void DecalManager::clearData() { mClearDataSignal.trigger(); // Free all geometry buffers. if( mData ) { const Vector< DecalSphere* > grid = mData->getGrid(); for( U32 i = 0; i < grid.size(); ++ i ) { DecalSphere* sphere = grid[ i ]; for( U32 n = 0; n < sphere->mItems.size(); ++ n ) _freeBuffers( sphere->mItems[ n ] ); } } mData = NULL; mDecalInstanceVec.clear(); }
void DecalManager::removeDecal( DecalInstance *inst ) { // If this is a decal we save then we need // to set the dirty flag. if ( inst->mFlags & SaveDecal ) mDirty = true; // Remove the decal from the instance vector. if( inst->mId != -1 && inst->mId < mDecalInstanceVec.size() ) mDecalInstanceVec[ inst->mId ] = NULL; // Release its geometry (if it has any). _freeBuffers( inst ); // Remove it from the decal file. if ( mData ) mData->removeDecal( inst ); }
bool Ultrasonic::sampleCreate(size_t numBufs, ...) { bool result = false; va_list ap; _numBufs = numBufs; if((_pBuffers = (BufCtl *) calloc(numBufs, sizeof(BufCtl))) != NULL) { va_start(ap, numBufs); BufCtl *buf; size_t smpSize; for(size_t i = 0; i < _numBufs; i++) { buf = &_pBuffers[i]; smpSize = va_arg(ap, size_t); if((buf->pBegin = (float *) calloc(smpSize, sizeof(float))) != NULL) { buf->pIndex = buf->pBegin; buf->length = smpSize; buf->filled = false; result = true; } else { result = false; break; } } va_end(ap); } if(!result) _freeBuffers(); return result; }
bool DecalManager::clipDecal( DecalInstance *decal, Vector<Point3F> *edgeVerts, const Point2F *clipDepth ) { PROFILE_SCOPE( DecalManager_clipDecal ); // Free old verts and indices. _freeBuffers( decal ); ClippedPolyList clipper; clipper.mNormal.set( Point3F( 0, 0, 0 ) ); clipper.mPlaneList.setSize(6); F32 halfSize = decal->mSize * 0.5f; // Ugly hack for ProjectedShadow! F32 halfSizeZ = clipDepth ? clipDepth->x : halfSize; F32 negHalfSize = clipDepth ? clipDepth->y : halfSize; Point3F decalHalfSize( halfSize, halfSize, halfSize ); Point3F decalHalfSizeZ( halfSizeZ, halfSizeZ, halfSizeZ ); MatrixF projMat( true ); decal->getWorldMatrix( &projMat ); const VectorF &crossVec = decal->mNormal; const Point3F &decalPos = decal->mPosition; VectorF newFwd, newRight; projMat.getColumn( 0, &newRight ); projMat.getColumn( 1, &newFwd ); VectorF objRight( 1.0f, 0, 0 ); VectorF objFwd( 0, 1.0f, 0 ); VectorF objUp( 0, 0, 1.0f ); // See above re: decalHalfSizeZ hack. clipper.mPlaneList[0].set( ( decalPos + ( -newRight * halfSize ) ), -newRight ); clipper.mPlaneList[1].set( ( decalPos + ( -newFwd * halfSize ) ), -newFwd ); clipper.mPlaneList[2].set( ( decalPos + ( -crossVec * decalHalfSizeZ ) ), -crossVec ); clipper.mPlaneList[3].set( ( decalPos + ( newRight * halfSize ) ), newRight ); clipper.mPlaneList[4].set( ( decalPos + ( newFwd * halfSize ) ), newFwd ); clipper.mPlaneList[5].set( ( decalPos + ( crossVec * negHalfSize ) ), crossVec ); clipper.mNormal = -decal->mNormal; Box3F box( -decalHalfSizeZ, decalHalfSizeZ ); projMat.mul( box ); DecalData *decalData = decal->mDataBlock; PROFILE_START( DecalManager_clipDecal_buildPolyList ); getContainer()->buildPolyList( box, decalData->clippingMasks, &clipper ); PROFILE_END(); clipper.cullUnusedVerts(); clipper.triangulate(); clipper.generateNormals(); if ( clipper.mVertexList.empty() ) return