//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #include "game/tsStatic.h" #include "core/bitStream.h" #include "dgl/dgl.h" #include "sceneGraph/sceneState.h" #include "sceneGraph/sceneGraph.h" #include "math/mathIO.h" #include "ts/tsShapeInstance.h" #include "console/consoleTypes.h" #include "game/shapeBase.h" #include "game/shadow.h" #include "sceneGraph/detailManager.h" #include "sim/netConnection.h" IMPLEMENT_CO_NETOBJECT_V1(TSStatic); //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- TSStatic::TSStatic() { mNetFlags.set(Ghostable | ScopeAlways); mTypeMask |= StaticObjectType | StaticTSObjectType | StaticRenderedObjectType; mShapeName = ""; mShapeInstance = NULL; mShadow = NULL; mConvexList = new Convex; } TSStatic::~TSStatic() { delete mConvexList; mConvexList = NULL; delete mShadow; } //-------------------------------------------------------------------------- void TSStatic::initPersistFields() { Parent::initPersistFields(); addGroup("Media"); addField("shapeName", TypeFilename, Offset(mShapeName, TSStatic)); endGroup("Media"); } //-------------------------------------------------------------------------- bool TSStatic::onAdd() { if(!Parent::onAdd()) return false; if (!mShapeName || mShapeName[0] == '\0') { Con::errorf("TSStatic::onAdd: no shape name!"); return false; } mShapeHash = _StringTable::hashString(mShapeName); mShape = ResourceManager->load(mShapeName); if (bool(mShape) == false) { Con::errorf("TSStatic::onAdd: unable to load shape: %s", mShapeName); return false; } if(isClientObject() && !mShape->preloadMaterialList() && NetConnection::filesWereDownloaded()) return false; mObjBox = mShape->bounds; resetWorldBox(); setRenderTransform(mObjToWorld); mShapeInstance = new TSShapeInstance(mShape, isClientObject()); // Scan out the collision hulls... U32 i; for (i = 0; i < mShape->details.size(); i++) { char* name = (char*)mShape->names[mShape->details[i].nameIndex]; if (dStrstr((const char*)dStrlwr(name), "collision-")) { mCollisionDetails.push_back(i); // The way LOS works is that it will check to see if there is a LOS detail that matches // the the collision detail + 1 + MaxCollisionShapes (this variable name should change in // the future). If it can't find a matching LOS it will simply use the collision instead. // We check for any "unmatched" LOS's further down mLOSDetails.increment(); char buff[128]; dSprintf(buff, sizeof(buff), "LOS-%d", i + 1 + MaxCollisionShapes); U32 los = mShape->findDetail(buff); if (los == -1) mLOSDetails.last() = i; else mLOSDetails.last() = los; } } // Snag any "unmatched" LOS details for (i = 0; i < mShape->details.size(); i++) { char* name = (char*)mShape->names[mShape->details[i].nameIndex]; if (dStrstr((const char*)dStrlwr(name), "los-")) { // See if we already have this LOS bool found = false; for (U32 j = 0; j < mLOSDetails.size(); j++) { if (mLOSDetails[j] == i) { found = true; break; } } if (!found) mLOSDetails.push_back(i); } } // Compute the hull accelerators (actually, just force the shape to compute them) for (i = 0; i < mCollisionDetails.size(); i++) mShapeInstance->getShape()->getAccelerator(mCollisionDetails[i]); addToScene(); return true; } void TSStatic::onRemove() { mConvexList->nukeList(); removeFromScene(); delete mShapeInstance; mShapeInstance = NULL; delete mShadow; mShadow = NULL; Parent::onRemove(); } //-------------------------------------------------------------------------- bool TSStatic::prepRenderImage(SceneState* state, const U32 stateKey, const U32 /*startZone*/, const bool /*modifyBaseState*/) { if (isLastState(state, stateKey)) return false; setLastState(state, stateKey); // This should be sufficient for most objects that don't manage zones, and // don't need to return a specialized RenderImage... if (mShapeInstance && state->isObjectRendered(this)) { Point3F cameraOffset; getRenderTransform().getColumn(3,&cameraOffset); cameraOffset -= state->getCameraPosition(); F32 dist = cameraOffset.len(); if (dist < 0.01) dist = 0.01; F32 fogAmount = state->getHazeAndFog(dist,cameraOffset.z); if (fogAmount>0.99f) return false; F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z)); DetailManager::selectPotentialDetails(mShapeInstance,dist,invScale); if (mShapeInstance->getCurrentDetail()<0) return false; if (mShapeInstance->hasSolid()) { SceneRenderImage* image = new SceneRenderImage; image->obj = this; image->isTranslucent = false; image->textureSortKey = mShapeHash; state->insertRenderImage(image); } if (mShapeInstance->hasTranslucency()) { SceneRenderImage* image = new SceneRenderImage; image->obj = this; image->isTranslucent = true; image->sortType = SceneRenderImage::Point; image->textureSortKey = mShapeHash; state->setImageRefPoint(this, image); state->insertRenderImage(image); } } return false; } void TSStatic::setTransform(const MatrixF & mat) { Parent::setTransform(mat); // Since the interior is a static object, it's render transform changes 1 to 1 // with it's collision transform setRenderTransform(mat); } void TSStatic::renderObject(SceneState* state, SceneRenderImage* image) { AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry"); if (!DetailManager::selectCurrentDetail(mShapeInstance)) // we were detailed out return; RectI viewport; glMatrixMode(GL_PROJECTION); glPushMatrix(); dglGetViewport(&viewport); installLights(); // Uncomment this if this is a "simple" (non-zone managing) object state->setupObjectProjection(this); // This is something of a hack, but since the 3space objects don't have a // clear conception of texels/meter like the interiors do, we're sorta // stuck. I can't even claim this is anything more scientific than eyeball // work. DMM F32 axis = (getObjBox().len_x() + getObjBox().len_y() + getObjBox().len_z()) / 3.0; F32 dist = (getRenderWorldBox().getClosestPoint(state->getCameraPosition()) - state->getCameraPosition()).len(); if (dist != 0) { F32 projected = dglProjectRadius(dist, axis) / 25; if (projected < (1.0 / 16.0)) { TextureManager::setSmallTexturesActive(true); } } glMatrixMode(GL_MODELVIEW); glPushMatrix(); dglMultMatrix(&mObjToWorld); glScalef(mObjScale.x, mObjScale.y, mObjScale.z); // RENDER CODE HERE mShapeInstance->setEnvironmentMap(state->getEnvironmentMap()); mShapeInstance->setEnvironmentMapOn(true,1); mShapeInstance->setAlphaAlways(1.0); Point3F cameraOffset; mObjToWorld.getColumn(3,&cameraOffset); cameraOffset -= state->getCameraPosition(); dist = cameraOffset.len(); F32 fogAmount = state->getHazeAndFog(dist,cameraOffset.z); if (image->isTranslucent == true) { TSShapeInstance::smNoRenderNonTranslucent = true; TSShapeInstance::smNoRenderTranslucent = false; } else { TSShapeInstance::smNoRenderNonTranslucent = false; TSShapeInstance::smNoRenderTranslucent = true; } mShapeInstance->setupFog(fogAmount,state->getFogColor()); mShapeInstance->animate(); mShapeInstance->render(); renderShadow(dist,fogAmount); TSShapeInstance::smNoRenderNonTranslucent = false; TSShapeInstance::smNoRenderTranslucent = false; TextureManager::setSmallTexturesActive(false); glMatrixMode(GL_MODELVIEW); glPopMatrix(); uninstallLights(); dglSetCanonicalState(); if (GameBase::gShowBoundingBox) { glDisable(GL_DEPTH_TEST); Point3F box; glPushMatrix(); dglMultMatrix(&getTransform()); box = (mObjBox.min + mObjBox.max) * 0.5; glTranslatef(box.x,box.y,box.z); box = (mObjBox.max - mObjBox.min) * 0.5; glScalef(box.x,box.y,box.z); glColor3f(1, 0, 1); ShapeBase::wireCube(Point3F(1,1,1),Point3F(0,0,0)); glPopMatrix(); glPushMatrix(); box = (mWorldBox.min + mWorldBox.max) * 0.5; glTranslatef(box.x,box.y,box.z); box = (mWorldBox.max - mWorldBox.min) * 0.5; glScalef(box.x,box.y,box.z); glColor3f(0, 1, 1); ShapeBase::wireCube(Point3F(1,1,1),Point3F(0,0,0)); glPopMatrix(); glEnable(GL_DEPTH_TEST); } glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); dglSetViewport(viewport); AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit"); } void