예제 #1
0
파일: MdlMesh.cpp 프로젝트: Dezzles/Psybrus
//////////////////////////////////////////////////////////////////////////
// findAABB
MaAABB MdlMesh::findAABB() const
{
	MaAABB MeshBounds;

	for( BcU32 VertIdx = 0; VertIdx < aVertices_.size(); ++VertIdx )
	{
		MeshBounds.expandBy( aVertices_[ VertIdx ].Position_ );
	}

	return MeshBounds;
}
예제 #2
0
파일: MaAABB.cpp 프로젝트: Psybrus/Psybrus
//////////////////////////////////////////////////////////////////////////
// transform
MaAABB MaAABB::transform( const MaMat4d& Transform ) const
{
	MaAABB NewAABB;

	// Add transformed corners.
	NewAABB.expandBy( corner( 0 ) * Transform );
	NewAABB.expandBy( corner( 1 ) * Transform );
	NewAABB.expandBy( corner( 2 ) * Transform );
	NewAABB.expandBy( corner( 3 ) * Transform );
	NewAABB.expandBy( corner( 4 ) * Transform );
	NewAABB.expandBy( corner( 5 ) * Transform );
	NewAABB.expandBy( corner( 6 ) * Transform );
	NewAABB.expandBy( corner( 7 ) * Transform );

	return NewAABB;
}
예제 #3
0
파일: MaAABB.cpp 프로젝트: Psybrus/Psybrus
//////////////////////////////////////////////////////////////////////////
// classify
MaAABB::eClassify MaAABB::classify( const MaAABB& AABB ) const
{
	BcU32 PointsInside = 0;
	for( BcU32 i = 0; i < 8; ++i )
	{
		MaVec3d Point = AABB.corner( i );
		if( ( Point.x() >= Min_.x() && Point.x() <= Max_.x() ) &&
			( Point.y() >= Min_.y() && Point.y() <= Max_.y() ) &&
			( Point.z() >= Min_.z() && Point.z() <= Max_.z() ) )
		{
			PointsInside++;
		}
	}

	if( PointsInside == 8 )
	{
		return bcBC_INSIDE;
	}

	if( PointsInside > 0 )
	{
		return bcBC_SPANNING;
	}

	return bcBC_OUTSIDE;
}
예제 #4
0
//////////////////////////////////////////////////////////////////////////
// intersect
BcBool ScnViewComponent::intersect( const MaAABB& AABB ) const
{
	MaVec3d Centre = AABB.centre();
	BcF32 Radius = ( AABB.max() - AABB.min() ).magnitude() * 0.5f;

	BcF32 Distance;
	for( BcU32 i = 0; i < 6; ++i )
	{
		Distance = FrustumPlanes_[ i ].distance( Centre );
		if( Distance > Radius )
		{
			return BcFalse;
		}
	}

	return BcTrue;
}
예제 #5
0
//////////////////////////////////////////////////////////////////////////pmatr
// updateNodes
void ScnModelComponent::updateNodes( MaMat4d RootMatrix )
{
	MaAABB FullAABB;

	// Wait for previous upload to finish.
	UploadFence_.wait();

	// Update nodes.	
	BcU32 NoofNodes = Model_->pHeader_->NoofNodes_;
	for( BcU32 NodeIdx = 0; NodeIdx < NoofNodes; ++NodeIdx )
	{
		ScnModelNodeTransformData* pNodeTransformData = &pNodeTransformData_[ NodeIdx ];
		ScnModelNodePropertyData* pNodePropertyData = &Model_->pNodePropertyData_[ NodeIdx ];

		// Check parent index and process.
		if( pNodePropertyData->ParentIndex_ != BcErrorCode )
		{
			ScnModelNodeTransformData* pParentScnModelNodeTransformData = &pNodeTransformData_[ pNodePropertyData->ParentIndex_ ];
			
			pNodeTransformData->WorldTransform_ = pNodeTransformData->LocalTransform_ * pParentScnModelNodeTransformData->WorldTransform_;
		}
		else
		{
			pNodeTransformData->WorldTransform_ = pNodeTransformData->LocalTransform_ * RootMatrix;
		}
	}

	// Calculate bounds.
	BcU32 NoofPrimitives = Model_->pHeader_->NoofPrimitives_;
	for( BcU32 PrimitiveIdx = 0; PrimitiveIdx < NoofPrimitives; ++PrimitiveIdx )
	{
		ScnModelMeshRuntime* pNodeMeshRuntime = &Model_->MeshRuntimes_[ PrimitiveIdx ];
		ScnModelMeshData* pNodeMeshData = &Model_->pMeshData_[ pNodeMeshRuntime->MeshDataIndex_ ];

		// Special case the skinned models for now.
		if( pNodeMeshData->IsSkinned_ == BcFalse )
		{
			ScnModelNodeTransformData* pNodeTransformData = &pNodeTransformData_[ pNodeMeshData->NodeIndex_ ];
		
			MaAABB PrimitiveAABB = pNodeMeshData->AABB_;
			FullAABB.expandBy( PrimitiveAABB.transform( pNodeTransformData->WorldTransform_ ) );
		}
		else
		{
			MaAABB SkeletalAABB;
			for( BcU32 Idx = 0; Idx < SCN_MODEL_BONE_PALETTE_SIZE; ++Idx )
			{
				BcU32 BoneIndex = pNodeMeshData->BonePalette_[ Idx ];
				if( BoneIndex != BcErrorCode )
				{
					// Get the distance from the parent bone, and make an AABB that size.
					ScnModelNodePropertyData* pNodePropertyData = &Model_->pNodePropertyData_[ BoneIndex ];
					if( pNodePropertyData->ParentIndex_ != BcErrorCode && pNodePropertyData->IsBone_ )
					{
						ScnModelNodeTransformData* pNodeTransformData = &pNodeTransformData_[ BoneIndex ];
						ScnModelNodeTransformData* pParentNodeTransformData = &pNodeTransformData_[ pNodePropertyData->ParentIndex_ ];
						MaAABB NewAABB( pNodeTransformData->WorldTransform_.translation(), pParentNodeTransformData->WorldTransform_.translation() );

