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Torque/SDK/engine/collision/polyhedron.cc
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150
Torque/SDK/engine/collision/polyhedron.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "dgl/dgl.h"
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#include "console/console.h"
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#include "collision/polyhedron.h"
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//----------------------------------------------------------------------------
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void Polyhedron::buildBox(const MatrixF& transform,const Box3F& box)
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{
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// Box is assumed to be axis aligned in the source space.
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// Transform into geometry space
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Point3F xvec,yvec,zvec,min;
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transform.getColumn(0,&xvec);
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xvec *= box.len_x();
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transform.getColumn(1,&yvec);
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yvec *= box.len_y();
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transform.getColumn(2,&zvec);
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zvec *= box.len_z();
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transform.mulP(box.min,&min);
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// Initial vertices
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pointList.setSize(8);
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pointList[0] = min;
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pointList[1] = min + yvec;
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pointList[2] = min + xvec + yvec;
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pointList[3] = min + xvec;
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pointList[4] = pointList[0] + zvec;
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pointList[5] = pointList[1] + zvec;
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pointList[6] = pointList[2] + zvec;
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pointList[7] = pointList[3] + zvec;
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// Initial faces
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planeList.setSize(6);
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planeList[0].set(pointList[0],xvec);
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planeList[0].invert();
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planeList[1].set(pointList[2],yvec);
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planeList[2].set(pointList[2],xvec);
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planeList[3].set(pointList[0],yvec);
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planeList[3].invert();
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planeList[4].set(pointList[0],zvec);
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planeList[4].invert();
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planeList[5].set(pointList[4],zvec);
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// The edges are constructed so that the vertices
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// are oriented clockwise for face[0]
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edgeList.setSize(12);
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Edge* edge = edgeList.begin();
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S32 nextEdge = 0;
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for (int i = 0; i < 4; i++) {
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S32 n = (i == 3)? 0: i + 1;
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S32 p = (i == 0)? 3: i - 1;
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edge->vertex[0] = i;
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edge->vertex[1] = n;
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edge->face[0] = i;
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edge->face[1] = 4;
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edge++;
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edge->vertex[0] = 4 + i;
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edge->vertex[1] = 4 + n;
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edge->face[0] = 5;
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edge->face[1] = i;
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edge++;
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edge->vertex[0] = i;
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edge->vertex[1] = 4 + i;
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edge->face[0] = p;
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edge->face[1] = i;
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edge++;
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}
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}
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//----------------------------------------------------------------------------
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void Polyhedron::render()
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{
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glVertexPointer(3,GL_FLOAT,sizeof(Point3F),pointList.address());
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glEnableClientState(GL_VERTEX_ARRAY);
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glColor3f(1, 0, 1);
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for (S32 e = 0; e < edgeList.size(); e++)
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glDrawElements(GL_LINES,2,GL_UNSIGNED_INT,&edgeList[e].vertex);
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for (U32 i = 0; i < planeList.size(); i++) {
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Point3F origin(0, 0, 0);
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U32 num = 0;
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for (U32 j = 0; j < edgeList.size(); j++) {
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if (edgeList[j].face[0] == i || edgeList[j].face[1] == i) {
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origin += pointList[edgeList[j].vertex[0]];
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origin += pointList[edgeList[j].vertex[1]];
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num += 2;
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}
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}
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origin /= F32(num);
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glColor3f(1, 1, 1);
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glBegin(GL_LINES);
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glVertex3fv(origin);
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glVertex3f(origin.x + planeList[i].x * 0.2,
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origin.y + planeList[i].y * 0.2,
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origin.z + planeList[i].z * 0.2);
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glEnd();
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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void Polyhedron::render(const VectorF& vec,F32 time)
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{
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bool faceVisible[50];
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for (int f = 0; f < planeList.size(); f++)
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faceVisible[f] = mDot(planeList[f],vec) > 0;
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VectorF tvec = vec;
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tvec *= time;
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for (int e = 0; e < edgeList.size(); e++) {
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Polyhedron::Edge const& edge = edgeList[e];
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if (faceVisible[edge.face[0]] || faceVisible[edge.face[1]]) {
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Point3F pp;
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glBegin(GL_LINE_LOOP);
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glColor3f(0.5,0.5,0.5);
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const Point3F& p1 = pointList[edge.vertex[0]];
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const Point3F& p2 = pointList[edge.vertex[1]];
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glVertex3fv(p1);
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glVertex3fv(p2);
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pp = p2 + vec;
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glVertex3fv(pp);
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pp = p1 + vec;
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glVertex3fv(pp);
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glEnd();
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if (time <= 1.0) {
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glBegin(GL_LINES);
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glColor3f(0.5,0.5,0);
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pp = pointList[edge.vertex[0]];
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pp += tvec;
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glVertex3fv(pp);
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pp = pointList[edge.vertex[1]];
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pp += tvec;
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glVertex3fv(pp);
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glEnd();
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}
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}
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}
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}
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