCF_Shape::shape_def>	Shapes;
	Shapes::const_iterator			i = shape->shapes.begin();
	Shapes::const_iterator			e = shape->shapes.end();
	for ( ; i != e; ++i) {
		switch ((*i).type) {
			case 0 : {
				if ((*i).data.sphere.P.distance_to(position) <= (*i).data.sphere.R)
					return			(true);

				continue;
			}
			case 1 : {
				Fmatrix				matrix;
				const Fmatrix		&box = (*i).data.box;
				matrix.mul_43		(XFORM(),box);
				Fvector				A,B[8];
				Fplane				plane;
				A.set				(-.5f, -.5f, -.5f);	matrix.transform_tiny(B[0],A);
				A.set				(-.5f, -.5f, +.5f);	matrix.transform_tiny(B[1],A);
				A.set				(-.5f, +.5f, +.5f);	matrix.transform_tiny(B[2],A);
				A.set				(-.5f, +.5f, -.5f);	matrix.transform_tiny(B[3],A);
				A.set				(+.5f, +.5f, +.5f);	matrix.transform_tiny(B[4],A);
				A.set				(+.5f, +.5f, -.5f);	matrix.transform_tiny(B[5],A);
				A.set				(+.5f, -.5f, +.5f);	matrix.transform_tiny(B[6],A);
				A.set				(+.5f, -.5f, -.5f);	matrix.transform_tiny(B[7],A);

				plane.build			(B[0],B[3],B[5]); if (plane.classify(position) <= 0.f) return (true);
				plane.build			(B[1],B[2],B[3]); if (plane.classify(position) <= 0.f) return (true);
				plane.build			(B[6],B[5],B[4]); if (plane.classify(position) <= 0.f) return (true);
				plane.build			(B[4],B[2],B[1]); if (plane.classify(position) <= 0.f) return (true);
				plane.build			(B[3],B[2],B[4]); if (plane.classify(position) <= 0.f) return (true);
				plane.build			(B[1],B[0],B[6]); if (plane.classify(position) <= 0.f) return (true);

				continue;
			}
			default : NODEFAULT;
		}
	}

	return							(false);
}
Beispiel #19
0
void CDrawUtilities::DrawPlane	(const Fvector& p, const Fvector& n, const Fvector2& scale, u32 clr_s, u32 clr_w, BOOL bCull, BOOL bSolid, BOOL bWire)
{
	if (n.square_magnitude()<EPS_S) return;
    // build final rotation / translation
    Fvector             L_dir,L_up=n,L_right;
    L_dir.set           (0,0,1);				if (_abs(L_up.dotproduct(L_dir))>.99f)  L_dir.set(1,0,0);
    L_right.crossproduct(L_up,L_dir);           L_right.normalize	();
    L_dir.crossproduct  (L_right,L_up);        	L_dir.normalize		();

    Fmatrix         	mR;
    mR.i                = L_right;              mR._14          = 0;
    mR.j                = L_up;                 mR._24          = 0;
    mR.k                = L_dir;                mR._34          = 0;
    mR.c                = p;			  		mR._44          = 1;
	
	// fill VB
	_VertexStream*	Stream	= &RCache.Vertex;
	u32			vBase;
    
    if (bSolid){
	    DU_DRAW_SH(dxRenderDeviceRender::Instance().m_SelectionShader);
        FVF::L*	pv	 = (FVF::L*)Stream->Lock(5,vs_L->vb_stride,vBase);
        pv->set		(-scale.x, 0, -scale.y, clr_s); mR.transform_tiny(pv->p); pv++;
        pv->set		(-scale.x, 0, +scale.y, clr_s); mR.transform_tiny(pv->p); pv++;
        pv->set		(+scale.x, 0, +scale.y, clr_s); mR.transform_tiny(pv->p); pv++;
        pv->set		(+scale.x, 0, -scale.y, clr_s); mR.transform_tiny(pv->p); pv++;
        pv->set		(*(pv-4));
        Stream->Unlock(5,vs_L->vb_stride);
        if (!bCull) DU_DRAW_RS(D3DRS_CULLMODE,D3DCULL_NONE);
        DU_DRAW_DP		(D3DPT_TRIANGLEFAN,vs_L,vBase,2);
        if (!bCull) DU_DRAW_RS(D3DRS_CULLMODE,D3DCULL_CCW);
    }

