Пример #1
0
void ESceneLightTools::SelectLightsForObject(CCustomObject* obj)
{
    for (u32 i=0; i<frame_light.size(); i++){
        CLight* l = frame_light[i];
//        if (obj->IsDynamic()&&!l->m_Flags.is(CLight::flAffectDynamic)) continue;
//        if (!obj->IsDynamic()&&!l->m_Flags.is(CLight::flAffectStatic)) continue;
        Fbox bb; 	obj->GetBox(bb);
        Fvector C; 	float R; bb.getsphere(C,R);
        float d 	= C.distance_to(l->PPosition) - l->m_Range - R;
        Device.LightEnable(i,(d<0));
    }
}
Пример #2
0
void ComputeSphere(Fsphere &B, FvectorVec& V)
{
    if (V.size()<3) 	{ B.P.set(0,0,0); B.R=0.f; return; }

	// 1: calc first variation
	Fsphere	S1;
    Fsphere_compute		(S1,V.begin(),V.size());
	BOOL B1				= SphereValid(V,S1);
    
	// 2: calc ordinary algorithm (2nd)
	Fsphere	S2;
	Fbox bbox;
    bbox.invalidate		();
	for (FvectorIt I=V.begin(); I!=V.end(); I++)	bbox.modify(*I);
	bbox.grow			(EPS_L);
	bbox.getsphere		(S2.P,S2.R);
	S2.R = -1;
	for (I=V.begin(); I!=V.end(); I++)	{
		float d = S2.P.distance_to_sqr(*I);
		if (d>S2.R) S2.R=d;
	}
	S2.R = _sqrt (_abs(S2.R));
	BOOL B2				= SphereValid(V,S2);

	// 3: calc magic-fm
	Mgc::Sphere _S3 = Mgc::MinSphere(V.size(), (const Mgc::Vector3*) V.begin());
	Fsphere	S3;
	S3.P.set			(_S3.Center().x,_S3.Center().y,_S3.Center().z);
	S3.R				= _S3.Radius();
	BOOL B3				= SphereValid(V,S3);

	// select best one
	if (B1 && (S1.R<S2.R)){		// miniball or FM
		if (B3 && (S3.R<S1.R)){ // FM wins
        	B.set	(S3);
		}else{					// MiniBall wins
        	B.set	(S1);
		}
	}else{						// base or FM
		if (B3 && (S3.R<S2.R)){	// FM wins
        	B.set	(S3);
		}else{					// Base wins :)
        	R_ASSERT(B2);
        	B.set	(S2);
		}
	}
}
Пример #3
0
void	CPortal::Setup	(Fvector* V, int vcnt, CSector* face, CSector* back)
{
	// calc sphere
	Fbox				BB;
	BB.invalidate		();
	for (int v=0; v<vcnt; v++)
		BB.modify		(V[v]);
	BB.getsphere		(S.P,S.R);

	// 
	poly.assign			(V,vcnt);
	pFace				= face; 
	pBack				= back;
	marker				= 0xffffffff; 

	Fvector				N,T;
	N.set				(0,0,0);

	FPU::m64r();
	u32	_cnt			= 0;
	for (int i=2; i<vcnt; i++) {
		T.mknormal_non_normalized		(poly[0],poly[i-1],poly[i]);
		float		m	= T.magnitude	();
		if (m>EPS_S)	{
			N.add		(T.div(m))	;
			_cnt		++			;
		}
	}
	R_ASSERT2	(_cnt, "Invalid portal detected");
	N.div		(float(_cnt));
	P.build		(poly[0],N);
	FPU::m24r	();

	/*
	if (_abs(1-P.n.magnitude())<EPS)
	xrDebug::Fatal		(DEBUG_INFO,"Degenerated portal found at {%3.2f,%3.2f,%3.2f}.",VPUSH(poly[0]));
	*/
}
Пример #4
0
void CDeflector::OA_Export()
{
	if (UVpolys.empty()) return;

	// Correct normal
	//  (semi-proportional to pixel density)
	FPU::m64r		();
	Fvector			tN;
	tN.set			(0,0,0);
	float density	= 0;
	float fcount	= 0;
	for (UVIt it = UVpolys.begin(); it!=UVpolys.end(); it++)
	{
		Face	*F = it->owner;
		Fvector	SN;
		SN.set	(F->N);
		SN.mul	(1+EPS*F->CalcArea());
		tN.add	(SN);

		density	+= F->Shader().lm_density;
		fcount	+= 1.f;
	}
	if (tN.magnitude()>EPS_S && _valid(tN))	normal.set(tN).normalize();
	else									clMsg("* ERROR: Internal precision error in CDeflector::OA_Export");
	density			/= fcount;
	
