void AdvancedLightBinManager::LightMaterialInfo::setViewParameters(  const F32 _zNear, 
                                                                     const F32 _zFar, 
                                                                     const Point3F &_eyePos, 
                                                                     const PlaneF &_farPlane,
                                                                     const PlaneF &_vsFarPlane)
{
   MaterialParameters *matParams = matInstance->getMaterialParameters();

   matParams->setSafe( farPlane, *((const Point4F *)&_farPlane) );

   matParams->setSafe( vsFarPlane, *((const Point4F *)&_vsFarPlane) );

   if ( negFarPlaneDotEye->isValid() )
   {
      // -dot( farPlane, eyePos )
      const F32 negFarPlaneDotEyeVal = -( mDot( *((const Point3F *)&_farPlane), _eyePos ) + _farPlane.d );
      matParams->set( negFarPlaneDotEye, negFarPlaneDotEyeVal );
   }

   matParams->setSafe( zNearFarInvNearFar, Point4F( _zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar ) );
}
Esempio n. 2
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F32 CubeReflector::calcFaceScore( const ReflectParams &params, U32 faceidx )
{
   if ( Parent::calcScore( params ) <= 0.0f )
      return score;
   
   VectorF vLookatPt(0.0f, 0.0f, 0.0f);

   switch( faceidx )
   {
   case 0 : // D3DCUBEMAP_FACE_POSITIVE_X:
      vLookatPt = VectorF( 1.0f, 0.0f, 0.0f );      
      break;
   case 1 : // D3DCUBEMAP_FACE_NEGATIVE_X:
      vLookatPt = VectorF( -1.0f, 0.0f, 0.0f );      
      break;
   case 2 : // D3DCUBEMAP_FACE_POSITIVE_Y:
      vLookatPt = VectorF( 0.0f, 1.0f, 0.0f );      
      break;
   case 3 : // D3DCUBEMAP_FACE_NEGATIVE_Y:
      vLookatPt = VectorF( 0.0f, -1.0f, 0.0f );      
      break;
   case 4 : // D3DCUBEMAP_FACE_POSITIVE_Z:
      vLookatPt = VectorF( 0.0f, 0.0f, 1.0f );      
      break;
   case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
      vLookatPt = VectorF( 0.0f, 0.0f, -1.0f );      
      break;
   }

   VectorF cameraDir;
   params.query->cameraMatrix.getColumn( 1, &cameraDir );

   F32 dot = mDot( cameraDir, -vLookatPt );

   dot = getMax( ( dot + 1.0f ) / 2.0f, 0.1f );

   score *= dot;

   return score;
}
Esempio n. 3
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F32 PlaneReflector::calcScore( const ReflectParams &params )
{
   if ( Parent::calcScore( params ) <= 0.0f || score >= 1000.0f )
      return score;

   // The planar reflection is view dependent to score it
   // higher if the view direction and/or position has changed.

   // Get the current camera info.
   VectorF camDir = params.query->cameraMatrix.getForwardVector();
   Point3F camPos = params.query->cameraMatrix.getPosition();

   // Scale up the score based on the view direction change.
   F32 dot = mDot( camDir, mLastDir );
   dot = ( 1.0f - dot ) * 1000.0f;
   score += dot * mDesc->priority;

   // Also account for the camera movement.
   score += ( camPos - mLastPos ).lenSquared() * mDesc->priority;   

   return score;
}
F32 GameBase::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 updateSkips)
{
   TORQUE_UNUSED(updateMask);

   // Calculate a priority used to decide if this object
   // will be updated on the client.  All the weights
   // are calculated 0 -> 1  Then weighted together at the
   // end to produce a priority.
   Point3F pos;
   getWorldBox().getCenter(&pos);
   pos -= camInfo->pos;
   F32 dist = pos.len();
   if (dist == 0.0f) dist = 0.001f;
   pos *= 1.0f / dist;

   // Weight based on linear distance, the basic stuff.
   F32 wDistance = (dist < camInfo->visibleDistance)?
      1.0f - (dist / camInfo->visibleDistance): 0.0f;

   // Weight by field of view, objects directly in front
   // will be weighted 1, objects behind will be 0
   F32 dot = mDot(pos,camInfo->orientation);
   //Winterleaf Modification
   //bool inFov = dot > camInfo->cosFov;
   bool inFov = dot > (cos(  (camInfo->fov + 40) >360?360:camInfo->fov + 40)/2);  
   //Winterleaf Modification


   F32 wFov = inFov? 1.0f: 0;

   // Weight by linear velocity parallel to the viewing plane
   // (if it's the field of view, 0 if it's not).
   F32 wVelocity = 0.0f;
   if (inFov)
   {
      Point3F vec;
      mCross(camInfo->orientation,getVelocity(),&vec);
      wVelocity = (vec.len() * camInfo->fov) /
         (camInfo->fov * camInfo->visibleDistance);
      if (wVelocity > 1.0f)
         wVelocity = 1.0f;
   }

   // Weight by interest.
   F32 wInterest;
   if (getTypeMask() & PlayerObjectType)
      wInterest = 0.75f;
   else if (getTypeMask() & ProjectileObjectType)
   {
      // Projectiles are more interesting if they
      // are heading for us.
      wInterest = 0.30f;
      F32 dot = -mDot(pos,getVelocity());
      if (dot > 0.0f)
         wInterest += 0.20 * dot;
   }
   else
   {
      if (getTypeMask() & ItemObjectType)
         wInterest = 0.25f;
      else
         // Everything else is less interesting.
         wInterest = 0.0f;
   }

   // Weight by updateSkips
   F32 wSkips = updateSkips * 0.5;

   // Calculate final priority, should total to about 1.0f
   //
   return
      wFov       * sUpFov +
      wDistance  * sUpDistance +
      wVelocity  * sUpVelocity +
      wSkips     * sUpSkips +
      wInterest  * sUpInterest;
}
void EarlyOutPolyList::end()
{
    if (mEarlyOut == true)
        return;

    Poly& poly = mPolyList.last();

    // Anything facing away from the mNormal is rejected
    if (mDot(poly.plane,mNormal) > 0) {
        mIndexList.setSize(poly.vertexStart);
        mPolyList.decrement();
        return;
    }

    // Build intial inside/outside plane masks
    U32 indexStart = poly.vertexStart;
    U32 vertexCount = mIndexList.size() - indexStart;

    U32 frontMask = 0,backMask = 0;
    U32 i;
    for (i = indexStart; i < mIndexList.size(); i++) {
        U32 mask = mVertexList[mIndexList[i]].mask;
        frontMask |= mask;
        backMask |= ~mask;
    }

    // Trivial accept if all the vertices are on the backsides of
    // all the planes.
    if (!frontMask) {
        poly.vertexCount = vertexCount;
        mEarlyOut = true;
        return;
    }

    // Trivial reject if any plane not crossed has all it's points
    // on the front.
    U32 crossMask = frontMask & backMask;
    if (~crossMask & frontMask) {
        mIndexList.setSize(poly.vertexStart);
        mPolyList.decrement();
        return;
    }

    // Need to do some clipping
    for (U32 p = 0; p < mPlaneList.size(); p++) {
        U32 pmask = 1 << p;
        // Only test against this plane if we have something
        // on both sides
        if (crossMask & pmask) {
            U32 indexEnd = mIndexList.size();
            U32 i1 = indexEnd - 1;
            U32 mask1 = mVertexList[mIndexList[i1]].mask;

            for (U32 i2 = indexStart; i2 < indexEnd; i2++) {
                U32 mask2 = mVertexList[mIndexList[i2]].mask;
                if ((mask1 ^ mask2) & pmask) {
                    //
                    mVertexList.increment();
                    VectorF& v1 = mVertexList[mIndexList[i1]].point;
                    VectorF& v2 = mVertexList[mIndexList[i2]].point;
                    VectorF vv = v2 - v1;
                    F32 t = -mPlaneList[p].distToPlane(v1) / mDot(mPlaneList[p],vv);

                    mIndexList.push_back(mVertexList.size() - 1);
                    Vertex& iv = mVertexList.last();
                    iv.point.x = v1.x + vv.x * t;
                    iv.point.y = v1.y + vv.y * t;
                    iv.point.z = v1.z + vv.z * t;
                    iv.mask = 0;

                    // Test against the remaining planes
                    for (U32 i = p + 1; i < mPlaneList.size(); i++)
                        if (mPlaneList[i].distToPlane(iv.point) > 0) {
                            iv.mask = 1 << i;
                            break;
                        }
                }
                if (!(mask2 & pmask)) {
                    U32 index = mIndexList[i2];
                    mIndexList.push_back(index);
                }
                mask1 = mask2;
                i1 = i2;
            }

            // Check for degenerate
            indexStart = indexEnd;
            if (mIndexList.size() - indexStart < 3) {
                mIndexList.setSize(poly.vertexStart);
                mPolyList.decrement();
                return;
            }
        }
    }

    // If we reach here, then there's a poly!
    mEarlyOut = true;

    // Emit what's left and compress the index list.
    poly.vertexCount = mIndexList.size() - indexStart;
    memcpy(&mIndexList[poly.vertexStart],
           &mIndexList[indexStart],poly.vertexCount);
    mIndexList.setSize(poly.vertexStart + poly.vertexCount);
}
Esempio n. 6
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//--------------------------------------------------------
//--------------------------------------------------------
// JK: faster ray->convexHull test - taken from TSMesh...
//
// Used by lighting system...
//
bool castRayBrush(const Point3F &start, const Point3F &end,
				  PlaneF *planes, U32 planeCount)
{
   //   F32 startTime = -0.01f;
   F32 startNum = -0.01f;
   F32 startDen =  1.00f;
   //   F32 endTime   = 1.01f;
   F32 endNum = 1.01f;
   F32 endDen = 1.00f;

   S32 curPlane = 0;
   U32 curMaterial = 0;
   bool found = false;

   bool tmpFound;
   S32 tmpPlane;
   F32 sgn = -1.0f;
   F32 * pnum = &startNum;
   F32 * pden = &startDen;
   S32 * pplane = &curPlane;
   bool * pfound = &found;

   for (S32 i=0; i<planeCount; i++)
   {
      // if start & end outside, no collision
      // if start & end inside, continue
      // if start outside, end inside, or visa versa, find intersection of line with plane
      //    then update intersection of line with hull (using startTime and endTime)
      F32 dot1 = mDot(planes[i],start) + planes[i].d;
      F32 dot2 = mDot(planes[i],end) + planes[i].d;
      if (dot1*dot2>0.0f)
      {
         // same side of the plane...which side -- dot==0 considered inside
         if (dot1>0.0f)
            // start and end outside of this plane, no collision
            return false;
         // start and end inside plane, continue
         continue;
      }

      AssertFatal(dot1/(dot1-dot2)>=0.0f && dot1/(dot1-dot2)<=1.0f,"TSMesh::castRay (1)");

      // find intersection (time) with this plane...
      // F32 time = dot1 / (dot1-dot2);
      F32 num = mFabs(dot1);
      F32 den = mFabs(dot1-dot2);

      if (sgn*dot1>=0)
      {
         sgn *= -1.0f;
         pnum = (F32*) ((dsize_t)pnum ^ (dsize_t)&endNum ^ (dsize_t)&startNum);
         pden = (F32*) ((dsize_t)pden ^ (dsize_t)&endDen ^ (dsize_t)&startDen);
         pplane = (S32*) ((dsize_t)pplane ^ (dsize_t)&tmpPlane ^ (dsize_t)&curPlane);
         pfound = (bool*) ((dsize_t)pfound ^ (dsize_t)&tmpFound ^ (dsize_t)&found);
      }
      bool noCollision = num*endDen*sgn<endNum*den*sgn && num*startDen*sgn<startNum*den*sgn;
      if (num * *pden * sgn < *pnum * den * sgn && !noCollision)
      {
         *pnum = num;
         *pden = den;
         *pplane = i;
         *pfound = true;
      }
      else if (noCollision)
         return false;
   }

   return found;
}
Esempio n. 7
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bool SphereF::intersectsRay( const Point3F &start, const Point3F &end ) const
{
   MatrixF worldToObj( true );
   worldToObj.setPosition( center );
   worldToObj.inverse();

   VectorF dir = end - start;
   dir.normalize();

   Point3F tmpStart = start;
   worldToObj.mulP( tmpStart ); 

   //Compute A, B and C coefficients
   F32 a = mDot(dir, dir);
   F32 b = 2 * mDot(dir, tmpStart);
   F32 c = mDot(tmpStart, tmpStart) - (radius * radius);

   //Find discriminant
   F32 disc = b * b - 4 * a * c;

   // if discriminant is negative there are no real roots, so return 
   // false as ray misses sphere
   if ( disc < 0 )
      return false;

   // compute q as described above
   F32 distSqrt = mSqrt( disc );
   F32 q;
   if ( b < 0 )
      q = (-b - distSqrt)/2.0;
   else
      q = (-b + distSqrt)/2.0;

   // compute t0 and t1
   F32 t0 = q / a;
   F32 t1 = c / q;

   // make sure t0 is smaller than t1
   if ( t0 > t1 )
   {
      // if t0 is bigger than t1 swap them around
      F32 temp = t0;
      t0 = t1;
      t1 = temp;
   }

   // This function doesn't use it
   // but t would be the interpolant
   // value for getting the exact
   // intersection point, by interpolating
   // start to end by t.