    if (bWire){
	    DU_DRAW_SH(dxRenderDeviceRender::Instance().m_WireShader);
        FVF::L*	pv	 = (FVF::L*)Stream->Lock(5,vs_L->vb_stride,vBase);
        pv->set		(-scale.x, 0, -scale.y, clr_w); mR.transform_tiny(pv->p); pv++;
        pv->set		(+scale.x, 0, -scale.y, clr_w); mR.transform_tiny(pv->p); pv++;
        pv->set		(+scale.x, 0, +scale.y, clr_w); mR.transform_tiny(pv->p); pv++;
        pv->set		(-scale.x, 0, +scale.y, clr_w); mR.transform_tiny(pv->p); pv++;
        pv->set		(*(pv-4));
        Stream->Unlock(5,vs_L->vb_stride);
	    DU_DRAW_DP	(D3DPT_LINESTRIP,vs_L,vBase,4);
    }
}
Beispiel #20
0
bool	CKinematics::	PickBone			(const Fmatrix &parent_xform, IKinematics::pick_result &r, float dist, const Fvector& start, const Fvector& dir, u16 bone_id)
{
	Fvector S,D;//normal		= {0,0,0}
	// transform ray from world to model
	Fmatrix P;	P.invert	(parent_xform);
	P.transform_tiny		(S,start);
	P.transform_dir			(D,dir);
	for (u32 i=0; i<children.size(); i++)
			if (LL_GetChild(i)->PickBone(r,dist,S,D,bone_id))
			{
				parent_xform.transform_dir			(r.normal);
				parent_xform.transform_tiny			(r.tri[0]);
				parent_xform.transform_tiny			(r.tri[1]);
				parent_xform.transform_tiny			(r.tri[2]);
				return true;
			}
	return false;
}
Beispiel #21
0
void CSpectator::cam_Update	(CActor* A)
{
	if (A){
		const Fmatrix& M			= A->XFORM();
		CCameraBase* pACam			= A->cam_Active();
		CCameraBase* cam			= cameras[cam_active];
		switch(cam_active) {
		case eacFirstEye:{
			Fvector P, D, N;
			pACam->Get				(P, D, N);
			cam->Set				(P, D, N);
			}break;
		case eacLookAt:{
			float y,p,r;
			M.getHPB				(y,p,r);
			cam->Set				(pACam->yaw,pACam->pitch,-r);
			}
		case eacFreeLook:{
			cam->SetParent			(A);
			Fmatrix tmp; tmp.identity();
			
			Fvector point, point1, dangle;
			point.set	(0.f,1.6f,0.f);
			point1.set	(0.f,1.6f,0.f);			
			M.transform_tiny		(point);
			tmp.translate_over(point);
			tmp.transform_tiny		(point1);
			if (!A->g_Alive()) point.set(point1);
			cam->Update				(point,dangle);
			}break;
		}
		//-----------------------------------
		Fvector P, D, N;
		cam->Get(P, D, N);
		cameras[eacFreeFly]->Set(P, D, N);
		cameras[eacFreeFly]->Set(cam->yaw, cam->pitch, 0);
		P.y -= 1.6f;
		XFORM().translate_over(P);
		//-----------------------------------
		g_pGameLevel->Cameras().Update(cam);
	}else{
		CCameraBase* cam			= cameras[eacFreeFly];
		Fvector point, dangle;
		point.set					(0.f,1.6f,0.f);
		XFORM().transform_tiny	(point);

		// apply shift
		dangle.set					(0,0,0);
		
		cam->Update					(point,dangle);
//		cam->vPosition.set(point0);
		g_pGameLevel->Cameras().Update	(cam);
		// hud output
	};
}
void CPHGeometryOwner::add_Shape(const SBoneShape& shape,const Fmatrix& offset)
{
	switch(shape.type) {
	case SBoneShape::stBox	:
		{
			Fobb box=shape.box;
			Fmatrix m;
			m.set(offset);
			//Fmatrix position;
			//position.set(box.m_rotate);
			//position.c.set(box.m_translate);
			//position.mulA(offset);
			//box.m_rotate.set(position);
			//box.m_translate.set(position.c);
			box.transform(box,m);
			add_Box(box);
			break;
		}
	case SBoneShape::stSphere	:
		{
			Fsphere sphere=shape.sphere;
			offset.transform_tiny(sphere.P);
			add_Sphere(sphere);
			break;
		}