TSStatic::renderShadow(F32 dist, F32 fogAmount) { if (Shadow::getGlobalShadowDetailLevel()getShape()->subShapeFirstTranslucentObject.empty() || mShapeInstance->getShape()->subShapeFirstTranslucentObject[0]==0) return; if (!mShadow) mShadow = new Shadow(); mShadow->setGeneric(Shadow::getGlobalShadowDetailLevel() < StaticShape_GenericShadowLevel); mShadow->setMoving(false); mShadow->setAnimating(false); Point3F lightDir = gClientSceneGraph->getLightManager()->getShadowLightDirection(); F32 shadowLen = 10.0f * mShapeInstance->getShape()->radius; Point3F pos = mShapeInstance->getShape()->center; // this is a bit of a hack...move generic shadows towards feet/base of shape if (Shadow::getGlobalShadowDetailLevel() < StaticShape_GenericShadowLevel) pos *= 0.5f; pos.convolve(mObjScale); mObjToWorld.mulP(pos); // pos is where shadow will be centered (in world space) mShadow->setRadius(mShapeInstance,mObjScale); if (!mShadow->prepare(pos,lightDir,shadowLen,mObjScale,dist,fogAmount,mShapeInstance)) return; F32 maxScale = getMax(mObjScale.x,getMax(mObjScale.y,mObjScale.z)); if (mShadow->needBitmap()) { mShadow->beginRenderToBitmap(); mShadow->selectShapeDetail(mShapeInstance,dist,maxScale); mShadow->renderToBitmap(mShapeInstance,mObjToWorld,pos,mObjScale); mShadow->endRenderToBitmap(); } mShadow->render(); } U32 TSStatic::packUpdate(NetConnection *con, U32 mask, BitStream *stream) { U32 retMask = Parent::packUpdate(con, mask, stream); mathWrite(*stream, getTransform()); mathWrite(*stream, getScale()); stream->writeString(mShapeName); return retMask; } void TSStatic::unpackUpdate(NetConnection *con, BitStream *stream) { Parent::unpackUpdate(con, stream); MatrixF mat; Point3F scale; mathRead(*stream, &mat); mathRead(*stream, &scale); setScale(scale); setTransform(mat); mShapeName = stream->readSTString(); } //-------------------------------------------------------------------------- //---------------------------------------------------------------------------- bool TSStatic::castRay(const Point3F &start, const Point3F &end, RayInfo* info) { if (mShapeInstance) { RayInfo shortest; shortest.t = 1e8; info->object = NULL; for (U32 i = 0; i < mLOSDetails.size(); i++) { mShapeInstance->animate(mLOSDetails[i]); if (mShapeInstance->castRay(start, end, info, mLOSDetails[i])) { info->object = this; if (info->t < shortest.t) shortest = *info; } } if (info->object == this) { // Copy out the shortest time... *info = shortest; return true; } } return false; } //---------------------------------------------------------------------------- bool TSStatic::buildPolyList(AbstractPolyList* polyList, const Box3F &, const SphereF &) { if (mShapeInstance) { bool ret = false; polyList->setTransform(&mObjToWorld, mObjScale); polyList->setObject(this); for (U32 i = 0; i < mCollisionDetails.size(); i++) { mShapeInstance->buildPolyList(polyList, mCollisionDetails[i]); ret = true; } return ret; } return false; } void TSStatic::buildConvex(const Box3F& box, Convex* convex) { if (mShapeInstance == NULL) return; // These should really come out of a pool mConvexList->collectGarbage(); Box3F realBox = box; mWorldToObj.mul(realBox); realBox.min.convolveInverse(mObjScale); realBox.max.convolveInverse(mObjScale); if (realBox.isOverlapped(getObjBox()) == false) return; for (U32 i = 0; i < mCollisionDetails.size(); i++) { // If there is no convex "accelerator" for this detail, // there's nothing to collide with. TSShape::ConvexHullAccelerator* pAccel = mShapeInstance->getShape()->getAccelerator(mCollisionDetails[i]); if (!pAccel || !pAccel->numVerts) continue; // See if this hull exists in the working set already... Convex* cc = 0; CollisionWorkingList& wl = convex->getWorkingList(); for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext) { if (itr->mConvex->getType() == TSStaticConvexType && (static_cast(itr->mConvex)->pStatic == this && static_cast(itr->mConvex)->hullId == i)) { cc = itr->mConvex; break; } } if (cc) continue; // Create a new convex. TSStaticConvex* cp = new TSStaticConvex; mConvexList->registerObject(cp); convex->addToWorkingList(cp); cp->mObject = this; cp->pStatic = this; cp->hullId = i; cp->box = mObjBox; cp->findNodeTransform(); } } //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- void TSStaticConvex::findNodeTransform() { S32 dl = pStatic->mCollisionDetails[hullId]; TSShapeInstance* si = pStatic->mShapeInstance; TSShape* shape = si->getShape(); const TSShape::Detail* detail = &shape->details[dl]; S32 subs = detail->subShapeNum; S32 start = shape->subShapeFirstObject[subs]; S32 end = start + shape->subShapeNumObjects[subs]; // Find the first object that contains a mesh for this // detail level. There should only be one mesh per // collision detail level. for (S32 i = start; i < end; i++) { const TSShape::Object* obj = &shape->objects[i]; if (obj->numMeshes && detail->objectDetailNum < obj->numMeshes) { nodeTransform = &si->mNodeTransforms[obj->nodeIndex]; return; } } return; } const MatrixF& TSStaticConvex::getTransform() const { // Multiply on the mesh shape offset // tg: Returning this static here is not really a good idea, but // all this Convex code needs to be re-organized. if (nodeTransform) { static MatrixF mat; mat.mul(mObject->getTransform(),*nodeTransform); return mat; } return mObject->getTransform(); } Box3F TSStaticConvex::getBoundingBox() const { return getBoundingBox(mObject->getTransform(), mObject->getScale()); } Box3F TSStaticConvex::getBoundingBox(const MatrixF& mat, const Point3F& scale) const { Box3F newBox = box; newBox.min.convolve(scale); newBox.max.convolve(scale); mat.mul(newBox); return newBox; } Point3F TSStaticConvex::support(const VectorF& v) const { TSShape::ConvexHullAccelerator* pAccel = pStatic->mShapeInstance->getShape()->getAccelerator(pStatic->mCollisionDetails[hullId]); AssertFatal(pAccel != NULL, "Error, no accel!"); F32 currMaxDP = mDot(pAccel->vertexList[0], v); U32 index = 0; for (U32 i = 1; i < pAccel->numVerts; i++) { F32 dp = mDot(pAccel->vertexList[i], v); if (dp > currMaxDP) { currMaxDP = dp; index = i; } } return pAccel->vertexList[index]; } void TSStaticConvex::getFeatures(const MatrixF& mat, const VectorF& n, ConvexFeature* cf) { cf->material = 0; cf->object = mObject; TSShape::ConvexHullAccelerator* pAccel = pStatic->mShapeInstance->getShape()->getAccelerator(pStatic->mCollisionDetails[hullId]); AssertFatal(pAccel != NULL, "Error, no accel!"); F32 currMaxDP = mDot(pAccel->vertexList[0], n); U32 index = 0; U32 i; for (i = 1; i < pAccel->numVerts; i++) { F32 dp = mDot(pAccel->vertexList[i], n); if (dp > currMaxDP) { currMaxDP = dp; index = i; } } const U8* emitString = pAccel->emitStrings[index]; U32 currPos = 0; U32 numVerts = emitString[currPos++]; for (i = 0; i < numVerts; i++) { cf->mVertexList.increment(); U32 index = emitString[currPos++]; mat.mulP(pAccel->vertexList[index], &cf->mVertexList.last()); } U32 numEdges = emitString[currPos++]; for (i = 0; i < numEdges; i++) { U32 ev0 = emitString[currPos++]; U32 ev1 = emitString[currPos++]; cf->mEdgeList.increment(); cf->mEdgeList.last().vertex[0] = ev0; cf->mEdgeList.last().vertex[1] = ev1; } U32 numFaces = emitString[currPos++]; for (i = 0; i < numFaces; i++) { cf->mFaceList.increment(); U32 plane = emitString[currPos++]; mat.mulV(pAccel->normalList[plane], &cf->mFaceList.last().normal); for (U32 j = 0; j < 3; j++) cf->mFaceList.last().vertex[j] = emitString[currPos++]; } } void TSStaticConvex::getPolyList(AbstractPolyList* list) { list->setTransform(&pStatic->getTransform(), pStatic->getScale()); list->setObject(pStatic); pStatic->mShapeInstance->animate(pStatic->mCollisionDetails[hullId]); pStatic->mShapeInstance->buildPolyList(list, pStatic->mCollisionDetails[hullId]); }