   /*
   F32 t = 0;
   TORQUE_UNUSED(t);
   */

   // if t1 is less than zero, the object is in the ray's negative direction
   // and consequently the ray misses the sphere
   if ( t1 < 0 )
      return false;

   // if t0 is less than zero, the intersection point is at t1
   if ( t0 < 0 ) // t = t1;     
      return true;
   else // else the intersection point is at t0
      return true; // t = t0;
}
Esempio n. 8
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void BtPlayer::findContact(   SceneObject **contactObject, 
                              VectorF *contactNormal, 
                              Vector<SceneObject*> *outOverlapObjects ) const
{
   AssertFatal( mGhostObject, "BtPlayer::findContact - The controller is null!" );

   VectorF normal;
   F32 maxDot = -1.0f;

   // Go thru the contact points... get the first contact.
   btHashedOverlappingPairCache *pairCache = mGhostObject->getOverlappingPairCache();
   btBroadphasePairArray& pairArray = pairCache->getOverlappingPairArray();
   U32 numPairs = pairArray.size();
   btManifoldArray manifoldArray;

   for ( U32 i=0; i < numPairs; i++ )
   {
      const btBroadphasePair &pair = pairArray[i];
      
      btBroadphasePair *collisionPair = pairCache->findPair( pair.m_pProxy0, pair.m_pProxy1 );
      if ( !collisionPair || !collisionPair->m_algorithm )
         continue;

      btCollisionObject *other = (btCollisionObject*)pair.m_pProxy0->m_clientObject;
      if ( other == mGhostObject )
         other = (btCollisionObject*)pair.m_pProxy1->m_clientObject;

	  //.logicking >>
	  if (outOverlapObjects->contains( PhysicsUserData::getObject( other->getUserPointer() ) ))
		  continue;
      //AssertFatal( !outOverlapObjects->contains( PhysicsUserData::getObject( other->getUserPointer() ) ),
      //   "Got multiple pairs of the same object!" );
	  //.logicking <<
      outOverlapObjects->push_back( PhysicsUserData::getObject( other->getUserPointer() ) );

      if ( other->getCollisionFlags() & btCollisionObject::CF_NO_CONTACT_RESPONSE )
         continue;

      manifoldArray.clear();
      collisionPair->m_algorithm->getAllContactManifolds( manifoldArray );

      for ( U32 j=0; j < manifoldArray.size(); j++ )
      {                                 
         btPersistentManifold *manifold = manifoldArray[j];
      	btScalar directionSign = manifold->getBody0() == mGhostObject ? 1.0f : -1.0f;

         for ( U32 p=0; p < manifold->getNumContacts(); p++ )
         {
            const btManifoldPoint &pt = manifold->getContactPoint(p);

            // Test the normal... is it the most vertical one we got?
            normal = btCast<Point3F>( pt.m_normalWorldOnB * directionSign );
            F32 dot = mDot( normal, VectorF( 0, 0, 1 ) );
            if ( dot > maxDot )
            {
               maxDot = dot;

               btCollisionObject *colObject = (btCollisionObject*)collisionPair->m_pProxy0->m_clientObject;
               *contactObject = PhysicsUserData::getObject( colObject->getUserPointer() );
               *contactNormal = normal; 
            }
         }
      }
   }
}
Esempio n. 9
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inline bool isOnPlane(Point3F p,PlaneF& plane)
{
   F32 dist = mDot(plane,p) + plane.d;
   return dist < 0.1 && dist > -0.1;
}
Esempio n. 10
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void FlyingVehicle::updateJet(F32 dt)
{
   // Thrust Animation threads
   //  Back
   if (mJetSeq[BackActivate] >=0 ) {
      if(!mBackMaintainOn || mThrustDirection != ThrustForward) {
         if(mBackMaintainOn) {
            mShapeInstance->setPos(mJetThread[BackActivate], 1);
            mShapeInstance->destroyThread(mJetThread[BackMaintain]);
            mBackMaintainOn = false;
         }
         mShapeInstance->setTimeScale(mJetThread[BackActivate],
            (mThrustDirection == ThrustForward)? 1.0f : -1.0f);
         mShapeInstance->advanceTime(dt,mJetThread[BackActivate]);
      }
      if(mJetSeq[BackMaintain] >= 0 && !mBackMaintainOn &&
            mShapeInstance->getPos(mJetThread[BackActivate]) >= 1.0) {
         mShapeInstance->setPos(mJetThread[BackActivate], 0);
         mShapeInstance->setTimeScale(mJetThread[BackActivate], 0);
         mJetThread[BackMaintain] = mShapeInstance->addThread();
         mShapeInstance->setSequence(mJetThread[BackMaintain],mJetSeq[BackMaintain],0);
         mShapeInstance->setTimeScale(mJetThread[BackMaintain],1);
         mBackMaintainOn = true;
      }
      if(mBackMaintainOn)
         mShapeInstance->advanceTime(dt,mJetThread[BackMaintain]);
   }

   // Thrust Animation threads
   //   Bottom
   if (mJetSeq[BottomActivate] >=0 ) {
      if(!mBottomMaintainOn || mThrustDirection != ThrustDown || !mJetting) {
         if(mBottomMaintainOn) {
            mShapeInstance->setPos(mJetThread[BottomActivate], 1);
            mShapeInstance->destroyThread(mJetThread[BottomMaintain]);
            mBottomMaintainOn = false;
         }
         mShapeInstance->setTimeScale(mJetThread[BottomActivate],
            (mThrustDirection == ThrustDown && mJetting)? 1.0f : -1.0f);
         mShapeInstance->advanceTime(dt,mJetThread[BottomActivate]);
      }
      if(mJetSeq[BottomMaintain] >= 0 && !mBottomMaintainOn &&
            mShapeInstance->getPos(mJetThread[BottomActivate]) >= 1.0) {
         mShapeInstance->setPos(mJetThread[BottomActivate], 0);
         mShapeInstance->setTimeScale(mJetThread[BottomActivate], 0);
         mJetThread[BottomMaintain] = mShapeInstance->addThread();
         mShapeInstance->setSequence(mJetThread[BottomMaintain],mJetSeq[BottomMaintain],0);
         mShapeInstance->setTimeScale(mJetThread[BottomMaintain],1);
         mBottomMaintainOn = true;
      }
      if(mBottomMaintainOn)
         mShapeInstance->advanceTime(dt,mJetThread[BottomMaintain]);
   }

   // Jet particles
   for (S32 j = 0; j < NumThrustDirections; j++) {
      JetActivation& jet = sJetActivation[j];
      updateEmitter(mJetting && j == mThrustDirection,dt,mDataBlock->jetEmitter[jet.emitter],
                    jet.node,FlyingVehicleData::MaxDirectionJets);
   }

   // Trail jets
   Point3F yv;
   mObjToWorld.getColumn(1,&yv);
   F32 speed = mFabs(mDot(yv,mRigid.linVelocity));
   F32 trail = 0;
   if (speed > mDataBlock->minTrailSpeed) {
      trail = dt;
      if (speed < mDataBlock->maxSpeed)
         trail *= (speed - mDataBlock->minTrailSpeed) / mDataBlock->maxSpeed;
   }
   updateEmitter(trail,trail,mDataBlock->jetEmitter[FlyingVehicleData::TrailEmitter],
                 FlyingVehicleData::TrailNode,FlyingVehicleData::MaxTrails);

   // Allocate/Deallocate voice on demand.
   if ( !mJetSound )
      return;

   if ( !mJetting ) 
      mJetSound->stop();
   else 
   {
      if ( !mJetSound->isPlaying() )
         mJetSound->play();

      mJetSound->setTransform( getTransform() );
      mJetSound->setVelocity( getVelocity() );
   }
}
Esempio n. 11
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void blInteriorProxy::addToShadowVolume(ShadowVolumeBSP * shadowVolume, LightInfo * light, S32 level)
{
    if(light->getType() != LightInfo::Vector)
        return;

    ColorF ambient = light->getAmbient();

    bool shadowedTree = true;

    InteriorInstance* interior = dynamic_cast<InteriorInstance*>(getObject());
    if (!interior)
        return;
    Resource<InteriorResource> mInteriorRes = interior->getResource();

    // check if just getting shadow detail
    if(level == SceneLighting::SHADOW_DETAIL)
    {
        shadowedTree = false;
        level = mInteriorRes->getNumDetailLevels() - 1;
    }

    Interior * detail = mInteriorRes->getDetailLevel(level);
    bool hasAlarm = detail->hasAlarmState();

    // make sure surfaces do not get processed more than once
    BitVector surfaceProcessed;
    surfaceProcessed.setSize(detail->mSurfaces.size());
    surfaceProcessed.clear();

    ColorI color = light->getAmbient();

    // go through the zones of the interior and grab outside visible surfaces
    for(U32 i = 0; i < detail->getNumZones(); i++)
    {
        Interior::Zone & zone = detail->mZones[i];
        for(U32 j = 0; j < zone.surfaceCount; j++)
        {
            U32 surfaceIndex = detail->mZoneSurfaces[zone.surfaceStart + j];

            // dont reprocess a surface
            if(surfaceProcessed.test(surfaceIndex))
                continue;
            surfaceProcessed.set(surfaceIndex);

            Interior::Surface & surface = detail->mSurfaces[surfaceIndex];

            // outside visible?
            if(!(surface.surfaceFlags & Interior::SurfaceOutsideVisible))
                continue;

            // good surface?
            PlaneF plane = detail->getPlane(surface.planeIndex);
            if(Interior::planeIsFlipped(surface.planeIndex))
                plane.neg();

            // project the plane
            PlaneF projPlane;
            mTransformPlane(interior->getTransform(), interior->getScale(), plane, &projPlane);

            // fill with ambient? (need to do here, because surface will not be
            // added to the SVBSP tree)
            F32 dot = mDot(projPlane, light->getDirection());
            if(dot > -gParellelVectorThresh)// && !(GFX->getPixelShaderVersion() > 0.0) )
            {
                if(shadowedTree)
                {
                    // alarm lighting
                    GFXTexHandle normHandle = gInteriorLMManager.duplicateBaseLightmap(detail->getLMHandle(), interior->getLMHandle(), detail->getNormalLMapIndex(surfaceIndex));
                    GFXTexHandle alarmHandle;

                    GBitmap * normLightmap = normHandle->getBitmap();
                    GBitmap * alarmLightmap = 0;

                    // check if they share the lightmap
                    if(hasAlarm)
                    {
                        if(detail->getNormalLMapIndex(surfaceIndex) != detail->getAlarmLMapIndex(surfaceIndex))
                        {
                            alarmHandle = gInteriorLMManager.duplicateBaseLightmap(detail->getLMHandle(), interior->getLMHandle(), detail->getAlarmLMapIndex(surfaceIndex));
                            alarmLightmap = alarmHandle->getBitmap();
                        }
                    }

                    //
                    // Support for interior light map border sizes.
                    //
                    U32 xlen, ylen, xoff, yoff;
                    U32 lmborder = detail->getLightMapBorderSize();
                    xlen = surface.mapSizeX + (lmborder * 2);
                    ylen = surface.mapSizeY + (lmborder * 2);
                    xoff = surface.mapOffsetX - lmborder;
                    yoff = surface.mapOffsetY - lmborder;

                    // attemp to light normal and alarm lighting
                    for(U32 c = 0; c < 2; c++)
                    {
                        GBitmap * lightmap = (c == 0) ? normLightmap : alarmLightmap;
                        if(!lightmap)
                            continue;

                        // fill it
                        for(U32 y = 0; y < ylen; y++)
                        {
                            for(U32 x = 0; x < xlen; x++)
                            {
                                ColorI outColor(255, 0, 0, 255);

#ifndef SET_COLORS
                                ColorI lmColor(0, 0, 0, 255);
                                lightmap->getColor(xoff + x, yoff + y, lmColor);

                                U32 _r = static_cast<U32>( color.red ) + static_cast<U32>( lmColor.red );
                                U32 _g = static_cast<U32>( color.green ) + static_cast<U32>( lmColor.green );
                                U32 _b = static_cast<U32>( color.blue ) + static_cast<U32>( lmColor.blue );

                                outColor.red   = mClamp(_r, 0, 255);
                                outColor.green = mClamp(_g, 0, 255);
                                outColor.blue  = mClamp(_b, 0, 255);
#endif

                                lightmap->setColor(xoff + x, yoff + y, outColor);
                            }
                        }
                    }
                }
                continue;
            }

            ShadowVolumeBSP::SVPoly * poly = buildInteriorPoly(shadowVolume, detail,
                                             surfaceIndex, light, shadowedTree);

            // insert it into the SVBSP tree
            shadowVolume->insertPoly(poly);
        }
    }
}
Esempio n. 12
0
bool ConvexShape::castRay( const Point3F &start, const Point3F &end, RayInfo *info )
{
   if ( mPlanes.empty() )
      return false;   

   const Vector< PlaneF > &planeList = mPlanes;
   const U32 planeCount = planeList.size();  

   F32 t;
   F32 tmin = F32_MAX;
   S32 hitFace = -1;
   Point3F hitPnt, pnt;
   VectorF rayDir( end - start );
   rayDir.normalizeSafe();

   if ( false )
   {
      PlaneF plane( Point3F(0,0,0), Point3F(0,0,1) );
      Point3F sp( 0,0,-1 );
      Point3F ep( 0,0,1 );

      F32 t = plane.intersect( sp, ep );
      Point3F hitPnt;
      hitPnt.interpolate( sp, ep, t );
   }

   for ( S32 i = 0; i < planeCount; i++ )
   {
      // Don't hit the back-side of planes.
      if ( mDot( rayDir, planeList[i] ) >= 0.0f )
         continue;

      t = planeList[i].intersect( start, end );

      if ( t >= 0.0f && t <= 1.0f && t < tmin )
      {
         pnt.interpolate( start, end, t );

         S32 j = 0;
         for ( ; j < planeCount; j++ )
         {
            if ( i == j )
               continue;

            F32 dist = planeList[j].distToPlane( pnt );
            if ( dist > 1.0e-004f )
               break;
         }

         if ( j == planeCount )
         {
            tmin = t;
            hitFace = i;
         }
      }
   }

   if ( hitFace == -1 )
      return false;

   info->face = hitFace;            
   info->material = mMaterialInst;
   info->normal = planeList[ hitFace ];
   info->object = this;
   info->t = tmin;

   //mObjToWorld.mulV( info->normal );

   return true;
}
Esempio n. 13
0
void Projectile::simulate( F32 dt )
{         
   if ( isServerObject() && mCurrTick >= mDataBlock->lifetime )
   {
      deleteObject();
      return;
   }
   
   if ( mHasExploded )
      return;

   // ... otherwise, we have to do some simulation work.
   RayInfo rInfo;
   Point3F oldPosition;
   Point3F newPosition;

   oldPosition = mCurrPosition;
   if ( mDataBlock->isBallistic )
      mCurrVelocity.z -= 9.81 * mDataBlock->gravityMod * dt;

   newPosition = oldPosition + mCurrVelocity * dt;

   // disable the source objects collision reponse for a short time while we
   // determine if the projectile is capable of moving from the old position
   // to the new position, otherwise we'll hit ourself
   bool disableSourceObjCollision = (mSourceObject.isValid() && mCurrTick <= SourceIdTimeoutTicks);
   if ( disableSourceObjCollision )
      mSourceObject->disableCollision();
   disableCollision();

   // Determine if the projectile is going to hit any object between the previous
   // position and the new position. This code is executed both on the server
   // and on the client (for prediction purposes). It is possible that the server
   // will have registered a collision while the client prediction has not. If this
   // happens the client will be corrected in the next packet update.