	case SBoneShape::stCylinder :
		{
			Fcylinder C=shape.cylinder;
			offset.transform_tiny(C.m_center);
			offset.transform_dir(C.m_direction);
			add_Cylinder(C);
			break;
		}


	case SBoneShape::stNone :
		break;
	default: NODEFAULT;
	}
}
Beispiel #23
0
void CGroupObject::NumSetPosition(const Fvector& pos)
{
	inherited::NumSetPosition(pos);
    Fmatrix prev; prev.invert(FTransform);
    UpdateTransform(true);

	for (ObjectIt it=m_Objects.begin(); it!=m_Objects.end(); it++){
    	Fvector v=(*it)->PPosition;
        prev.transform_tiny(v);
        FTransform.transform_tiny(v);
    	(*it)->PPosition=v;
    }
}
Beispiel #24
0
void CParticleGroup::SItem::StartRelatedChild(CParticleEffect* emitter, LPCSTR eff_name, PAPI::Particle& m)
{
    CParticleEffect*C		= static_cast<CParticleEffect*>(RImplementation.model_CreatePE(eff_name));
    Fmatrix M; 				M.identity();
    Fvector vel; 			vel.sub(m.pos,m.posB); vel.div(fDT_STEP);
    if (emitter->m_RT_Flags.is(CParticleEffect::flRT_XFORM)){
        M.set				(emitter->m_XFORM);
        M.transform_dir		(vel);
    };
    Fvector 				p;
    M.transform_tiny		(p,m.pos);
    M.c.set					(p);
    C->Play					();
    C->UpdateParent			(M,vel,FALSE);
    _children_related.push_back(C);
}
Beispiel #25
0
void CGroupObject::NumSetScale(const Fvector& scale)
{
	Fvector old_s = PScale;
	inherited::NumSetScale(scale);
    Fmatrix prev; prev.invert(FTransform);
    UpdateTransform(true);

    Fvector ds; ds.sub(FScale,old_s);
	for (ObjectIt it=m_Objects.begin(); it!=m_Objects.end(); it++){
    	Fvector s=(*it)->PScale; s.add(ds); (*it)->PScale=s;
    	Fvector v=(*it)->PPosition;
        prev.transform_tiny(v);
        FTransform.transform_tiny(v);
    	(*it)->PPosition=v;
    }
}
Beispiel #26
0
void CGroupObject::Move(Fvector& amount)
{
	Fvector old_r=FRotation;
	inherited::Move(amount);
    Fmatrix prev; prev.invert(FTransform);
    UpdateTransform(true);

    Fvector dr; dr.sub(FRotation,old_r);
	for (ObjectIt it=m_Objects.begin(); it!=m_Objects.end(); it++){
    	Fvector r=(*it)->PRotation; r.add(dr); (*it)->PRotation=r;
    	Fvector v=(*it)->PPosition;
        prev.transform_tiny(v);
        FTransform.transform_tiny(v);
    	(*it)->PPosition=v;
    }
}
Beispiel #27
0
ICF BOOL test_point(xrXRC& xrc, const Fmatrix& xform, const Fmatrix33& mat, const Fvector& ext, float radius, float angle)
{
	Fvector				pt;
	calc_point			(pt,radius,VIEWPORT_NEAR/2,angle);
	xform.transform_tiny(pt);

	CDB::RESULT* it	=xrc.r_begin();
	CDB::RESULT* end=xrc.r_end	();
	for (; it!=end; it++)	{
		CDB::RESULT&	O	= *it;
		if (GMLib.GetMaterialByIdx(O.material)->Flags.is(SGameMtl::flPassable)) continue;
		if (CDB::TestBBoxTri(mat,pt,ext,O.verts,FALSE))
			return		TRUE;
	}
	return FALSE;
}
Beispiel #28
0
//----------------------------------------------------
void CEditableMesh::Transform(const Fmatrix& parent)
{
	// transform position
	for(u32 k=0; k<m_VertCount; k++)
		parent.transform_tiny(m_Verts[k]);
    // RecomputeBBox
	RecomputeBBox	();
    // update normals & cform
#ifdef _EDITOR
	UnloadRenderBuffers	();
	UnloadCForm		();
#endif
    UnloadFNormals	(true);
    UnloadVNormals	(true);
    UnloadSVertices	(true);
}
Beispiel #29
0
void CHelicopter::UpdateMGunDir()
{
	IKinematics* K		= smart_cast<IKinematics*>(Visual());
	m_fire_bone_xform	= K->LL_GetTransform(m_fire_bone);