						//
						SkeletalAABB.expandBy( NewAABB );
					}
				}
			}

			// HACK: Expand AABB slightly to cover skin. Should calculate bone sizes and pack them really.
			MaVec3d Centre = SkeletalAABB.centre();
			MaVec3d Dimensions = SkeletalAABB.dimensions() * 0.75f;	// 1.5 x size.
			SkeletalAABB.min( Centre - Dimensions );
			SkeletalAABB.max( Centre + Dimensions );

			//
			FullAABB.expandBy( SkeletalAABB );
		}
	}

	AABB_ = FullAABB;

	// Setup skinning buffers.
	for( BcU32 PrimitiveIdx = 0; PrimitiveIdx < NoofPrimitives; ++PrimitiveIdx )
	{
		ScnModelMeshRuntime* pNodeMeshRuntime = &Model_->MeshRuntimes_[ PrimitiveIdx ];
		ScnModelMeshData* pNodeMeshData = &Model_->pMeshData_[ pNodeMeshRuntime->MeshDataIndex_ ];
		TPerComponentMeshData& PerComponentMeshData = PerComponentMeshDataList_[ PrimitiveIdx ];

		UploadFence_.increment();

		if( pNodeMeshData->IsSkinned_ )
		{
			RsCore::pImpl()->updateBuffer( 
				PerComponentMeshData.UniformBuffer_,
				0, sizeof( ScnShaderBoneUniformBlockData ),
				RsResourceUpdateFlags::ASYNC,
				[ this, pNodeMeshData ]( RsBuffer* Buffer, const RsBufferLock& Lock )
				{
					ScnShaderBoneUniformBlockData* BoneUniformBlock = reinterpret_cast< ScnShaderBoneUniformBlockData* >( Lock.Buffer_ );
					for( BcU32 Idx = 0; Idx < SCN_MODEL_BONE_PALETTE_SIZE; ++Idx )
					{
						BcU32 NodeIndex = pNodeMeshData->BonePalette_[ Idx ];
						if( NodeIndex != BcErrorCode )
						{
							BoneUniformBlock->BoneTransform_[ Idx ] =
								pNodeMeshData->BoneInverseBindpose_[ Idx ] * 
								pNodeTransformData_[ NodeIndex ].WorldTransform_;
						}
					}
					UploadFence_.decrement();
				} );
		}
		else
		{
			RsCore::pImpl()->updateBuffer( 
				PerComponentMeshData.UniformBuffer_,
				0, sizeof( ScnShaderObjectUniformBlockData ),
				RsResourceUpdateFlags::ASYNC,
				[ this, pNodeMeshData ]( RsBuffer* Buffer, const RsBufferLock& Lock )
				{
					ScnShaderObjectUniformBlockData* ObjectUniformBlock = reinterpret_cast< ScnShaderObjectUniformBlockData* >( Lock.Buffer_ );
					ScnModelNodeTransformData* pNodeTransformData = &pNodeTransformData_[ pNodeMeshData->NodeIndex_ ];

					// World matrix.
					ObjectUniformBlock->WorldTransform_ = pNodeTransformData->WorldTransform_;

					// Normal matrix.
					ObjectUniformBlock->NormalTransform_ = pNodeTransformData->WorldTransform_;
					ObjectUniformBlock->NormalTransform_.row3( MaVec4d( 0.0f, 0.0f, 0.0f, 1.0f ) );
					ObjectUniformBlock->NormalTransform_.inverse();
					ObjectUniformBlock->NormalTransform_.transpose();
					ObjectUniformBlock->NormalTransform_.row3( MaVec4d( 0.0f, 0.0f, 0.0f, 1.0f ) );
					UploadFence_.decrement();
				} );
		}
	}

	UpdateFence_.decrement();
}
예제 #6
0
//////////////////////////////////////////////////////////////////////////
// drawAABB
void ScnDebugRenderComponent::drawAABB( const MaAABB& AABB, const RsColour& Colour, BcU32 Layer )
{
	drawLine( AABB.corner( 0 ), AABB.corner( 1 ), Colour, Layer );
	drawLine( AABB.corner( 1 ), AABB.corner( 3 ), Colour, Layer );
	drawLine( AABB.corner( 2 ), AABB.corner( 0 ), Colour, Layer );
	drawLine( AABB.corner( 3 ), AABB.corner( 2 ), Colour, Layer );

	drawLine( AABB.corner( 4 ), AABB.corner( 5 ), Colour, Layer );
	drawLine( AABB.corner( 5 ), AABB.corner( 7 ), Colour, Layer );
	drawLine( AABB.corner( 6 ), AABB.corner( 4 ), Colour, Layer );
	drawLine( AABB.corner( 7 ), AABB.corner( 6 ), Colour, Layer );

	drawLine( AABB.corner( 0 ), AABB.corner( 4 ), Colour, Layer );
	drawLine( AABB.corner( 1 ), AABB.corner( 5 ), Colour, Layer );
	drawLine( AABB.corner( 2 ), AABB.corner( 6 ), Colour, Layer );
	drawLine( AABB.corner( 3 ), AABB.corner( 7 ), Colour, Layer );
}