	// Orbitrary Oriented Ortho - Projection
	Fmatrix		mView;
    Fvector		at,from,up,right,y;
	at.set		(0,0,0);
	from.add	(at,normal);
	y.set		(0,1,0);
	if (_abs(normal.y)>.99f)		y.set(1,0,0);
	right.crossproduct(y,normal);	right.normalize_safe();
	up.crossproduct(normal,right);	up.normalize_safe();
	mView.build_camera(from,at,up);

	Fbox bb; bb.invalidate();
	for (UVIt it = UVpolys.begin(); it!=UVpolys.end(); it++)
	{
		UVtri	*T = &*it;
		Face	*F = T->owner;
		Fvector	P;	// projected

		for (int i=0; i<3; i++) {
			mView.transform_tiny	(P,F->v[i]->P);
			T->uv[i].set			(P.x,P.y);
			bb.modify				(F->v[i]->P);
		}
	}
	bb.getsphere(Sphere.P,Sphere.R);

	// UV rect
	Fvector2		min,max,size;
	GetRect			(min,max);
	size.sub		(max,min);

	// Surface
	u32 dwWidth		= iCeil(size.x*g_params.m_lm_pixels_per_meter*density+.5f); clamp(dwWidth, 1u,512u-2*BORDER);
	u32 dwHeight	= iCeil(size.y*g_params.m_lm_pixels_per_meter*density+.5f); clamp(dwHeight,1u,512u-2*BORDER);
	layer.create	(dwWidth,dwHeight);
}
Пример #5
0
void CWallmarksEngine::AddWallmark_internal	(CDB::TRI* pTri, const Fvector* pVerts, const Fvector &contact_point, ref_shader hShader, float sz)
{
	// query for polygons in bounding box
	// calculate adjacency
	{
		Fbox				bb_query;
		Fvector				bbc,bbd;
		bb_query.set		(contact_point,contact_point);
		bb_query.grow		(sz*2.5f);
		bb_query.get_CD		(bbc,bbd);
		xrc.box_options		(CDB::OPT_FULL_TEST);
		xrc.box_query		(g_pGameLevel->ObjectSpace.GetStaticModel(),bbc,bbd);
		u32	triCount		= xrc.r_count	();
		if (0==triCount)	return;
		CDB::TRI* tris		= g_pGameLevel->ObjectSpace.GetStaticTris();
		sml_collector.clear	();
		sml_collector.add_face_packed_D	(pVerts[pTri->verts[0]],pVerts[pTri->verts[1]],pVerts[pTri->verts[2]],0);
		for (u32 t=0; t<triCount; t++)	{
			CDB::TRI*	T	= tris+xrc.r_begin()[t].id;
			if (T==pTri)	continue;
			sml_collector.add_face_packed_D		(pVerts[T->verts[0]],pVerts[T->verts[1]],pVerts[T->verts[2]],0);
		}
		sml_collector.calc_adjacency	(sml_adjacency);
	}

	// calc face normal
	Fvector	N;
	N.mknormal			(pVerts[pTri->verts[0]],pVerts[pTri->verts[1]],pVerts[pTri->verts[2]]);
	sml_normal.set		(N);

	// build 3D ortho-frustum
	Fmatrix				mView,mRot;
	BuildMatrix			(mView,1/sz,contact_point);
	mRot.rotateZ		(::Random.randF(deg2rad(-20.f),deg2rad(20.f)));
	mView.mulA_43		(mRot);
	sml_clipper.CreateFromMatrix	(mView,FRUSTUM_P_LRTB);

	// create wallmark
	static_wallmark* W	= static_wm_allocate();
	RecurseTri			(0,mView,*W);

	// calc sphere
	if (W->verts.size()<3) { static_wm_destroy(W); return; }
	else {
		Fbox bb;	bb.invalidate();

		FVF::LIT* I=&*W->verts.begin	();
		FVF::LIT* E=&*W->verts.end		();
		for (; I!=E; I++)	bb.modify	(I->p);
		bb.getsphere					(W->bounds.P,W->bounds.R);
	}

	if (W->bounds.R < 1.f)	
	{
		// search if similar wallmark exists
		wm_slot* slot			= FindSlot	(hShader);
		if (slot){
			StaticWMVecIt it	=	slot->static_items.begin	();
			StaticWMVecIt end	=	slot->static_items.end	();
			for (; it!=end; it++)	{
				static_wallmark* wm		=	*it;
				if (wm->bounds.P.similar(W->bounds.P,0.02f)){ // replace
					static_wm_destroy	(wm);
					*it					=	W;
					return;
				}
			}
		} else {
			slot		= AppendSlot(hShader);
		}

		// no similar - register _new_
		slot->static_items.push_back(W);
	}
}