	m_fire_bone_xform.mulA_43	(XFORM());
	m_fire_pos.set				(0,0,0); 
	m_fire_bone_xform.transform_tiny(m_fire_pos);
	m_fire_dir.set				(0,0,1);
	m_fire_bone_xform.transform_dir(m_fire_dir);
	
	m_fire_dir.sub				(m_enemy.destEnemyPos,m_fire_pos).normalize_safe();

	m_left_rocket_bone_xform	= K->LL_GetTransform(m_left_rocket_bone);
	m_left_rocket_bone_xform.mulA_43	(XFORM());
	m_left_rocket_bone_xform.c.y += 1.0f;
	//.fake
	m_right_rocket_bone_xform	= K->LL_GetTransform(m_right_rocket_bone);
	m_right_rocket_bone_xform.mulA_43	(XFORM());
	m_right_rocket_bone_xform.c.y += 1.0f;
	//.fake

	m_allow_fire		= TRUE;
	Fmatrix XFi;
	XFi.invert			(XFORM());
	Fvector dep;
	XFi.transform_tiny	(dep,m_enemy.destEnemyPos);
	{// x angle
		Fvector A_;		A_.sub(dep,m_bind_x);	m_i_bind_x_xform.transform_dir(A_); A_.normalize();
		m_tgt_rot.x		= angle_normalize_signed(m_bind_rot.x-A_.getP());
		float sv_x		= m_tgt_rot.x;
		clamp			(m_tgt_rot.x,-m_lim_x_rot.y,-m_lim_x_rot.x);
		if (!fsimilar(sv_x,m_tgt_rot.x,EPS_L)) m_allow_fire=FALSE;
	}
	{// y angle
		Fvector A_;		A_.sub(dep,m_bind_y);	m_i_bind_y_xform.transform_dir(A_); A_.normalize();
		m_tgt_rot.y		= angle_normalize_signed(m_bind_rot.y-A_.getH());
		float sv_y		= m_tgt_rot.y;
		clamp			(m_tgt_rot.y,-m_lim_y_rot.y,-m_lim_y_rot.x);
		if (!fsimilar(sv_y,m_tgt_rot.y,EPS_L)) m_allow_fire=FALSE;
	}
	
	if ((angle_difference(m_cur_rot.x,m_tgt_rot.x)>deg2rad(m_barrel_dir_tolerance))||
		(angle_difference(m_cur_rot.y,m_tgt_rot.y)>deg2rad(m_barrel_dir_tolerance)))
		m_allow_fire=FALSE;

}
Beispiel #30
0
bool CEditShape::RayPick(float& distance, const Fvector& start, const Fvector& direction, SRayPickInfo* pinf)
{
    float dist					= distance;

	for (ShapeIt it=shapes.begin(); it!=shapes.end(); it++){
		switch (it->type){
		case cfSphere:{
            Fvector S,D;
            Fmatrix M;
            M.invert			(FTransformR);
            M.transform_dir		(D,direction);
            FITransform.transform_tiny(S,start);
            Fsphere&	T		= it->data.sphere;
            float bk_r = T.R;
//            T.R					= FScale.x;
            T.intersect			(S,D,dist);
            if (dist<=0.f)		dist = distance;

            T.R					= bk_r;
		}break;
		case cfBox:{
        	Fbox box;
            box.identity		();
            Fmatrix BI;
            BI.invert			(it->data.box);
		    Fvector S,D,S1,D1,P;
		    FITransform.transform_tiny	(S,start);
		    FITransform.transform_dir	(D,direction);
		    BI.transform_tiny			(S1,S);
		    BI.transform_dir			(D1,D);
            Fbox::ERP_Result	rp_res 	= box.Pick2(S1,D1,P);
            if (rp_res==Fbox::rpOriginOutside){
            	it->data.box.transform_tiny	(P);
                FTransform.transform_tiny	(P);
                P.sub			(start);
                dist			= P.magnitude();
            }
		}break;
		}
    }
    if (dist<distance){
        distance	= dist;
        return 		true;
    }
	return false;
}