   // Raycast the abstract PhysicsWorld if a PhysicsPlugin exists.
   bool hit = false;

   if ( mPhysicsWorld )
      hit = mPhysicsWorld->castRay( oldPosition, newPosition, &rInfo, Point3F( newPosition - oldPosition) * mDataBlock->impactForce );            
   else 
      hit = getContainer()->castRay(oldPosition, newPosition, csmDynamicCollisionMask | csmStaticCollisionMask, &rInfo);

   if ( hit )
   {
      // make sure the client knows to bounce
      if ( isServerObject() && ( rInfo.object->getTypeMask() & csmStaticCollisionMask ) == 0 )
         setMaskBits( BounceMask );

      MatrixF xform( true );
      xform.setColumn( 3, rInfo.point );
      setTransform( xform );
      mCurrPosition    = rInfo.point;

      // Get the object type before the onCollision call, in case
      // the object is destroyed.
      U32 objectType = rInfo.object->getTypeMask();

      // re-enable the collision response on the source object since
      // we need to process the onCollision and explode calls
      if ( disableSourceObjCollision )
         mSourceObject->enableCollision();

      // Ok, here is how this works:
      // onCollision is called to notify the server scripts that a collision has occurred, then
      // a call to explode is made to start the explosion process. The call to explode is made
      // twice, once on the server and once on the client.
      // The server process is responsible for two things:
      //    1) setting the ExplosionMask network bit to guarantee that the client calls explode
      //    2) initiate the explosion process on the server scripts
      // The client process is responsible for only one thing:
      //    1) drawing the appropriate explosion

      // It is possible that during the processTick the server may have decided that a hit
      // has occurred while the client prediction has decided that a hit has not occurred.
      // In this particular scenario the client will have failed to call onCollision and
      // explode during the processTick. However, the explode function will be called
      // during the next packet update, due to the ExplosionMask network bit being set.
      // onCollision will remain uncalled on the client however, therefore no client
      // specific code should be placed inside the function!
      onCollision( rInfo.point, rInfo.normal, rInfo.object );
      // Next order of business: do we explode on this hit?
      if ( mCurrTick > mDataBlock->armingDelay || mDataBlock->armingDelay == 0 )
      {
         mCurrVelocity    = Point3F::Zero;
         explode( rInfo.point, rInfo.normal, objectType );
      }

      if ( mDataBlock->isBallistic )
      {
         // Otherwise, this represents a bounce.  First, reflect our velocity
         //  around the normal...
         Point3F bounceVel = mCurrVelocity - rInfo.normal * (mDot( mCurrVelocity, rInfo.normal ) * 2.0);
         mCurrVelocity = bounceVel;

         // Add in surface friction...
         Point3F tangent = bounceVel - rInfo.normal * mDot(bounceVel, rInfo.normal);
         mCurrVelocity  -= tangent * mDataBlock->bounceFriction;

         // Now, take elasticity into account for modulating the speed of the grenade
         mCurrVelocity *= mDataBlock->bounceElasticity;

         // Set the new position to the impact and the bounce
         // will apply on the next frame.
         //F32 timeLeft = 1.0f - rInfo.t;
         newPosition = oldPosition = rInfo.point + rInfo.normal * 0.05f;
      }
      else
      {
         mCurrVelocity    = Point3F::Zero;
      }
   }

   // re-enable the collision response on the source object now
   // that we are done processing the ballistic movement
   if ( disableSourceObjCollision )
      mSourceObject->enableCollision();
   enableCollision();

   if ( isClientObject() )
   {
      emitParticles( mCurrPosition, newPosition, mCurrVelocity, U32( dt * 1000.0f ) );
      updateSound();
   }

   mCurrDeltaBase = newPosition;
   mCurrBackDelta = mCurrPosition - newPosition;
   mCurrPosition = newPosition;

   MatrixF xform( true );
   xform.setColumn( 3, mCurrPosition );
   setTransform( xform );
}
Esempio n. 14
0
void ConvexShape::Geometry::generate( const Vector< PlaneF > &planes, const Vector< Point3F > &tangents )
{
   PROFILE_SCOPE( Geometry_generate );

   points.clear();
   faces.clear();	

   AssertFatal( planes.size() == tangents.size(), "ConvexShape - incorrect plane/tangent count." );

#ifdef TORQUE_ENABLE_ASSERTS
   for ( S32 i = 0; i < planes.size(); i++ )
   {
      F32 dt = mDot( planes[i], tangents[i] );
      AssertFatal( mIsZero( dt, 0.0001f ), "ConvexShape - non perpendicular input vectors." );
      AssertFatal( planes[i].isUnitLength() && tangents[i].isUnitLength(), "ConvexShape - non unit length input vector." );
   }
#endif

   const U32 planeCount = planes.size();

   Point3F linePt, lineDir;   

   for ( S32 i = 0; i < planeCount; i++ )
   {      
      Vector< MathUtils::Line > collideLines;

      // Find the lines defined by the intersection of this plane with all others.

      for ( S32 j = 0; j < planeCount; j++ )
      {         
         if ( i == j )
            continue;

         if ( planes[i].intersect( planes[j], linePt, lineDir ) )
         {
            collideLines.increment();
            MathUtils::Line &line = collideLines.last();
            line.origin = linePt;
            line.direction = lineDir;   
         }         
      }

      if ( collideLines.empty() )
         continue;

      // Find edges and points defined by the intersection of these lines.
      // As we find them we fill them into our working ConvexShape::Face
      // structure.
      
      Face newFace;

      for ( S32 j = 0; j < collideLines.size(); j++ )
      {
         Vector< Point3F > collidePoints;

         for ( S32 k = 0; k < collideLines.size(); k++ )
         {
            if ( j == k )
               continue;

            MathUtils::LineSegment segment;
            MathUtils::mShortestSegmentBetweenLines( collideLines[j], collideLines[k], &segment );

            F32 dist = ( segment.p0 - segment.p1 ).len();

            if ( dist < 0.0005f )
            {
               S32 l = 0;
               for ( ; l < planeCount; l++ )
               {
                  if ( planes[l].whichSide( segment.p0 ) == PlaneF::Front )
                     break;
               }

               if ( l == planeCount )
                  collidePoints.push_back( segment.p0 );
            }
         }

         //AssertFatal( collidePoints.size() <= 2, "A line can't collide with more than 2 other lines in a convex shape..." );

         if ( collidePoints.size() != 2 )
            continue;

         // Push back collision points into our points vector
         // if they are not duplicates and determine the id
         // index for those points to be used by Edge(s).    

         const Point3F &pnt0 = collidePoints[0];
         const Point3F &pnt1 = collidePoints[1];
         S32 idx0 = -1;
         S32 idx1 = -1;

         for ( S32 k = 0; k < points.size(); k++ )
         {
            if ( pnt0.equal( points[k] ) )
            {
               idx0 = k;
               break;
            }
         }

         for ( S32 k = 0; k < points.size(); k++ )
         {
            if ( pnt1.equal( points[k] ) )
            {
               idx1 = k;
               break;
            }
         }

         if ( idx0 == -1 )
         {
            points.push_back( pnt0 );               
            idx0 = points.size() - 1;
         }

         if ( idx1 == -1 )
         {
            points.push_back( pnt1 );
            idx1 = points.size() - 1;
         }

         // Construct the Face::Edge defined by this collision.

         S32 localIdx0 = newFace.points.push_back_unique( idx0 );
         S32 localIdx1 = newFace.points.push_back_unique( idx1 );

         newFace.edges.increment();
         ConvexShape::Edge &newEdge = newFace.edges.last();
         newEdge.p0 = localIdx0;
         newEdge.p1 = localIdx1;
      }    

      if ( newFace.points.size() < 3 )
         continue;

      //AssertFatal( newFace.points.size() == newFace.edges.size(), "ConvexShape - face point count does not equal edge count." );


		// Fill in some basic Face information.

		newFace.id = i;
		newFace.normal = planes[i];
		newFace.tangent = tangents[i];


		// Make a working array of Point3Fs on this face.

		U32 pntCount = newFace.points.size();		
		Point3F *workPoints = new Point3F[ pntCount ];

		for ( S32 j = 0; j < pntCount; j++ )
			workPoints[j] = points[ newFace.points[j] ];


      // Calculate the average point for calculating winding order.

      Point3F averagePnt = Point3F::Zero;

		for ( S32 j = 0; j < pntCount; j++ )
			averagePnt += workPoints[j];

		averagePnt /= pntCount;		


		// Sort points in correct winding order.

		U32 *vertMap = new U32[pntCount];

      MatrixF quadMat( true );
      quadMat.setPosition( averagePnt );
      quadMat.setColumn( 0, newFace.tangent );
      quadMat.setColumn( 1, mCross( newFace.normal, newFace.tangent ) );
      quadMat.setColumn( 2, newFace.normal );
		quadMat.inverse();

      // Transform working points into quad space 
      // so we can work with them as 2D points.

      for ( S32 j = 0; j < pntCount; j++ )
         quadMat.mulP( workPoints[j] );

		MathUtils::sortQuadWindingOrder( true, workPoints, vertMap, pntCount );

      // Save points in winding order.

      for ( S32 j = 0; j < pntCount; j++ )
         newFace.winding.push_back( vertMap[j] );

      // Calculate the area and centroid of the face.

      newFace.area = 0.0f;
      for ( S32 j = 0; j < pntCount; j++ )
      {
         S32 k = ( j + 1 ) % pntCount;
         const Point3F &p0 = workPoints[ vertMap[j] ];
         const Point3F &p1 = workPoints[ vertMap[k] ];
         
         // Note that this calculation returns positive area for clockwise winding
         // and negative area for counterclockwise winding.
         newFace.area += p0.y * p1.x;
         newFace.area -= p0.x * p1.y;                  
      }

      //AssertFatal( newFace.area > 0.0f, "ConvexShape - face area was not positive." );
      if ( newFace.area > 0.0f )
         newFace.area /= 2.0f;      

      F32 factor;
      F32 cx = 0.0f, cy = 0.0f;
      
      for ( S32 j = 0; j < pntCount; j++ )
      {
         S32 k = ( j + 1 ) % pntCount;
         const Point3F &p0 = workPoints[ vertMap[j] ];
         const Point3F &p1 = workPoints[ vertMap[k] ];

         factor = p0.x * p1.y - p1.x * p0.y;
         cx += ( p0.x + p1.x ) * factor;
         cy += ( p0.y + p1.y ) * factor;
      }
      
      factor = 1.0f / ( newFace.area * 6.0f );
      newFace.centroid.set( cx * factor, cy * factor, 0.0f );
      quadMat.inverse();
      quadMat.mulP( newFace.centroid );

      delete [] workPoints;
      workPoints = NULL;

		// Make polygons / triangles for this face.

		const U32 polyCount = pntCount - 2;

		newFace.triangles.setSize( polyCount );

		for ( S32 j = 0; j < polyCount; j++ )
		{
			ConvexShape::Triangle &poly = newFace.triangles[j];

			poly.p0 = vertMap[0];

			if ( j == 0 )
			{
				poly.p1 = vertMap[ 1 ];
				poly.p2 = vertMap[ 2 ];
			}
			else
			{
				poly.p1 = vertMap[ 1 + j ];
				poly.p2 = vertMap[ 2 + j ];
			}
		}

		delete [] vertMap;


		// Calculate texture coordinates for each point in this face.

