bool DecalManager::clipDecal( DecalInstance *decal, Vector<Point3F> *edgeVerts, const Point2F *clipDepth ) { PROFILE_SCOPE( DecalManager_clipDecal ); // Free old verts and indices. _freeBuffers( decal ); ClippedPolyList clipper; clipper.mNormal.set( Point3F( 0, 0, 0 ) ); clipper.mPlaneList.setSize(6); F32 halfSize = decal->mSize * 0.5f; // Ugly hack for ProjectedShadow! F32 halfSizeZ = clipDepth ? clipDepth->x : halfSize; F32 negHalfSize = clipDepth ? clipDepth->y : halfSize; Point3F decalHalfSize( halfSize, halfSize, halfSize ); Point3F decalHalfSizeZ( halfSizeZ, halfSizeZ, halfSizeZ ); MatrixF projMat( true ); decal->getWorldMatrix( &projMat ); const VectorF &crossVec = decal->mNormal; const Point3F &decalPos = decal->mPosition; VectorF newFwd, newRight; projMat.getColumn( 0, &newRight ); projMat.getColumn( 1, &newFwd ); VectorF objRight( 1.0f, 0, 0 ); VectorF objFwd( 0, 1.0f, 0 ); VectorF objUp( 0, 0, 1.0f ); // See above re: decalHalfSizeZ hack. clipper.mPlaneList[0].set( ( decalPos + ( -newRight * halfSize ) ), -newRight ); clipper.mPlaneList[1].set( ( decalPos + ( -newFwd * halfSize ) ), -newFwd ); clipper.mPlaneList[2].set( ( decalPos + ( -crossVec * decalHalfSizeZ ) ), -crossVec ); clipper.mPlaneList[3].set( ( decalPos + ( newRight * halfSize ) ), newRight ); clipper.mPlaneList[4].set( ( decalPos + ( newFwd * halfSize ) ), newFwd ); clipper.mPlaneList[5].set( ( decalPos + ( crossVec * negHalfSize ) ), crossVec ); clipper.mNormal = -decal->mNormal; Box3F box( -decalHalfSizeZ, decalHalfSizeZ ); projMat.mul( box ); DecalData *decalData = decal->mDataBlock; PROFILE_START( DecalManager_clipDecal_buildPolyList ); getContainer()->buildPolyList( box, decalData->clippingMasks, &clipper ); PROFILE_END(); clipper.cullUnusedVerts(); clipper.triangulate(); clipper.generateNormals(); if ( clipper.mVertexList.empty() ) return false; #ifdef DECALMANAGER_DEBUG mDebugPlanes.clear(); mDebugPlanes.merge( clipper.mPlaneList ); #endif decal->mVertCount = clipper.mVertexList.size(); decal->mIndxCount = clipper.mIndexList.size(); Vector<Point3F> tmpPoints; tmpPoints.push_back(( objFwd * decalHalfSize ) + ( objRight * decalHalfSize )); tmpPoints.push_back(( objFwd * decalHalfSize ) + ( -objRight * decalHalfSize )); tmpPoints.push_back(( -objFwd * decalHalfSize ) + ( -objRight * decalHalfSize )); Point3F lowerLeft(( -objFwd * decalHalfSize ) + ( objRight * decalHalfSize )); projMat.inverse(); _generateWindingOrder( lowerLeft, &tmpPoints ); BiQuadToSqr quadToSquare( Point2F( lowerLeft.x, lowerLeft.y ), Point2F( tmpPoints[0].x, tmpPoints[0].y ), Point2F( tmpPoints[1].x, tmpPoints[1].y ), Point2F( tmpPoints[2].x, tmpPoints[2].y ) ); Point2F uv( 0, 0 ); Point3F vecX(0.0f, 0.0f, 0.0f); // Allocate memory for vert and index arrays _allocBuffers( decal ); Point3F vertPoint( 0, 0, 0 ); for ( U32 i = 0; i < clipper.mVertexList.size(); i++ ) { const ClippedPolyList::Vertex &vert = clipper.mVertexList[i]; vertPoint = vert.point; // Transform this point to // object space to look up the // UV coordinate for this vertex. projMat.mulP( vertPoint ); // Clamp the point to be within the quad. vertPoint.x = mClampF( vertPoint.x, -decalHalfSize.x, decalHalfSize.x ); vertPoint.y = mClampF( vertPoint.y, -decalHalfSize.y, decalHalfSize.y ); // Get our UV. uv = quadToSquare.transform( Point2F( vertPoint.x, vertPoint.y ) ); const RectF &rect = decal->mDataBlock->texRect[decal->mTextureRectIdx]; uv *= rect.extent; uv += rect.point; // Set the world space vertex position. decal->mVerts[i].point = vert.point; decal->mVerts[i].texCoord.set( uv.x, uv.y ); decal->mVerts[i].normal = clipper.mNormalList[i]; decal->mVerts[i].normal.normalize(); if( mFabs( decal->mVerts[i].normal.z ) > 0.8f ) mCross( decal->mVerts[i].normal, Point3F( 1.0f, 0.0f, 0.0f ), &vecX ); else if ( mFabs( decal->mVerts[i].normal.x ) > 0.8f ) mCross( decal->mVerts[i].normal, Point3F( 0.0f, 1.0f, 0.0f ), &vecX ); else if ( mFabs( decal->mVerts[i].normal.y ) > 0.8f ) mCross( decal->mVerts[i].normal, Point3F( 0.0f, 0.0f, 1.0f ), &vecX ); decal->mVerts[i].tangent = mCross( decal->mVerts[i].normal, vecX ); } U32 curIdx = 0; for ( U32 j = 0; j < clipper.mPolyList.size(); j++ ) { // Write indices for each Poly ClippedPolyList::Poly *poly = &clipper.mPolyList[j]; AssertFatal( poly->vertexCount == 3, "Got non-triangle poly!" ); decal->mIndices[curIdx] = clipper.mIndexList[poly->vertexStart]; curIdx++; decal->mIndices[curIdx] = clipper.mIndexList[poly->vertexStart + 1]; curIdx++; decal->mIndices[curIdx] = clipper.mIndexList[poly->vertexStart + 2]; curIdx++; } if ( !edgeVerts ) return true; Point3F tmpHullPt( 0, 0, 0 ); Vector<Point3F> tmpHullPts; for ( U32 i = 0; i < clipper.mVertexList.size(); i++ ) { const ClippedPolyList::Vertex &vert = clipper.mVertexList[i]; tmpHullPt = vert.point; projMat.mulP( tmpHullPt ); tmpHullPts.push_back( tmpHullPt ); } edgeVerts->clear(); U32 verts = _generateConvexHull( tmpHullPts, edgeVerts ); edgeVerts->setSize( verts ); projMat.inverse(); for ( U32 i = 0; i < edgeVerts->size(); i++ ) projMat.mulP( (*edgeVerts)[i] ); return true; }
void DecalRoad::_captureVerts() { PROFILE_SCOPE( DecalRoad_captureVerts ); //Con::warnf( "%s - captureVerts", isServerObject() ? "server" : "client" ); if ( isServerObject() ) { //Con::errorf( "DecalRoad::_captureVerts - called on the server side!" ); return; } if ( mEdges.size() == 0 ) return; // // Construct ClippedPolyList objects for each pair // of roadEdges. // Use them to capture Terrain verts. // SphereF sphere; RoadEdge *edge = NULL; RoadEdge *nextEdge = NULL; mTriangleCount = 0; mVertCount = 0; Vector<ClippedPolyList> clipperList; for ( U32 i = 0; i < mEdges.size() - 1; i++ ) { Box3F box; edge = &mEdges[i]; nextEdge = &mEdges[i+1]; box.minExtents = edge->p1; box.maxExtents = edge->p1; box.extend( edge->p0 ); box.extend( edge->p2 ); box.extend( nextEdge->p0 ); box.extend( nextEdge->p1 ); box.extend( nextEdge->p2 ); box.minExtents.z -= 5.0f; box.maxExtents.z += 5.0f; sphere.center = ( nextEdge->p1 + edge->p1 ) * 0.5f; sphere.radius = 100.0f; // NOTE: no idea how to calculate this ClippedPolyList clipper; clipper.mNormal.set(0.0f, 0.0f, 0.0f); VectorF n; PlaneF plane0, plane1; // Construct Back Plane n = edge->p2 - edge->p0; n.normalize(); n = mCross( n, edge->uvec ); plane0.set( edge->p0, n ); clipper.mPlaneList.push_back( plane0 ); // Construct Front Plane n = nextEdge->p2 - nextEdge->p0; n.normalize(); n = -mCross( edge->uvec, n ); plane1.set( nextEdge->p0, -n ); //clipper.mPlaneList.push_back( plane1 ); // Test if / where the planes intersect. bool discardLeft = false; bool discardRight = false; Point3F iPos; VectorF iDir; if ( plane0.intersect( plane1, iPos, iDir ) ) { Point2F iPos2F( iPos.x, iPos.y ); Point2F cPos2F( edge->p1.x, edge->p1.y ); Point2F rVec2F( edge->rvec.x, edge->rvec.y ); Point2F iVec2F = iPos2F - cPos2F; F32 iLen = iVec2F.len(); iVec2F.normalize(); if ( iLen < edge->width * 0.5f ) { F32 dot = mDot( rVec2F, iVec2F ); // The clipping planes intersected on the right side, // discard the right side clipping plane. if ( dot > 0.0f ) discardRight = true; // The clipping planes intersected on the left side, // discard the left side clipping plane. else discardLeft = true; } } // Left Plane if ( !discardLeft ) { n = ( nextEdge->p0 - edge->p0 ); n.normalize(); n = mCross( edge->uvec, n ); clipper.mPlaneList.push_back( PlaneF(edge->p0, n) ); } else { nextEdge->p0 = edge->p0; } // Right Plane if ( !discardRight ) { n = ( nextEdge->p2 - edge->p2 ); n.normalize(); n = -mCross( n, edge->uvec ); clipper.mPlaneList.push_back( PlaneF(edge->p2, -n) ); } else { nextEdge->p2 = edge->p2; } n = nextEdge->p2 - nextEdge->p0; n.normalize(); n = -mCross( edge->uvec, n ); plane1.set( nextEdge->p0, -n ); clipper.mPlaneList.push_back( plane1 ); // We have constructed the clipping planes, // now grab/clip the terrain geometry getContainer()->buildPolyList( PLC_Decal, box, TerrainObjectType, &clipper ); clipper.cullUnusedVerts(); clipper.triangulate(); clipper.generateNormals(); // If we got something, add it to the ClippedPolyList Vector if ( !clipper.isEmpty() && !( smDiscardAll && ( discardRight || discardLeft ) ) ) { clipperList.push_back( clipper ); mVertCount += clipper.mVertexList.size(); mTriangleCount += clipper.mPolyList.size(); } } // // Set the roadEdge height to be flush with terrain // This is not really necessary but makes the debug spline rendering better. // for ( U32 i = 0; i < mEdges.size() - 1; i++ ) { edge = &mEdges[i]; _getTerrainHeight( edge->p0.x, edge->p0.y, edge->p0.z ); _getTerrainHeight( edge->p2.x, edge->p2.y, edge->p2.z ); } // // Allocate the RoadBatch(s) // // If we captured no verts, then we can return here without // allocating any RoadBatches or the Vert/Index Buffers. // PreprenderImage will not allocate a render instance while // mBatches.size() is zero. U32 numClippers = clipperList.size(); if ( numClippers == 0 ) return; mBatches.clear(); // Allocate the VertexBuffer and PrimitiveBuffer mVB.set( GFX, mVertCount, GFXBufferTypeStatic ); mPB.set( GFX, mTriangleCount * 3, 0, GFXBufferTypeStatic ); // Lock the VertexBuffer GFXVertexPNTBT *vertPtr = mVB.lock(); if(!vertPtr) return; U32 vertIdx = 0; // // Fill the VertexBuffer and vertex data for the RoadBatches // Loop through the ClippedPolyList Vector // RoadBatch *batch = NULL; F32 texStart = 0.0f; F32 texEnd; for ( U32 i = 0; i < clipperList.size(); i++ ) { ClippedPolyList *clipper = &clipperList[i]; RoadEdge &edge = mEdges[i]; RoadEdge &nextEdge = mEdges[i+1]; VectorF segFvec = nextEdge.p1 - edge.p1; F32 segLen = segFvec.len(); segFvec.normalize(); F32 texLen = segLen / mTextureLength; texEnd = texStart + texLen; BiQuadToSqr quadToSquare( Point2F( edge.p0.x, edge.p0.y ), Point2F( edge.p2.x, edge.p2.y ), Point2F( nextEdge.p2.x, nextEdge.p2.y ), Point2F( nextEdge.p0.x, nextEdge.p0.y ) ); // if ( i % mSegmentsPerBatch == 0 ) { mBatches.increment(); batch = &mBatches.last(); batch->bounds.minExtents = clipper->mVertexList[0].point; batch->bounds.maxExtents = clipper->mVertexList[0].point; batch->startVert = vertIdx; } // Loop through each ClippedPolyList for ( U32 j = 0; j < clipper->mVertexList.size(); j++ ) { // Add each vert to the VertexBuffer Point3F pos = clipper->mVertexList[j].point; vertPtr[vertIdx].point = pos; vertPtr[vertIdx].normal = clipper->mNormalList[j]; Point2F uv = quadToSquare.transform( Point2F(pos.x,pos.y) ); vertPtr[vertIdx].texCoord.x = uv.x; vertPtr[vertIdx].texCoord.y = -(( texEnd - texStart ) * uv.y + texStart); vertPtr[vertIdx].tangent = mCross( segFvec, clipper->mNormalList[j] ); vertPtr[vertIdx].binormal = segFvec; vertIdx++; // Expand the RoadBatch bounds to contain this vertex batch->bounds.extend( pos ); } batch->endVert = vertIdx - 1; texStart = texEnd; } // Unlock the VertexBuffer, we are done filling it. mVB.unlock(); // Lock the PrimitiveBuffer U16 *idxBuff; mPB.lock(&idxBuff); U32 