false; #ifdef DECALMANAGER_DEBUG mDebugPlanes.clear(); mDebugPlanes.merge( clipper.mPlaneList ); #endif decal->mVertCount = clipper.mVertexList.size(); decal->mIndxCount = clipper.mIndexList.size(); Vector<Point3F> tmpPoints; tmpPoints.push_back(( objFwd * decalHalfSize ) + ( objRight * decalHalfSize )); tmpPoints.push_back(( objFwd * decalHalfSize ) + ( -objRight * decalHalfSize )); tmpPoints.push_back(( -objFwd * decalHalfSize ) + ( -objRight * decalHalfSize )); Point3F lowerLeft(( -objFwd * decalHalfSize ) + ( objRight * decalHalfSize )); projMat.inverse(); _generateWindingOrder( lowerLeft, &tmpPoints ); BiQuadToSqr quadToSquare( Point2F( lowerLeft.x, lowerLeft.y ), Point2F( tmpPoints[0].x, tmpPoints[0].y ), Point2F( tmpPoints[1].x, tmpPoints[1].y ), Point2F( tmpPoints[2].x, tmpPoints[2].y ) ); Point2F uv( 0, 0 ); Point3F vecX(0.0f, 0.0f, 0.0f); // Allocate memory for vert and index arrays _allocBuffers( decal ); Point3F vertPoint( 0, 0, 0 ); for ( U32 i = 0; i < clipper.mVertexList.size(); i++ ) { const ClippedPolyList::Vertex &vert = clipper.mVertexList[i]; vertPoint = vert.point; // Transform this point to // object space to look up the // UV coordinate for this vertex. projMat.mulP( vertPoint ); // Clamp the point to be within the quad. vertPoint.x = mClampF( vertPoint.x, -decalHalfSize.x, decalHalfSize.x ); vertPoint.y = mClampF( vertPoint.y, -decalHalfSize.y, decalHalfSize.y ); // Get our UV. uv = quadToSquare.transform( Point2F( vertPoint.x, vertPoint.y ) ); const RectF &rect = decal->mDataBlock->texRect[decal->mTextureRectIdx]; uv *= rect.extent; uv += rect.point; // Set the world space vertex position. decal->mVerts[i].point = vert.point; decal->mVerts[i].texCoord.set( uv.x, uv.y ); decal->mVerts[i].normal = clipper.mNormalList[i]; decal->mVerts[i].normal.normalize(); if( mFabs( decal->mVerts[i].normal.z ) > 0.8f ) mCross( decal->mVerts[i].normal, Point3F( 1.0f, 0.0f, 0.0f ), &vecX ); else if ( mFabs( decal->mVerts[i].normal.x ) > 0.8f ) mCross( decal->mVerts[i].normal, Point3F( 0.0f, 1.0f, 0.0f ), &vecX ); else if ( mFabs( decal->mVerts[i].normal.y ) > 0.8f ) mCross( decal->mVerts[i].normal, Point3F( 0.0f, 0.0f, 1.0f ), &vecX ); decal->mVerts[i].tangent = mCross( decal->mVerts[i].normal, vecX ); } U32 curIdx = 0; for ( U32 j = 0; j < clipper.mPolyList.size(); j++ ) { // Write indices for each Poly ClippedPolyList::Poly *poly = &clipper.mPolyList[j]; AssertFatal( poly->vertexCount == 3, "Got non-triangle poly!" ); decal->mIndices[curIdx] = clipper.mIndexList[poly->vertexStart]; curIdx++; decal->mIndices[curIdx] = clipper.mIndexList[poly->vertexStart + 1]; curIdx++; decal->mIndices[curIdx] = clipper.mIndexList[poly->vertexStart + 2]; curIdx++; } if ( !edgeVerts ) return true; Point3F tmpHullPt( 0, 0, 0 ); Vector<Point3F> tmpHullPts; for ( U32 i = 0; i < clipper.mVertexList.size(); i++ ) { const ClippedPolyList::Vertex &vert = clipper.mVertexList[i]; tmpHullPt = vert.point; projMat.mulP( tmpHullPt ); tmpHullPts.push_back( tmpHullPt ); } edgeVerts->clear(); U32 verts = _generateConvexHull( tmpHullPts, edgeVerts ); edgeVerts->setSize( verts ); projMat.inverse(); for ( U32 i = 0; i < edgeVerts->size(); i++ ) projMat.mulP( (*edgeVerts)[i] ); return true; }