		const Point3F binormal = mCross( newFace.normal, newFace.tangent );
		PlaneF planey( newFace.centroid - 0.5f * binormal, binormal );
		PlaneF planex( newFace.centroid - 0.5f * newFace.tangent, newFace.tangent );

		newFace.texcoords.setSize( newFace.points.size() );

		for ( S32 j = 0; j < newFace.points.size(); j++ )
		{
			F32 x = planex.distToPlane( points[ newFace.points[ j ] ] );
			F32 y = planey.distToPlane( points[ newFace.points[ j ] ] );

			newFace.texcoords[j].set( -x, -y );
		}

      // Data verification tests.
#ifdef TORQUE_ENABLE_ASSERTS
      //S32 triCount = newFace.triangles.size();
      //S32 edgeCount = newFace.edges.size();
      //AssertFatal( triCount == edgeCount - 2, "ConvexShape - triangle/edge count do not match." );

      /*
      for ( S32 j = 0; j < triCount; j++ )
      {
         F32 area = MathUtils::mTriangleArea( points[ newFace.points[ newFace.triangles[j][0] ] ], 
                                              points[ newFace.points[ newFace.triangles[j][1] ] ],
                                              points[ newFace.points[ newFace.triangles[j][2] ] ] );
         AssertFatal( area > 0.0f, "ConvexShape - triangle winding bad." );
      }*/
#endif


      // Done with this Face.
      
      faces.push_back( newFace );
   }
}
Esempio n. 15
0
void TerrainBlock::buildConvex(const Box3F& box,Convex* convex)
{
   sTerrainConvexList.collectGarbage();

   //
   if (box.maxExtents.z < -TerrainThickness || box.minExtents.z > fixedToFloat(gridMap[BlockShift]->maxHeight))
      return;

   // Transform the bounding sphere into the object's coord space.  Note that this
   // not really optimal.
   Box3F osBox = box;
   mWorldToObj.mul(osBox);
   AssertWarn(mObjScale == Point3F(1, 1, 1), "Error, handle the scale transform on the terrain");

   S32 xStart = (S32)mFloor( osBox.minExtents.x / mSquareSize );
   S32 xEnd   = (S32)mCeil ( osBox.maxExtents.x / mSquareSize );
   S32 yStart = (S32)mFloor( osBox.minExtents.y / mSquareSize );
   S32 yEnd   = (S32)mCeil ( osBox.maxExtents.y / mSquareSize );
   S32 xExt = xEnd - xStart;
   if (xExt > MaxExtent)
      xExt = MaxExtent;

   mHeightMax = floatToFixed(osBox.maxExtents.z);
   mHeightMin = (osBox.minExtents.z < 0)? 0: floatToFixed(osBox.minExtents.z);

   for (S32 y = yStart; y < yEnd; y++) {
      S32 yi = y & BlockMask;

      //
      for (S32 x = xStart; x < xEnd; x++) {
         S32 xi = x & BlockMask;
         GridSquare *gs = findSquare(0, Point2I(xi, yi));

         // If we disable repeat, then skip non-primary
         if(!mTile && (x!=xi || y!=yi))
            continue;

         // holes only in the primary terrain block
         if (((gs->flags & GridSquare::Empty) && x == xi && y == yi) ||
             gs->minHeight > mHeightMax || gs->maxHeight < mHeightMin)
            continue;

         U32 sid = (x << 16) + (y & ((1 << 16) - 1));
         Convex* cc = 0;

         // See if the square already exists as part of the working set.
         CollisionWorkingList& wl = convex->getWorkingList();
         for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext)
            if (itr->mConvex->getType() == TerrainConvexType &&
                static_cast<TerrainConvex*>(itr->mConvex)->squareId == sid) {
               cc = itr->mConvex;
               break;
            }
         if (cc)
            continue;

         // Create a new convex.
         TerrainConvex* cp = new TerrainConvex;
         sTerrainConvexList.registerObject(cp);
         convex->addToWorkingList(cp);
         cp->halfA = true;
         cp->square = 0;
         cp->mObject = this;
         cp->squareId = sid;
         cp->material = getMaterial(xi,yi)->index;//RDTODO
         cp->box.minExtents.set((F32)(x * mSquareSize), (F32)(y * mSquareSize), fixedToFloat(gs->minHeight));
         cp->box.maxExtents.x = cp->box.minExtents.x + mSquareSize;
         cp->box.maxExtents.y = cp->box.minExtents.y + mSquareSize;
         cp->box.maxExtents.z = fixedToFloat(gs->maxHeight);
         mObjToWorld.mul(cp->box);

         // Build points
         Point3F* pos = cp->point;
         for (int i = 0; i < 4 ; i++,pos++) {
            S32 dx = i >> 1;
            S32 dy = dx ^ (i & 1);
            pos->x = (F32)((x + dx) * mSquareSize);
            pos->y = (F32)((y + dy) * mSquareSize);
            pos->z = fixedToFloat(getHeight(xi + dx, yi + dy));
         }

         // Build normals, then split into two Convex objects if the
         // square is concave
         if ((cp->split45 = gs->flags & GridSquare::Split45) == true) {
            VectorF *vp = cp->point;
            mCross(vp[0] - vp[1],vp[2] - vp[1],&cp->normal[0]);
            cp->normal[0].normalize();
            mCross(vp[2] - vp[3],vp[0] - vp[3],&cp->normal[1]);
            cp->normal[1].normalize();
            if (mDot(vp[3] - vp[1],cp->normal[0]) > 0) {
               TerrainConvex* nc = new TerrainConvex(*cp);
               sTerrainConvexList.registerObject(nc);
               convex->addToWorkingList(nc);
               nc->halfA = false;
               nc->square = cp;
               cp->square = nc;
            }
         }
         else {
            VectorF *vp = cp->point;
            mCross(vp[3] - vp[0],vp[1] - vp[0],&cp->normal[0]);
            cp->normal[0].normalize();
            mCross(vp[1] - vp[2],vp[3] - vp[2],&cp->normal[1]);
            cp->normal[1].normalize();
            if (mDot(vp[2] - vp[0],cp->normal[0]) > 0) {
               TerrainConvex* nc = new TerrainConvex(*cp);
               sTerrainConvexList.registerObject(nc);
               convex->addToWorkingList(nc);
               nc->halfA = false;
               nc->square = cp;
               cp->square = nc;
            }
         }
      }
   }
}
Esempio n. 16
0
void GFXDrawUtil::_drawSolidPolyhedron( const GFXStateBlockDesc &desc, const AnyPolyhedron &poly, const ColorI &color, const MatrixF *xfm )
{
   GFXDEBUGEVENT_SCOPE( GFXDrawUtil_DrawSolidPolyhedron, ColorI::GREEN );

   const U32 numPoints = poly.getNumPoints();
   const Point3F* points = poly.getPoints();
   const PlaneF* planes = poly.getPlanes();
   const Point3F viewDir = GFX->getViewMatrix().getForwardVector();

   // Create a temp buffer for the vertices and
   // put all the polyhedron's points in there.

   GFXVertexBufferHandle< GFXVertexPC > verts( mDevice, numPoints, GFXBufferTypeVolatile );
   
   verts.lock();
   for( U32 i = 0; i < numPoints; ++ i )
   {
      verts[ i ].point = points[ i ];
      verts[ i ].color = color;
   }

   if( xfm )
   {
      for( U32 i = 0; i < numPoints; ++ i )
         xfm->mulP( verts[ i ].point );
   }
   verts.unlock();

   // Allocate a temp buffer for the face indices.

   const U32 numIndices = poly.getNumEdges() * 2;
   const U32 numPlanes = poly.getNumPlanes();

   GFXPrimitiveBufferHandle prims( mDevice, numIndices, 0, GFXBufferTypeVolatile );

   // Unfortunately, since polygons may have varying numbers of
   // vertices, we also need to retain that information.

   FrameTemp< U32 > numIndicesForPoly( numPlanes );
   U32 numPolys = 0;

   // Create all the polygon indices.

   U16* indices;
   prims.lock( &indices );
   U32 idx = 0;
   for( U32 i = 0; i < numPlanes; ++ i )
   {
      // Since face extraction is somewhat costly, don't bother doing it for
      // backfacing polygons if culling is enabled.

      if( !desc.cullDefined || desc.cullMode != GFXCullNone )
      {
         F32 dot = mDot( planes[ i ], viewDir );

         // See if it faces *the same way* as the view direction.  This would
         // normally mean that the face is *not* backfacing but since we expect
         // planes on the polyhedron to be facing *inwards*, we need to reverse
         // the logic here.

         if( dot > 0.f )
            continue;
      }

      U32 numPoints = poly.extractFace( i, &indices[ idx ], numIndices - idx );
      numIndicesForPoly[ numPolys ] = numPoints;
      idx += numPoints;

      numPolys ++;
   }
   prims.unlock();

   // Set up state.

   mDevice->setStateBlockByDesc( desc );
   mDevice->setupGenericShaders();

   mDevice->setVertexBuffer( verts );
   mDevice->setPrimitiveBuffer( prims );

   // Render one triangle fan for each polygon.

   U32 startIndex = 0;
   for( U32 i = 0; i < numPolys; ++ i )
   {
      U32 numVerts = numIndicesForPoly[ i ];
      mDevice->drawIndexedPrimitive( GFXTriangleFan, 0, 0, numPoints, startIndex, numVerts - 2 );
      startIndex += numVerts;
   }
}
Esempio n. 17
0
void ScatterSky::_getColor( const Point3F &pos, ColorF *outColor )
{
   PROFILE_SCOPE( ScatterSky_GetColor );

   F32 scaleOverScaleDepth = mScale / mRayleighScaleDepth;
   F32 rayleighBrightness = mRayleighScattering * mSkyBrightness;
   F32 mieBrightness = mMieScattering * mSkyBrightness;

   Point3F invWaveLength(  1.0f / mWavelength4[0],
                           1.0f / mWavelength4[1],
                           1.0f / mWavelength4[2] );

   Point3F v3Pos = pos / 6378000.0f;
   v3Pos.z += mSphereInnerRadius;

   Point3F newCamPos( 0, 0, smViewerHeight );

   VectorF v3Ray = v3Pos - newCamPos;
   F32 fFar = v3Ray.len();
   v3Ray / fFar;
   v3Ray.normalizeSafe();

   Point3F v3Start = newCamPos;
   F32 fDepth = mExp( scaleOverScaleDepth * (mSphereInnerRadius - smViewerHeight ) );
   F32 fStartAngle = mDot( v3Ray, v3Start );

   F32 fStartOffset = fDepth * _vernierScale( fStartAngle );

   F32 fSampleLength = fFar / 2.0f;
   F32 fScaledLength = fSampleLength * mScale;
   VectorF v3SampleRay = v3Ray * fSampleLength;
   Point3F v3SamplePoint = v3Start + v3SampleRay * 0.5f;

   Point3F v3FrontColor( 0, 0, 0 );
   for ( U32 i = 0; i < 2; i++ )
   {
      F32 fHeight = v3SamplePoint.len();
      F32 fDepth = mExp( scaleOverScaleDepth * (mSphereInnerRadius - smViewerHeight) );
      F32 fLightAngle = mDot( mLightDir, v3SamplePoint ) / fHeight;
      F32 fCameraAngle = mDot( v3Ray, v3SamplePoint ) / fHeight;

      F32 fScatter = (fStartOffset + fDepth * ( _vernierScale( fLightAngle ) - _vernierScale( fCameraAngle ) ));
      Point3F v3Attenuate( 0, 0, 0 );

      F32 tmp = mExp( -fScatter * (invWaveLength[0] * mRayleighScattering4PI + mMieScattering4PI) );
      v3Attenuate.x = tmp;

      tmp = mExp( -fScatter * (invWaveLength[1] * mRayleighScattering4PI + mMieScattering4PI) );
      v3Attenuate.y = tmp;

      tmp = mExp( -fScatter * (invWaveLength[2] * mRayleighScattering4PI + mMieScattering4PI) );
      v3Attenuate.z = tmp;

      v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
      v3SamplePoint += v3SampleRay;
   }

   Point3F mieColor = v3FrontColor * mieBrightness;
   Point3F rayleighColor = v3FrontColor * (invWaveLength * rayleighBrightness);
   Point3F v3Direction = newCamPos - v3Pos;
   v3Direction.normalize();

   F32 fCos = mDot( mLightDir, v3Direction ) / v3Direction.len();
   F32 fCos2 = fCos * fCos;

   F32 g = -0.991f;
   F32 g2 = g * g;
   F32 miePhase = _getMiePhase( fCos, fCos2, g, g2 );

   Point3F color = rayleighColor + (miePhase * mieColor);
   ColorF tmp( color.x, color.y, color.z, color.y );

   Point3F expColor( 0, 0, 0 );
   expColor.x = 1.0f - exp(-mExposure * color.x);
   expColor.y = 1.0f - exp(-mExposure * color.y);
   expColor.z = 1.0f - exp(-mExposure * color.z);

   tmp.set( expColor.x, expColor.y, expColor.z, 1.0f );

   if ( !tmp.isValidColor() )
   {
      F32 len = expColor.len();
      if ( len > 0 )
         expColor /= len;
   }

   outColor->set( expColor.x, expColor.y, expColor.z, 1.0f );
}
Esempio n. 18
0
void DecalRoad::_generateEdges()
{      
   PROFILE_SCOPE( DecalRoad_generateEdges );

   //Con::warnf( "%s - generateEdges", isServerObject() ? "server" : "client" );

   if ( mNodes.size() > 0 )
   {
      // Set our object position to the first node.
      const Point3F &nodePt = mNodes.first().point;
      MatrixF mat( true );
      mat.setPosition( nodePt );
      Parent::setTransform( mat );

      // The server object has global bounds, which Parent::setTransform 
      // messes up so we must reset it.
      if ( isServerObject() )
      {
         mObjBox.minExtents.set(-1e10, -1e10, -1e10);
         mObjBox.maxExtents.set( 1e10,  1e10,  1e10);
      }
   }


   if ( mNodes.size() < 2 )
      return;

   // Ensure nodes are above the terrain height at their xy position
   for ( U32 i = 0; i < mNodes.size(); i++ )
   {
      _getTerrainHeight( mNodes[i].point );
   }

   // Now start generating edges...