curIdx = 0; U16 vertOffset = 0; batch = NULL; S32 batchIdx = -1; // Fill the PrimitiveBuffer // Loop through each ClippedPolyList in the Vector for ( U32 i = 0; i < clipperList.size(); i++ ) { ClippedPolyList *clipper = &clipperList[i]; if ( i % mSegmentsPerBatch == 0 ) { batchIdx++; batch = &mBatches[batchIdx]; batch->startIndex = curIdx; } for ( U32 j = 0; j < clipper->mPolyList.size(); j++ ) { // Write indices for each Poly ClippedPolyList::Poly *poly = &clipper->mPolyList[j]; AssertFatal( poly->vertexCount == 3, "Got non-triangle poly!" ); idxBuff[curIdx] = clipper->mIndexList[poly->vertexStart] + vertOffset; curIdx++; idxBuff[curIdx] = clipper->mIndexList[poly->vertexStart + 1] + vertOffset; curIdx++; idxBuff[curIdx] = clipper->mIndexList[poly->vertexStart + 2] + vertOffset; curIdx++; } batch->endIndex = curIdx - 1; vertOffset += clipper->mVertexList.size(); } // Unlock the PrimitiveBuffer, we are done filling it. mPB.unlock(); // Generate the object/world bounds // Is the union of all batch bounding boxes. Box3F box; for ( U32 i = 0; i < mBatches.size(); i++ ) { const RoadBatch &batch = mBatches[i]; if ( i == 0 ) box = batch.bounds; else box.intersect( batch.bounds ); } Point3F pos = getPosition(); mWorldBox = box; resetObjectBox(); // Make sure we are in the correct bins given our world box. if( getSceneManager() != NULL ) getSceneManager()->notifyObjectDirty( this ); }
void Etherform::_findContact( SceneObject **contactObject, VectorF *contactNormal, Vector<SceneObject*> *outOverlapObjects ) { Point3F pos; getTransform().getColumn(3,&pos); Box3F wBox; Point3F exp(0,0,sTractionDistance); wBox.minExtents = pos + mScaledBox.minExtents - exp; wBox.maxExtents.x = pos.x + mScaledBox.maxExtents.x; wBox.maxExtents.y = pos.y + mScaledBox.maxExtents.y; wBox.maxExtents.z = pos.z + mScaledBox.minExtents.z + sTractionDistance; static ClippedPolyList polyList; polyList.clear(); polyList.doConstruct(); polyList.mNormal.set(0.0f, 0.0f, 0.0f); polyList.setInterestNormal(Point3F(0.0f, 0.0f, -1.0f)); polyList.mPlaneList.setSize(6); polyList.mPlaneList[0].setYZ(wBox.minExtents, -1.0f); polyList.mPlaneList[1].setXZ(wBox.maxExtents, 1.0f); polyList.mPlaneList[2].setYZ(wBox.maxExtents, 1.0f); polyList.mPlaneList[3].setXZ(wBox.minExtents, -1.0f); polyList.mPlaneList[4].setXY(wBox.minExtents, -1.0f); polyList.mPlaneList[5].setXY(wBox.maxExtents, 1.0f); Box3F plistBox = wBox; // Expand build box as it will be used to collide with items. // PickupRadius will be at least the size of the box. F32 pd = 0; wBox.minExtents.x -= pd; wBox.minExtents.y -= pd; wBox.maxExtents.x += pd; wBox.maxExtents.y += pd; wBox.maxExtents.z = pos.z + mScaledBox.maxExtents.z; // Build list from convex states here... CollisionWorkingList& rList = mConvex.getWorkingList(); CollisionWorkingList* pList = rList.wLink.mNext; while (pList != &rList) { Convex* pConvex = pList->mConvex; U32 objectMask = pConvex->getObject()->getTypeMask(); if ( ( objectMask & sCollisionMoveMask ) && !( objectMask & PhysicalZoneObjectType ) ) { Box3F convexBox = pConvex->getBoundingBox(); if (plistBox.isOverlapped(convexBox)) pConvex->getPolyList(&polyList); } else outOverlapObjects->push_back( pConvex->getObject() ); pList = pList->wLink.mNext; } if (!polyList.isEmpty()) { // Pick flattest surface F32 bestVd = -1.0f; ClippedPolyList::Poly* poly = polyList.mPolyList.begin(); ClippedPolyList::Poly* end = polyList.mPolyList.end(); for (; poly != end; poly++) { F32 vd = poly->plane.z; // i.e. mDot(Point3F(0,0,1), poly->plane); if (vd > bestVd) { bestVd = vd; *contactObject = poly->object; *contactNormal = poly->plane; } } } }