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