   U32 nodeCount = mNodes.size();
   Point3F *positions = new Point3F[nodeCount];

   for ( U32 i = 0; i < nodeCount; i++ )
   {
      const RoadNode &node = mNodes[i];
      positions[i].set( node.point.x, node.point.y, node.width );
   }

   CatmullRom<Point3F> spline;
   spline.initialize( nodeCount, positions );
   delete [] positions;

   mEdges.clear();

   Point3F lastBreakVector(0,0,0);      
   RoadEdge slice;
   Point3F lastBreakNode;
   lastBreakNode = spline.evaluate(0.0f);

   for ( U32 i = 1; i < mNodes.size(); i++ )
   {
      F32 t1 = spline.getTime(i);
      F32 t0 = spline.getTime(i-1);

      F32 segLength = spline.arcLength( t0, t1 );

      U32 numSegments = mCeil( segLength / MIN_METERS_PER_SEGMENT );
      numSegments = getMax( numSegments, (U32)1 );
      F32 tstep = ( t1 - t0 ) / numSegments; 

      U32 startIdx = 0;
      U32 endIdx = ( i == nodeCount - 1 ) ? numSegments + 1 : numSegments;

      for ( U32 j = startIdx; j < endIdx; j++ )
      {
         F32 t = t0 + tstep * j;
         Point3F splineNode = spline.evaluate(t);
         F32 width = splineNode.z;
         _getTerrainHeight( splineNode );

         Point3F toNodeVec = splineNode - lastBreakNode;
         toNodeVec.normalizeSafe();

         if ( lastBreakVector.isZero() )
            lastBreakVector = toNodeVec;

         F32 angle = mRadToDeg( mAcos( mDot( toNodeVec, lastBreakVector ) ) );

         if ( j == startIdx || 
            ( j == endIdx - 1 && i == mNodes.size() - 1 ) ||
            angle > mBreakAngle )
         {
            // Push back a spline node
            //slice.p1.set( splineNode.x, splineNode.y, 0.0f );
            //_getTerrainHeight( slice.p1 );
            slice.p1 = splineNode;
            slice.uvec.set(0,0,1);
            slice.width = width;            
            slice.parentNodeIdx = i-1;
            mEdges.push_back( slice );         

            lastBreakVector = splineNode - lastBreakNode;
            lastBreakVector.normalizeSafe();

            lastBreakNode = splineNode;
         }          
      }
   }

   /*
   for ( U32 i = 1; i < nodeCount; i++ )
   {
      F32 t0 = spline.getTime( i-1 );
      F32 t1 = spline.getTime( i );

      F32 segLength = spline.arcLength( t0, t1 );

      U32 numSegments = mCeil( segLength / mBreakAngle );
      numSegments = getMax( numSegments, (U32)1 );
      F32 tstep = ( t1 - t0 ) / numSegments;

      AssertFatal( numSegments > 0, "DecalRoad::_generateEdges, got zero segments!" );   

      U32 startIdx = 0;
      U32 endIdx = ( i == nodeCount - 1 ) ? numSegments + 1 : numSegments;

      for ( U32 j = startIdx; j < endIdx; j++ )
      {
         F32 t = t0 + tstep * j;
         Point3F val = spline.evaluate(t);

         RoadEdge edge;         
         edge.p1.set( val.x, val.y, 0.0f );    
         _getTerrainHeight( val.x, val.y, edge.p1.z );    
         edge.uvec.set(0,0,1);
         edge.width = val.z;
         edge.parentNodeIdx = i-1;
         mEdges.push_back( edge );
      }   
   }
   */

   //
   // Calculate fvec and rvec for all edges
   //
   RoadEdge *edge = NULL;
   RoadEdge *nextEdge = NULL;

   for ( U32 i = 0; i < mEdges.size() - 1; i++ )
   {
      edge = &mEdges[i];
      nextEdge = &mEdges[i+1];

      edge->fvec = nextEdge->p1 - edge->p1;
      edge->fvec.normalize();

      edge->rvec = mCross( edge->fvec, edge->uvec );
      edge->rvec.normalize();
   }

   // Must do the last edge outside the loop
   RoadEdge *lastEdge = &mEdges[mEdges.size()-1];
   RoadEdge *prevEdge = &mEdges[mEdges.size()-2];
   lastEdge->fvec = prevEdge->fvec;
   lastEdge->rvec = prevEdge->rvec;


   //
   // Calculate p0/p2 for all edges
   //      
   for ( U32 i = 0; i < mEdges.size(); i++ )
   {
      RoadEdge *edge = &mEdges[i];
      edge->p0 = edge->p1 - edge->rvec * edge->width * 0.5f;
      edge->p2 = edge->p1 + edge->rvec * edge->width * 0.5f;
      _getTerrainHeight( edge->p0 );
      _getTerrainHeight( edge->p2 );
   }   
}
Esempio n. 19
0
void FlyingVehicle::updateForces(F32 /*dt*/)
{
   PROFILE_SCOPE( FlyingVehicle_UpdateForces );

   MatrixF currPosMat;
   mRigid.getTransform(&currPosMat);
   mRigid.atRest = false;

   Point3F massCenter;
   currPosMat.mulP(mDataBlock->massCenter,&massCenter);

   Point3F xv,yv,zv;
   currPosMat.getColumn(0,&xv);
   currPosMat.getColumn(1,&yv);
   currPosMat.getColumn(2,&zv);
   F32 speed = mRigid.linVelocity.len();

   Point3F force  = Point3F(0, 0, sFlyingVehicleGravity * mRigid.mass * mGravityMod);
   Point3F torque = Point3F(0, 0, 0);

   // Drag at any speed
   force  -= mRigid.linVelocity * mDataBlock->minDrag;
   torque -= mRigid.angMomentum * mDataBlock->rotationalDrag;

   // Auto-stop at low speeds
   if (speed < mDataBlock->maxAutoSpeed) {
      F32 autoScale = 1 - speed / mDataBlock->maxAutoSpeed;

      // Gyroscope
      F32 gf = mDataBlock->autoAngularForce * autoScale;
      torque -= xv * gf * mDot(yv,Point3F(0,0,1));

      // Manuevering jets
      F32 sf = mDataBlock->autoLinearForce * autoScale;
      force -= yv * sf * mDot(yv, mRigid.linVelocity);
      force -= xv * sf * mDot(xv, mRigid.linVelocity);
   }

   // Hovering Jet
   F32 vf = -sFlyingVehicleGravity * mRigid.mass * mGravityMod;
   F32 h  = getHeight();
   if (h <= 1) {
      if (h > 0) {
         vf -= vf * h * 0.1;
      } else {
         vf += mDataBlock->jetForce * -h;
      }
   }
   force += zv * vf;

   // Damping "surfaces"
   force -= xv * mDot(xv,mRigid.linVelocity) * mDataBlock->horizontalSurfaceForce;
   force -= zv * mDot(zv,mRigid.linVelocity) * mDataBlock->verticalSurfaceForce;

   // Turbo Jet
   if (mJetting) {
      if (mThrustDirection == ThrustForward)
         force += yv * mDataBlock->jetForce * mCeilingFactor;
      else if (mThrustDirection == ThrustBackward)
         force -= yv * mDataBlock->jetForce * mCeilingFactor;
      else
         force += zv * mDataBlock->jetForce * mDataBlock->vertThrustMultiple * mCeilingFactor;
   }

   // Maneuvering jets
   force += yv * (mThrust.y * mDataBlock->maneuveringForce * mCeilingFactor);
   force += xv * (mThrust.x * mDataBlock->maneuveringForce * mCeilingFactor);

   // Steering
   Point2F steering;
   steering.x = mSteering.x / mDataBlock->maxSteeringAngle;
   steering.x *= mFabs(steering.x);
   steering.y = mSteering.y / mDataBlock->maxSteeringAngle;
   steering.y *= mFabs(steering.y);
   torque -= xv * steering.y * mDataBlock->steeringForce;
   torque -= zv * steering.x * mDataBlock->steeringForce;

   // Roll
   torque += yv * steering.x * mDataBlock->steeringRollForce;
   F32 ar = mDataBlock->autoAngularForce * mDot(xv,Point3F(0,0,1));
   ar -= mDataBlock->rollForce * mDot(xv, mRigid.linVelocity);
   torque += yv * ar;

   // Add in force from physical zones...
   force += mAppliedForce;

   // Container buoyancy & drag
   force -= Point3F(0, 0, 1) * (mBuoyancy * sFlyingVehicleGravity * mRigid.mass * mGravityMod);
   force -= mRigid.linVelocity * mDrag;

   //
   mRigid.force  = force;
   mRigid.torque = torque;
}
void ClippedPolyList::end()
{
   PROFILE_SCOPE( ClippedPolyList_Clip );

   Poly& poly = mPolyList.last();
   
   // Reject polygons facing away from our normal.   
   if ( mDot( poly.plane, mNormal ) < mNormalTolCosineRadians )
   {
      mIndexList.setSize(poly.vertexStart);
      mPolyList.decrement();
      return;
   }

   // Build initial inside/outside plane masks
   U32 indexStart = poly.vertexStart;
   U32 vertexCount = mIndexList.size() - indexStart;

   U32 frontMask = 0,backMask = 0;
   U32 i;
   for (i = indexStart; i < mIndexList.size(); i++) 
   {
      U32 mask = mVertexList[mIndexList[i]].mask;
      frontMask |= mask;
      backMask |= ~mask;
   }

   // Trivial accept if all the vertices are on the backsides of
   // all the planes.
   if (!frontMask) 
   {
      poly.vertexCount = vertexCount;
      return;
   }

   // Trivial reject if any plane not crossed has all it's points
   // on the front.
   U32 crossMask = frontMask & backMask;
   if (~crossMask & frontMask) 
   {
      mIndexList.setSize(poly.vertexStart);
      mPolyList.decrement();
      return;
   }

   // Potentially, this will add up to mPlaneList.size() * (indexStart - indexEnd) 
   // elements to mIndexList, so ensure that it has enough space to store that
   // so we can use push_back_noresize. If you find this code block getting hit
   // frequently, changing the value of 'IndexListReserveSize' or doing some selective
   // allocation is suggested
   //
   // TODO: Re-visit this, since it obviously does not work correctly, and than
   // re-enable the push_back_noresize
   //while(mIndexList.size() + mPlaneList.size() * (mIndexList.size() - indexStart) > mIndexList.capacity() )
   //   mIndexList.reserve(mIndexList.capacity() * 2);

   // Need to do some clipping
   for (U32 p = 0; p < mPlaneList.size(); p++) 
   {
      U32 pmask = 1 << p;

      // Only test against this plane if we have something
      // on both sides
      if (!(crossMask & pmask))
         continue;

      U32 indexEnd = mIndexList.size();
      U32 i1 = indexEnd - 1;
      U32 mask1 = mVertexList[mIndexList[i1]].mask;

      for (U32 i2 = indexStart; i2 < indexEnd; i2++) 
      {
         U32 mask2 = mVertexList[mIndexList[i2]].mask;
         if ((mask1 ^ mask2) & pmask) 
         {
            //
            mVertexList.increment();
            VectorF& v1 = mVertexList[mIndexList[i1]].point;
            VectorF& v2 = mVertexList[mIndexList[i2]].point;
            VectorF vv = v2 - v1;
            F32 t = -mPlaneList[p].distToPlane(v1) / mDot(mPlaneList[p],vv);

            mNormalList.increment();
            VectorF& n1 = mNormalList[mIndexList[i1]];
            VectorF& n2 = mNormalList[mIndexList[i1]];
            VectorF nn = mLerp( n1, n2, t );
            nn.normalizeSafe();
            mNormalList.last() = nn;

            mIndexList.push_back/*_noresize*/(mVertexList.size() - 1);
            Vertex& iv = mVertexList.last();
            iv.point.x = v1.x + vv.x * t;
            iv.point.y = v1.y + vv.y * t;
            iv.point.z = v1.z + vv.z * t;
            iv.mask = 0;

            // Test against the remaining planes
            for (U32 i = p + 1; i < mPlaneList.size(); i++)
               if (mPlaneList[i].distToPlane(iv.point) > 0) 
               {
                  iv.mask = 1 << i;
                  break;
               }
         }

         if (!(mask2 & pmask)) 
         {
            U32 index = mIndexList[i2];
            mIndexList.push_back/*_noresize*/(index);
         }

         mask1 = mask2;
         i1 = i2;
      }

      // Check for degenerate
      indexStart = indexEnd;
      if (mIndexList.size() - indexStart < 3) 
      {
         mIndexList.setSize(poly.vertexStart);
         mPolyList.decrement();
         return;
      }
   }

   // Emit what's left and compress the index list.
   poly.vertexCount = mIndexList.size() - indexStart;
   memcpy(&mIndexList[poly.vertexStart],
      &mIndexList[indexStart],poly.vertexCount);
   mIndexList.setSize(poly.vertexStart + poly.vertexCount);
}
Esempio n. 21
0
//--------------------------------------
static void m_matF_x_scale_x_planeF_C(const F32* m, const F32* s, const F32* p, F32* presult)
{
   // We take in a matrix, a scale factor, and a plane equation.  We want to output
   //  the resultant normal
   // We have T = m*s
   // To multiply the normal, we want Inv(Tr(m*s))
   //  Inv(Tr(ms)) = Inv(Tr(s) * Tr(m))
   //              = Inv(Tr(m)) * Inv(Tr(s))
   //
   //  Inv(Tr(s)) = Inv(s) = [ 1/x   0   0  0]
   //                        [   0 1/y   0  0]
   //                        [   0   0 1/z  0]
   //                        [   0   0   0  1]
   //
   // Since m is an affine matrix,
   //  Tr(m) = [ [       ] 0 ]
   //          [ [   R   ] 0 ]
   //          [ [       ] 0 ]
   //          [ [ x y z ] 1 ]
   //
   // Inv(Tr(m)) = [ [    -1 ] 0 ]
   //              [ [   R   ] 0 ]
   //              [ [       ] 0 ]
   //              [ [ A B C ] 1 ]
   // Where:
   //
   //  P = (x, y, z)
   //  A = -(Row(0, r) * P);
   //  B = -(Row(1, r) * P);
   //  C = -(Row(2, r) * P);

   MatrixF invScale(true);
   F32* pScaleElems = invScale;
   pScaleElems[MatrixF::idx(0, 0)] = 1.0f / s[0];
   pScaleElems[MatrixF::idx(1, 1)] = 1.0f / s[1];
   pScaleElems[MatrixF::idx(2, 2)] = 1.0f / s[2];

   const Point3F shear( m[MatrixF::idx(3, 0)], m[MatrixF::idx(3, 1)], m[MatrixF::idx(3, 2)] );

   const Point3F row0(m[MatrixF::idx(0, 0)], m[MatrixF::idx(0, 1)], m[MatrixF::idx(0, 2)]);
   const Point3F row1(m[MatrixF::idx(1, 0)], m[MatrixF::idx(1, 1)], m[MatrixF::idx(1, 2)]);
   const Point3F row2(m[MatrixF::idx(2, 0)], m[MatrixF::idx(2, 1)], m[MatrixF::idx(2, 2)]);

   const F32 A = -mDot(row0, shear);
   const F32 B = -mDot(row1, shear);
   const F32 C = -mDot(row2, shear);

   MatrixF invTrMatrix(true);
   F32* destMat = invTrMatrix;
   destMat[MatrixF::idx(0, 0)] = m[MatrixF::idx(0, 0)];
   destMat[MatrixF::idx(1, 0)] = m[MatrixF::idx(1, 0)];
   destMat[MatrixF::idx(2, 0)] = m[MatrixF::idx(2, 0)];
   destMat[MatrixF::idx(0, 1)] = m[MatrixF::idx(0, 1)];
   destMat[MatrixF::idx(1, 1)] = m[MatrixF::idx(1, 1)];
   destMat[MatrixF::idx(2, 1)] = m[MatrixF::idx(2, 1)];
   destMat[MatrixF::idx(0, 2)] = m[MatrixF::idx(0, 2)];
   destMat[MatrixF::idx(1, 2)] = m[MatrixF::idx(1, 2)];
   destMat[MatrixF::idx(2, 2)] = m[MatrixF::idx(2, 2)];
   destMat[MatrixF::idx(0, 3)] = A;
   destMat[MatrixF::idx(1, 3)] = B;
   destMat[MatrixF::idx(2, 3)] = C;
   invTrMatrix.mul(invScale);

   Point3F norm(p[0], p[1], p[2]);
   Point3F point = norm * -p[3];
   invTrMatrix.mulP(norm);
   norm.normalize();

   MatrixF temp;
   memcpy(temp, m, sizeof(F32) * 16);
   point.x *= s[0];
   point.y *= s[1];
   point.z *= s[2];
   temp.mulP(point);

   PlaneF resultPlane(point, norm);
   presult[0] = resultPlane.x;
   presult[1] = resultPlane.y;
   presult[2] = resultPlane.z;
   presult[3] = resultPlane.d;
}
Esempio n. 22
0
void Item::updatePos(const U32 /*mask*/, const F32 dt)
{
   // Try and move
   Point3F pos;
   mObjToWorld.getColumn(3,&pos);
   delta.posVec = pos;

   bool contact = false;
   bool nonStatic = false;
   bool stickyNotify = false;
   CollisionList collisionList;
   F32 time = dt;

   static Polyhedron sBoxPolyhedron;
   static ExtrudedPolyList sExtrudedPolyList;
   static EarlyOutPolyList sEarlyOutPolyList;
   MatrixF collisionMatrix(true);
   Point3F end = pos + mVelocity * time;
   U32 mask = isServerObject() ? sServerCollisionMask : sClientCollisionMask;

   // Part of our speed problem here is that we don't track contact surfaces, like we do
   //  with the player.  In order to handle the most common and performance impacting
   //  instance of this problem, we'll use a ray cast to detect any contact surfaces below
   //  us.  This won't be perfect, but it only needs to catch a few of these to make a
   //  big difference.  We'll cast from the top center of the bounding box at the tick's
   //  beginning to the bottom center of the box at the end.
   Point3F startCast((mObjBox.minExtents.x + mObjBox.maxExtents.x) * 0.5,
                     (mObjBox.minExtents.y + mObjBox.maxExtents.y) * 0.5,
                     mObjBox.maxExtents.z);
   Point3F endCast((mObjBox.minExtents.x + mObjBox.maxExtents.x) * 0.5,
                   (mObjBox.minExtents.y + mObjBox.maxExtents.y) * 0.5,
                   mObjBox.minExtents.z);
   collisionMatrix.setColumn(3, pos);
   collisionMatrix.mulP(startCast);
   collisionMatrix.setColumn(3, end);
   collisionMatrix.mulP(endCast);
   RayInfo rinfo;
   bool doToughCollision = true;
   disableCollision();
   if (mCollisionObject)
      mCollisionObject->disableCollision();
   if (getContainer()->castRay(startCast, endCast, mask, &rinfo))
   {
      F32 bd = -mDot(mVelocity, rinfo.normal);

      if (bd >= 0.0)
      {
         // Contact!
         if (mDataBlock->sticky && rinfo.object->getTypeMask() & (STATIC_COLLISION_TYPEMASK)) {
            mVelocity.set(0, 0, 0);
            mAtRest = true;
            mAtRestCounter = 0;
            stickyNotify = true;
            mStickyCollisionPos    = rinfo.point;
            mStickyCollisionNormal = rinfo.normal;
            doToughCollision = false;;
         } else {
            // Subtract out velocity into surface and friction
            VectorF fv = mVelocity + rinfo.normal * bd;
            F32 fvl = fv.len();
            if (fvl) {
               F32 ff = bd * mDataBlock->friction;
               if (ff < fvl) {
                  fv *= ff / fvl;
                  fvl = ff;
               }
            }
            bd *= 1 + mDataBlock->elasticity;
            VectorF dv = rinfo.normal * (bd + 0.002);
            mVelocity += dv;
            mVelocity -= fv;

            // Keep track of what we hit
            contact = true;
            U32 typeMask = rinfo.object->getTypeMask();
            if (!(typeMask & StaticObjectType))
               nonStatic = true;
            if (isServerObject() && (typeMask & ShapeBaseObjectType)) {
               ShapeBase* col = static_cast<ShapeBase*>(rinfo.object);
               queueCollision(col,mVelocity - col->getVelocity());
            }
         }
      }
   }
   enableCollision();
   if (mCollisionObject)
      mCollisionObject->enableCollision();

   if (doToughCollision)
   {
      U32 count;
      for (count = 0; count < 3; count++)
      {
         // Build list from convex states here...
         end = pos + mVelocity * time;


         collisionMatrix.setColumn(3, end);
         Box3F wBox = getObjBox();
         collisionMatrix.mul(wBox);
         Box3F testBox = wBox;
         Point3F oldMin = testBox.minExtents;
         Point3F oldMax = testBox.maxExtents;
         testBox.minExtents.setMin(oldMin + (mVelocity * time));
         testBox.maxExtents.setMin(oldMax + (mVelocity * time));

         sEarlyOutPolyList.clear();
         sEarlyOutPolyList.mNormal.set(0,0,0);
         sEarlyOutPolyList.mPlaneList.setSize(6);
         sEarlyOutPolyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1,0,0));
         sEarlyOutPolyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0,1,0));
         sEarlyOutPolyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1,0,0));
         sEarlyOutPolyList.mPlaneList[3].set(wBox.minExtents,VectorF(0,-1,0));
         sEarlyOutPolyList.mPlaneList[4].set(wBox.minExtents,VectorF(0,0,-1));
         sEarlyOutPolyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0,0,1));

         CollisionWorkingList& eorList = mConvex.getWorkingList();
         CollisionWorkingList* eopList = eorList.wLink.mNext;
         while (eopList != &eorList) {
            if ((eopList->mConvex->getObject()->getTypeMask() & mask) != 0)
            {
               Box3F convexBox = eopList->mConvex->getBoundingBox();
               if (testBox.isOverlapped(convexBox))
               {
                  eopList->mConvex->getPolyList(&sEarlyOutPolyList);
                  if (sEarlyOutPolyList.isEmpty() == false)
                     break;
               }
            }
            eopList = eopList->wLink.mNext;
         }
         if (sEarlyOutPolyList.isEmpty())
         {
            pos = end;
            break;
         }

         collisionMatrix.setColumn(3, pos);
         sBoxPolyhedron.buildBox(collisionMatrix, mObjBox, true);

         // Build extruded polyList...
         VectorF vector = end - pos;
         sExtrudedPolyList.extrude(sBoxPolyhedron, vector);
         sExtrudedPolyList.setVelocity(mVelocity);
         sExtrudedPolyList.setCollisionList(&collisionList);

         CollisionWorkingList& rList = mConvex.getWorkingList();
         CollisionWorkingList* pList = rList.wLink.mNext;
         while (pList != &rList) {
            if ((pList->mConvex->getObject()->getTypeMask() & mask) != 0)
            {
               Box3F convexBox = pList->mConvex->getBoundingBox();
               if (testBox.isOverlapped(convexBox))
               {
                  pList->mConvex->getPolyList(&sExtrudedPolyList);
               }
            }
            pList = pList->wLink.mNext;
         }

         if (collisionList.getTime() < 1.0)
         {
            // Set to collision point
            F32 dt = time * collisionList.getTime();
            pos += mVelocity * dt;
            time -= dt;

            // Pick the most resistant surface
            F32 bd = 0;
            const Collision* collision = 0;
            for (int c = 0; c < collisionList.getCount(); c++) {
               const Collision &cp = collisionList[c];
               F32 dot = -mDot(mVelocity,cp.normal);
               if (dot > bd) {
                  bd = dot;
                  collision = &cp;
               }
            }

            if (collision && mDataBlock->sticky && collision->object->getTypeMask() & (STATIC_COLLISION_TYPEMASK)) {
               mVelocity.set(0, 0, 0);
               mAtRest = true;
               mAtRestCounter = 0;
               stickyNotify = true;
               mStickyCollisionPos    = collision->point;
               mStickyCollisionNormal = collision->normal;
               break;
            } else {
               // Subtract out velocity into surface and friction
               if (collision) {
                  VectorF fv = mVelocity + collision->normal * bd;
                  F32 fvl = fv.len();
                  if (fvl) {
                     F32 ff = bd * mDataBlock->friction;
                     if (ff < fvl) {
                        fv *= ff / fvl;
                        fvl = ff;
                     }
                  }
                  bd *= 1 + mDataBlock->elasticity;
                  VectorF dv = collision->normal * (bd + 0.002);
                  mVelocity += dv;
                  mVelocity -= fv;

                  // Keep track of what we hit
                  contact = true;
                  U32 typeMask = collision->object->getTypeMask();
                  if (!(typeMask & StaticObjectType))
                     nonStatic = true;
                  if (isServerObject() && (typeMask & ShapeBaseObjectType)) {
                     ShapeBase* col = static_cast<ShapeBase*>(collision->object);
                     queueCollision(col,mVelocity - col->getVelocity());
                  }
               }
            }
         }
         else
         {
            pos = end;
            break;
         }
      }
      if (count == 3)
      {
         // Couldn't move...
         mVelocity.set(0, 0, 0);
      }
   }

   // If on the client, calculate delta for backstepping
   if (isGhost()) {
      delta.pos     = pos;
      delta.posVec -= pos;
      delta.dt = 1;
   }

   // Update transform
   MatrixF mat = mObjToWorld;
   mat.setColumn(3,pos);
   Parent::setTransform(mat);
   enableCollision();
   if (mCollisionObject)
      mCollisionObject->enableCollision();
   updateContainer();

   if ( mPhysicsRep )
      mPhysicsRep->setTransform( mat );

   //
   if (contact) {
      // Check for rest condition
      if (!nonStatic && mVelocity.len() < sAtRestVelocity) {
         mVelocity.x = mVelocity.y = mVelocity.z = 0;
         mAtRest = true;
         mAtRestCounter = 0;
      }

      // Only update the client if we hit a non-static shape or
      // if this is our final rest pos.
      if (nonStatic || mAtRest)
         setMaskBits(PositionMask);
   }

   // Collision callbacks. These need to be processed whether we hit
   // anything or not.
   if (!isGhost())
   {
      SimObjectPtr<Item> safePtr(this);
      if (stickyNotify)
      {
         notifyCollision();
         if(bool(safePtr))
			 onStickyCollision_callback( getIdString() );
      }
      else
         notifyCollision();

      // water
      if(bool(safePtr))
      {
         if(!mInLiquid && mWaterCoverage != 0.0f)
         {
            mInLiquid = true;
            if ( !isGhost() )
             mDataBlock->onEnterLiquid_callback( this, mWaterCoverage, mLiquidType.c_str() );
         }

         else if(mInLiquid && mWaterCoverage == 0.0f)
         {
            mInLiquid = false;
            if ( !isGhost() )
             mDataBlock->onLeaveLiquid_callback( this, mLiquidType.c_str() );
         }
      }
   }
}
Esempio n. 23
0
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 );
}
Esempio n. 24
0
F32 GjkCollisionState::distance(const MatrixF& a2w, const MatrixF& b2w,
   const F32 dontCareDist, const MatrixF* _w2a, const MatrixF* _w2b)
{
   num_iterations = 0;
   MatrixF w2a,w2b;

   if (_w2a == NULL || _w2b == NULL) {
      w2a = a2w;
      w2b = b2w;
      w2a.inverse();
      w2b.inverse();
   }
   else {
      w2a = *_w2a;
      w2b = *_w2b;
   }

   reset(a2w,b2w);
   bits = 0;
   all_bits = 0;
   F32 mu = 0;

   do {
      nextBit();

      VectorF va,sa;
      w2a.mulV(-v,&va);
      p[last] = a->support(va);
      a2w.mulP(p[last],&sa);

      VectorF vb,sb;
      w2b.mulV(v,&vb);
      q[last] = b->support(vb);
      b2w.mulP(q[last],&sb);

      VectorF w = sa - sb;
      F32 nm = mDot(v, w) / dist;
      if (nm > mu)
         mu = nm;
      if (mu > dontCareDist)
         return mu;
      if (mFabs(dist - mu) <= dist * rel_error)
         return dist;

      ++num_iterations;
      if (degenerate(w) || num_iterations > sIteration) {
         ++num_irregularities;
         return dist;
      }

      y[last] = w;
      all_bits = bits | last_bit;

      if (!closest(v)) {
         ++num_irregularities;
         return dist;
      }

      dist = v.len();
   }
   while (bits < 15 && dist > sTolerance) ;

   if (bits == 15 && mu <= 0)
      dist = 0;
   return dist;
}
void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const LightInfo *lightInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly )
{
   MaterialParameters *matParams = matInstance->getMaterialParameters();

   // Set color in the right format, set alpha to the luminance value for the color.
   ColorF col = lightInfo->getColor();

   // TODO: The specularity control of the light
   // is being scaled by the overall lumiance.
   //
   // Not sure if this may be the source of our
   // bad specularity results maybe?
   //

   const Point3F colorToLumiance( 0.3576f, 0.7152f, 0.1192f );
   F32 lumiance = mDot(*((const Point3F *)&lightInfo->getColor()), colorToLumiance );
   col.alpha *= lumiance;

   matParams->setSafe( lightColor, col );
   matParams->setSafe( lightBrightness, lightInfo->getBrightness() );

   switch( lightInfo->getType() )
   {
   case LightInfo::Vector:
      {
         VectorF lightDir = lightInfo->getDirection();
         worldViewOnly.mulV(lightDir);
         lightDir.normalize();
         matParams->setSafe( lightDirection, lightDir );

         // Set small number for alpha since it represents existing specular in
         // the vector light. This prevents a divide by zero.
         ColorF ambientColor = renderState->getAmbientLightColor();
         ambientColor.alpha = 0.00001f;
         matParams->setSafe( lightAmbient, ambientColor );

         // If no alt color is specified, set it to the average of
         // the ambient and main color to avoid artifacts.
         //
         // TODO: Trilight disabled until we properly implement it
         // in the light info!
         //
         //ColorF lightAlt = lightInfo->getAltColor();
         ColorF lightAlt( ColorF::BLACK ); // = lightInfo->getAltColor();
         if ( lightAlt.red == 0.0f && lightAlt.green == 0.0f && lightAlt.blue == 0.0f )
            lightAlt = (lightInfo->getColor() + renderState->getAmbientLightColor()) / 2.0f;

         ColorF trilightColor = lightAlt;
         matParams->setSafe(lightTrilight, trilightColor);
      }
      break;

   case LightInfo::Spot:
      {
         const F32 outerCone = lightInfo->getOuterConeAngle();
         const F32 innerCone = getMin( lightInfo->getInnerConeAngle(), outerCone );
         const F32 outerCos = mCos( mDegToRad( outerCone / 2.0f ) );
         const F32 innerCos = mCos( mDegToRad( innerCone / 2.0f ) );
         Point4F spotParams(  outerCos, 
                              innerCos - outerCos, 
                              mCos( mDegToRad( outerCone ) ), 
                              0.0f );

         matParams->setSafe( lightSpotParams, spotParams );

         VectorF lightDir = lightInfo->getDirection();
         worldViewOnly.mulV(lightDir);
         lightDir.normalize();
         matParams->setSafe( lightDirection, lightDir );
      }
      // Fall through

   case LightInfo::Point:
   {
      const F32 radius = lightInfo->getRange().x;
      matParams->setSafe( lightRange, radius );

      Point3F lightPos;
      worldViewOnly.mulP(lightInfo->getPosition(), &lightPos);
      matParams->setSafe( lightPosition, lightPos );

      // Get the attenuation falloff ratio and normalize it.
      Point3F attenRatio = lightInfo->getExtended<ShadowMapParams>()->attenuationRatio;
      F32 total = attenRatio.x + attenRatio.y + attenRatio.z;
      if ( total > 0.0f )
         attenRatio /= total;

      Point2F attenParams( ( 1.0f / radius ) * attenRatio.y,
                           ( 1.0f / ( radius * radius ) ) * attenRatio.z );

      matParams->setSafe( lightAttenuation, attenParams );
      break;
   }

   default:
      AssertFatal( false, "Bad light type!" );
      break;
   }
}
Esempio n. 26
0
bool SceneCullingState::createCullingVolume( const Point3F* vertices, U32 numVertices, SceneCullingVolume::Type type, SceneCullingVolume& outVolume )
{
   const Point3F& viewPos = getCameraState().getViewPosition();
   const Point3F& viewDir = getCameraState().getViewDirection();
   const bool isOrtho = getCullingFrustum().isOrtho();

   //TODO: check if we need to handle penetration of the near plane for occluders specially

   // Allocate space for the clipping planes we generate.  Assume the worst case
   // of every edge generating a plane and, for includers, all edges meeting at
   // steep angles so we need to insert extra planes (the latter is not possible,
   // of course, but it makes things less complicated here).  For occluders, add
   // an extra plane for the near cap.

   const U32 maxPlanes = ( type == SceneCullingVolume::Occluder ? numVertices + 1 : numVertices * 2 );
   PlaneF* planes = allocateData< PlaneF >( maxPlanes );

   // Keep track of the world-space bounds of the polygon.  We use this later
   // to derive some metrics.

   Box3F wsPolyBounds;

   wsPolyBounds.minExtents = Point3F( TypeTraits< F32 >::MAX, TypeTraits< F32 >::MAX, TypeTraits< F32 >::MAX );
   wsPolyBounds.maxExtents = Point3F( TypeTraits< F32 >::MIN, TypeTraits< F32 >::MIN, TypeTraits< F32 >::MIN );

   // For occluders, also keep track of the nearest, and two farthest silhouette points.  We use
   // this later to construct a near capping plane.
   F32 minVertexDistanceSquared = TypeTraits< F32 >::MAX;
   U32 leastDistantVert = 0;

   F32 maxVertexDistancesSquared[ 2 ] = { TypeTraits< F32 >::MIN, TypeTraits< F32 >::MIN };
   U32 mostDistantVertices[ 2 ] = { 0, 0 };

   // Generate the extrusion volume.  For orthographic projections, extrude
   // parallel to the view direction whereas for parallel projections, extrude
   // from the viewpoint.

   U32 numPlanes = 0;
   U32 lastVertex = numVertices - 1;
   bool invert = false;

   for( U32 i = 0; i < numVertices; lastVertex = i, ++ i )
   {
      AssertFatal( numPlanes < maxPlanes, "SceneCullingState::createCullingVolume - Did not allocate enough planes!" );

      const Point3F& v1 = vertices[ i ];
      const Point3F& v2 = vertices[ lastVertex ];

      // Keep track of bounds.

      wsPolyBounds.minExtents.setMin( v1 );
      wsPolyBounds.maxExtents.setMax( v1 );

      // Skip the edge if it's length is really short.

      const Point3F edgeVector = v2 - v1;
      const F32 edgeVectorLenSquared = edgeVector.lenSquared();
      if( edgeVectorLenSquared < 0.025f )
         continue;

      //TODO: might need to do additional checks here for non-planar polygons used by occluders
      //TODO: test for colinearity of edge vector with view vector (occluders only)

      // Create a plane for the edge.

      if( isOrtho )
      {
         // Compute a plane through the two edge vertices and one
         // of the vertices extended along the view direction.

         if( !invert )
            planes[ numPlanes ] = PlaneF( v1, v1 + viewDir, v2 );
         else
            planes[ numPlanes ] = PlaneF( v2, v1 + viewDir, v1 );
      }
      else
      {
         // Compute a plane going through the viewpoint and the two
         // edge vertices.

         if( !invert )
            planes[ numPlanes ] = PlaneF( v1, viewPos, v2 );
         else
            planes[ numPlanes ] = PlaneF( v2, viewPos, v1 );
      }

      numPlanes ++;

      // If this is the first plane that we have created, find out whether
      // the vertex ordering is giving us the plane orientations that we want
      // (facing inside).  If not, invert vertex order from now on.

      if( numPlanes == 1 )
      {
         Point3F center( 0, 0, 0 );
         for( U32 n = 0; n < numVertices; ++ n )
            center += vertices[n];
         center /= numVertices;

         if( planes[numPlanes - 1].whichSide( center ) == PlaneF::Back )
         {
            invert = true;
            planes[ numPlanes - 1 ].invert();
         }
      }

      // For occluders, keep tabs of the nearest, and two farthest vertices.

      if( type == SceneCullingVolume::Occluder )
      {
         const F32 distSquared = ( v1 - viewPos ).lenSquared();
         if( distSquared < minVertexDistanceSquared )
         {
            minVertexDistanceSquared = distSquared;
            leastDistantVert = i;
         }
         if( distSquared > maxVertexDistancesSquared[ 0 ] )
         {
            // Move 0 to 1.
            maxVertexDistancesSquared[ 1 ] = maxVertexDistancesSquared[ 0 ];
            mostDistantVertices[ 1 ] = mostDistantVertices[ 0 ];

            // Replace 0.
            maxVertexDistancesSquared[ 0 ] = distSquared;
            mostDistantVertices[ 0 ] = i;
         }
         else if( distSquared > maxVertexDistancesSquared[ 1 ] )
         {
            // Replace 1.
            maxVertexDistancesSquared[ 1 ] = distSquared;
            mostDistantVertices[ 1 ] = i;
         }
      }
   }

   // If the extrusion produced no useful result, abort.

   if( numPlanes < 3 )
      return false;

   // For includers, test the angle of the edges at the current vertex.
   // If too steep, add an extra plane to improve culling efficiency.

   if( false )//type == SceneCullingVolume::Includer )
   {
      const U32 numOriginalPlanes = numPlanes;
      U32 lastPlaneIndex = numPlanes - 1;

      for( U32 i = 0; i < numOriginalPlanes; lastPlaneIndex = i, ++ i )
      {
         const PlaneF& currentPlane = planes[ i ];
         const PlaneF& lastPlane = planes[ lastPlaneIndex ];

         // Compute the cosine of the angle between the two plane normals.

         const F32 cosAngle = mFabs( mDot( currentPlane, lastPlane ) );

         // The planes meet at increasingly steep angles the more they point
         // in opposite directions, i.e the closer the angle of their normals
         // is to 180 degrees.  Skip any two planes that don't get near that.

         if( cosAngle > 0.1f )
            continue;

         //TODO

         const Point3F addNormals = currentPlane + lastPlane;
         const Point3F crossNormals = mCross( currentPlane, lastPlane );

         Point3F newNormal = currentPlane + lastPlane;//addNormals - mDot( addNormals, crossNormals ) * crossNormals;

         //

         planes[ numPlanes ] = PlaneF( currentPlane.getPosition(), newNormal );
         numPlanes ++;
      }
   }

   // Compute the metrics of the culling volume in relation to the view frustum.
   //
   // For this, we are short-circuiting things slightly.  The correct way (other than doing
   // full screen projections) would be to transform all the polygon points into camera
   // space, lay an AABB around those points, and then find the X and Z extents on the near plane.
   //
   // However, while not as accurate, a faster way is to just project the axial vectors
   // of the bounding box onto both the camera right and up vector.  This gives us a rough
   // estimate of the camera-space size of the polygon we're looking at.
   
   const MatrixF& cameraTransform = getCameraState().getViewWorldMatrix();
   const Point3F cameraRight = cameraTransform.getRightVector();
   const Point3F cameraUp = cameraTransform.getUpVector();

   const Point3F wsPolyBoundsExtents = wsPolyBounds.getExtents();
   
   F32 widthEstimate =
      getMax( mFabs( wsPolyBoundsExtents.x * cameraRight.x ),
         getMax( mFabs( wsPolyBoundsExtents.y * cameraRight.y ),
                 mFabs( wsPolyBoundsExtents.z * cameraRight.z ) ) );

   F32 heightEstimate =
      getMax( mFabs( wsPolyBoundsExtents.x * cameraUp.x ),
         getMax( mFabs( wsPolyBoundsExtents.y * cameraUp.y ),
                 mFabs( wsPolyBoundsExtents.z * cameraUp.z ) ) );

   // If the current camera is a perspective one, divide the two estimates
   // by the distance of the nearest bounding box vertex to the camera
   // to account for perspective distortion.

   if( !isOrtho )
   {
      const Point3F nearestVertex = wsPolyBounds.computeVertex(
         Box3F::getPointIndexFromOctant( - viewDir )
      );

      const F32 distance = ( nearestVertex - viewPos ).len();

      widthEstimate /= distance;
      heightEstimate /= distance;
   }

   // If we are creating an occluder, check to see if the estimates fit
   // our minimum requirements.

   if( type == SceneCullingVolume::Occluder )
   {
      const F32 widthEstimatePercentage = widthEstimate / getCullingFrustum().getWidth();
      const F32 heightEstimatePercentage = heightEstimate / getCullingFrustum().getHeight();

      if( widthEstimatePercentage < smOccluderMinWidthPercentage ||
          heightEstimatePercentage < smOccluderMinHeightPercentage )
         return false; // Reject.
   }

   // Use the area estimate as the volume's sort point.

   const F32 sortPoint = widthEstimate * heightEstimate;

   // Finally, if it's an occluder, compute a near cap.  The near cap prevents objects
   // in front of the occluder from testing positive.  The same could be achieved by
   // manually comparing distances before testing objects but since that would amount
   // to the same checks the plane/AABB tests do, it's easier to just add another plane.
   // Additionally, it gives the benefit of being able to create more precise culling
   // results by angling the plane.

   //NOTE: Could consider adding a near cap for includers too when generating a volume
   //  for the outdoor zone as that may prevent quite a bit of space from being included.
   //  However, given that this space will most likely just be filled with interior
   //  stuff anyway, it's probably not worth it.

   if( type == SceneCullingVolume::Occluder )
   {
      const U32 nearCapIndex = numPlanes;
      planes[ nearCapIndex ] = PlaneF(
         vertices[ mostDistantVertices[ 0 ] ],
         vertices[ mostDistantVertices[ 1 ] ],
         vertices[ leastDistantVert ] );

      // Invert the plane, if necessary.
      if( planes[ nearCapIndex ].whichSide( viewPos ) == PlaneF::Front )
         planes[ nearCapIndex ].invert();

      numPlanes ++;
   }

   // Create the volume from the planes.

   outVolume = SceneCullingVolume(
      type,
      PlaneSetF( planes, numPlanes )
   );
   outVolume.setSortPoint( sortPoint );

   // Done.

   return true;
}
Esempio n. 27
0
bool castRayTriangle(const Point3D &orig, const Point3D &dir,
   const Point3D &vert0, const Point3D &vert1, const Point3D &vert2)
{
   F64 t;
   Point2D bary;
   Point3D tvec, qvec;

   // Find vectors for two edges sharing vert0
   const Point3D edge1 = vert1 - vert0;
   const Point3D edge2 = vert2 - vert0;

   // Begin calculating determinant - also used to calculate U parameter.
   Point3D pvec;
   mCross(dir, edge2, &pvec);

   // If determinant is near zero, ray lies in plane of triangle.
   const F64 det = mDot(edge1, pvec);

   if (det > 0.00001)
   {
      // calculate distance from vert0 to ray origin
      tvec = orig - vert0;

      // calculate U parameter and test bounds
      bary.x = mDot(tvec, pvec); // bary.x is really bary.u...
      if (bary.x < 0.0 || bary.x > det)
         return false;

      // prepare to test V parameter
      mCross(tvec, edge1, &qvec);

      // calculate V parameter and test bounds
      bary.y = mDot(dir, qvec); // bary.y is really bary.v
      if (bary.y < 0.0 || (bary.x + bary.y) > det)
         return false;

   }
   else if(det < -0.00001)
   {
      // calculate distance from vert0 to ray origin
      tvec = orig - vert0;

      // calculate U parameter and test bounds
      bary.x = mDot(tvec, pvec);
      if (bary.x > 0.0 || bary.x < det)
         return false;

      // prepare to test V parameter
      mCross(tvec, edge1, &qvec);

      // calculate V parameter and test bounds
      bary.y = mDot(dir, qvec);
      if (bary.y > 0.0 || (bary.x + bary.y) < det)
         return false;
   }
   else 
      return false;  // ray is parallel to the plane of the triangle.

   const F32 inv_det = 1.0 / det;

   // calculate t, ray intersects triangle
   t = mDot(edge2, qvec) * inv_det;
   bary *= inv_det;
   
   //AssertFatal((t >= 0.f && t <=1.f), "AtlasGeomTracer::castRayTriangle - invalid t!");

   // Hack, check the math here!
   return (t >= 0.f && t <=1.f);
}
Esempio n. 28
0
void BrushAdjustHeightAction::process(Selection * sel, const Gui3DMouseEvent & event, bool, Type type)
{
   if(type == Process)
      return;

   TerrainBlock *terrBlock = mTerrainEditor->getActiveTerrain();
   if ( !terrBlock )
      return;

   if(type == Begin)
   {
      mTerrainEditor->lockSelection(true);
      mTerrainEditor->getRoot()->mouseLock(mTerrainEditor);

      // the way this works is:
      // construct a plane that goes through the collision point
      // with one axis up the terrain Z, and horizontally parallel to the
      // plane of projection

      // the cross of the camera ffdv and the terrain up vector produces
      // the cross plane vector.

      // all subsequent mouse actions are collided against the plane and the deltaZ
      // from the previous position is used to delta the selection up and down.
      Point3F cameraDir;

      EditTSCtrl::smCamMatrix.getColumn(1, &cameraDir);
      terrBlock->getTransform().getColumn(2, &mTerrainUpVector);

      // ok, get the cross vector for the plane:
      Point3F planeCross;
      mCross(cameraDir, mTerrainUpVector, &planeCross);

      planeCross.normalize();
      Point3F planeNormal;

      Point3F intersectPoint;
      mTerrainEditor->collide(event, intersectPoint);

      mCross(mTerrainUpVector, planeCross, &planeNormal);
      mIntersectionPlane.set(intersectPoint, planeNormal);

      // ok, we have the intersection point...
      // project the collision point onto the up vector of the terrain

      mPreviousZ = mDot(mTerrainUpVector, intersectPoint);

      // add to undo
      // and record the starting heights
      for(U32 i = 0; i < sel->size(); i++)
      {
         mTerrainEditor->getUndoSel()->add((*sel)[i]);
         (*sel)[i].mStartHeight = (*sel)[i].mHeight;
      }
   }
   else if(type == Update)
   {
      // ok, collide the ray from the event with the intersection plane:

      Point3F intersectPoint;
      Point3F start = event.pos;
      Point3F end = start + event.vec * 1000;

      F32 t = mIntersectionPlane.intersect(start, end);

      m_point3F_interpolate( start, end, t, intersectPoint);
      F32 currentZ = mDot(mTerrainUpVector, intersectPoint);

      F32 diff = currentZ - mPreviousZ;

      for(U32 i = 0; i < sel->size(); i++)
      {
         (*sel)[i].mHeight = (*sel)[i].mStartHeight + diff * (*sel)[i].mWeight;

         // clamp it
         if((*sel)[i].mHeight < 0.f)
            (*sel)[i].mHeight = 0.f;
         if((*sel)[i].mHeight > 2047.f)
            (*sel)[i].mHeight = 2047.f;

         mTerrainEditor->setGridInfoHeight((*sel)[i]);
      }
      mTerrainEditor->scheduleGridUpdate();
   }
   else if(type == End)
   {
      mTerrainEditor->getRoot()->mouseUnlock(mTerrainEditor);
   }
}
Esempio n. 29
0
bool intersect_triangle(Point3F orig, Point3F dir,
                   Point3F vert0, Point3F vert1, Point3F vert2,
                   F32& t, F32& u, F32& v)
{
   Point3F edge1, edge2, tvec, pvec, qvec;
   F32 det,inv_det;

   /* find vectors for two edges sharing vert0 */
   edge1.x = vert1.x - vert0.x;
   edge1.y = vert1.y - vert0.y;
   edge1.z = vert1.z - vert0.z;
   edge2.x = vert2.x - vert0.x;
   edge2.y = vert2.y - vert0.y;
   edge2.z = vert2.z - vert0.z;

   /* begin calculating determinant - also used to calculate U parameter */
   //CROSS(pvec, dir, edge2);
   mCross(dir, edge2, &pvec);

   /* if determinant is near zero, ray lies in plane of triangle */
   //det = DOT(edge1, pvec);
   det = mDot(edge1, pvec);

#ifdef TEST_CULL           /* define TEST_CULL if culling is desired */
   if (det < EPSILON)
      return 0;

   /* calculate distance from vert0 to ray origin */
   SUB(tvec, orig, vert0);

   /* calculate U parameter and test bounds */
   *u = DOT(tvec, pvec);
   if (*u < 0.0 || *u > det)
      return 0;

   /* prepare to test V parameter */
   CROSS(qvec, tvec, edge1);

    /* calculate V parameter and test bounds */
   *v = DOT(dir, qvec);
   if (*v < 0.0 || *u + *v > det)
      return 0;

   /* calculate t, scale parameters, ray intersects triangle */
   *t = DOT(edge2, qvec);
   inv_det = 1.0 / det;
   *t *= inv_det;
   *u *= inv_det;
   *v *= inv_det;
#else                    /* the non-culling branch */
   if (det > -EPSILON && det < EPSILON)
     return false;
   inv_det = 1.0 / det;

   /* calculate distance from vert0 to ray origin */
   //SUB(tvec, orig, vert0);
   tvec.x = orig.x - vert0.x;
   tvec.y = orig.y - vert0.y;
   tvec.z = orig.z - vert0.z;

   /* calculate U parameter and test bounds */
//   *u = DOT(tvec, pvec) * inv_det;
   u = mDot(tvec, pvec) * inv_det;
   if (u < 0.0 || u > 1.0)
     return false;

   /* prepare to test V parameter */
   //CROSS(qvec, tvec, edge1);
   mCross(tvec, edge1, &qvec);

   /* calculate V parameter and test bounds */
//   *v = DOT(dir, qvec) * inv_det;
   v = mDot(dir, qvec) * inv_det;
   if (v < 0.0 || u + v > 1.0)
     return false;

   /* calculate t, ray intersects triangle */
//   *t = DOT(edge2, qvec) * inv_det;
   t = mDot(edge2, qvec) * inv_det;
#endif
   return true;
}
Esempio n. 30
0
void ForestWindMgr::updateWind(  const Point3F &camPos, 
                                 const TreePlacementInfo &info, 
                                 F32 timeDelta )
{
   PROFILE_SCOPE(ForestWindMgr_updateWind);

   // See if we have the blended source available.
   ForestWindAccumulator *blendDest = NULL;
   {
      IdToWindMap::Iterator iter = mPrevSources->find( info.itemKey );
      if ( iter != mPrevSources->end() )
      {
         blendDest = iter->value;
         mPrevSources->erase( iter );
      }
   }

   // Get some stuff we'll need for finding the emitters.
   F32 treeHeight = info.scale * info.dataBlock->getObjBox().len_z();
   Point3F top = info.pos;
   top.z += treeHeight;
   if ( blendDest )
      top += ( 1.0f / info.scale ) * blendDest->getDirection();

   // Go thru the emitters to accumulate the total wind force.
   VectorF windForce( 0, 0, 0 );

   F32 time = Sim::getCurrentTime() / 1000.0f;

   ForestWindEmitterList::iterator iter = mEmitters.begin();
   for ( ; iter != mEmitters.end(); iter++ )
   {
      ForestWindEmitter *emitter = (*iter);

      // If disabled or no wind object... skip it.
      if ( !emitter->isEnabled() || !emitter->getWind() )
         continue;

      ForestWind *wind = emitter->getWind();

      F32 strength = wind->getStrength();
      
      if ( emitter->isRadialEmitter() )
      {
         Point3F closest = MathUtils::mClosestPointOnSegment( info.pos, top, emitter->getPosition() );
         Point3F dir = closest - emitter->getPosition();
         F32 lenSquared = dir.lenSquared();
         if ( lenSquared > emitter->getWindRadiusSquared() )
            continue;

         dir *= 1.0f / mSqrt( lenSquared );

         F32 att = lenSquared / emitter->getWindRadiusSquared();
         strength *= 1.0f - att;
         windForce += dir * strength;
      }
      else
      {
         F32 d = mDot( info.pos, Point3F::One ); //PlaneF( Point3F::Zero, wind->getDirection() ).distToPlane( Point3F( info.pos.x, info.pos.y, 0 ) );
         //F32 d = PlaneF( Point3F::Zero, wind->getDirection() ).distToPlane( Point3F( info.pos.x, info.pos.y, 0 ) );
         F32 scale = 1.0f + ( mSin( d + ( time / 10.0 ) ) * 0.5f );
         windForce += wind->getDirection() * strength * scale;
      }
   }

   // If we need a accumulator then we also need to presimulate.
   if ( !blendDest )
   {
      blendDest = new ForestWindAccumulator( info );
      blendDest->presimulate( windForce, 4.0f / TickSec );
   }
   else
      blendDest->updateWind( windForce, timeDelta );

   mSources->insertUnique( info.itemKey, blendDest );
}