//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "dgl/dgl.h" #include "math/mMath.h" #include "console/console.h" #include "collision/clippedPolyList.h" bool ClippedPolyList::allowClipping = true; //---------------------------------------------------------------------------- ClippedPolyList::ClippedPolyList() { VECTOR_SET_ASSOCIATION(mPolyList); VECTOR_SET_ASSOCIATION(mVertexList); VECTOR_SET_ASSOCIATION(mIndexList); VECTOR_SET_ASSOCIATION(mPolyPlaneList); VECTOR_SET_ASSOCIATION(mPlaneList); mNormal.set(0,0,0); mIndexList.reserve(100); } ClippedPolyList::~ClippedPolyList() { } //---------------------------------------------------------------------------- void ClippedPolyList::clear() { // Only clears internal data mPolyList.clear(); mVertexList.clear(); mIndexList.clear(); mPolyPlaneList.clear(); } bool ClippedPolyList::isEmpty() const { return mPolyList.size() == 0; } //---------------------------------------------------------------------------- U32 ClippedPolyList::addPoint(const Point3F& p) { mVertexList.increment(); Vertex& v = mVertexList.last(); v.point.x = p.x * mScale.x; v.point.y = p.y * mScale.y; v.point.z = p.z * mScale.z; mMatrix.mulP(v.point); // Build the plane mask register U32 mask = 1; register S32 count = mPlaneList.size(); register PlaneF * plane = mPlaneList.address(); v.mask = 0; while(--count >= 0) { if (plane++->distToPlane(v.point) > 0) v.mask |= mask; mask <<= 1; } return mVertexList.size() - 1; } U32 ClippedPolyList::addPlane(const PlaneF& plane) { mPolyPlaneList.increment(); mPlaneTransformer.transform(plane, mPolyPlaneList.last()); return mPolyPlaneList.size() - 1; } //---------------------------------------------------------------------------- void ClippedPolyList::begin(U32 material,U32 surfaceKey) { mPolyList.increment(); Poly& poly = mPolyList.last(); poly.object = mCurrObject; poly.material = material; poly.vertexStart = mIndexList.size(); poly.surfaceKey = surfaceKey; poly.polyFlags = 0; if(ClippedPolyList::allowClipping) poly.polyFlags = CLIPPEDPOLYLIST_FLAG_ALLOWCLIPPING; } //---------------------------------------------------------------------------- void ClippedPolyList::plane(U32 v1,U32 v2,U32 v3) { mPolyList.last().plane.set(mVertexList[v1].point, mVertexList[v2].point,mVertexList[v3].point); } void ClippedPolyList::plane(const PlaneF& p) { mPlaneTransformer.transform(p, mPolyList.last().plane); } void ClippedPolyList::plane(const U32 index) { AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!"); mPolyList.last().plane = mPolyPlaneList[index]; } const PlaneF& ClippedPolyList::getIndexedPlane(const U32 index) { AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!"); return mPolyPlaneList[index]; } //---------------------------------------------------------------------------- void ClippedPolyList::vertex(U32 vi) { mIndexList.push_back(vi); } //---------------------------------------------------------------------------- void ClippedPolyList::end() { Poly& poly = mPolyList.last(); // Anything facing away from the mNormal is rejected if (mDot(poly.plane,mNormal) > 0) { mIndexList.setSize(poly.vertexStart); mPolyList.decrement(); return; } // Build initial inside/outside plane masks U32 indexStart = poly.vertexStart; U32 vertexCount = mIndexList.size() - indexStart; U32 frontMask = 0,backMask = 0; U32 i; for (i = indexStart; i < mIndexList.size(); i++) { U32 mask = mVertexList[mIndexList[i]].mask; frontMask |= mask; backMask |= ~mask; } // Trivial accept if all the vertices are on the backsides of // all the planes. if (!frontMask) { poly.vertexCount = vertexCount; return; } // Trivial reject if any plane not crossed has all it's points // on the front. U32 crossMask = frontMask & backMask; if (~crossMask & frontMask) { mIndexList.setSize(poly.vertexStart); mPolyList.decrement(); return; } // Need to do some clipping for (U32 p = 0; p < mPlaneList.size(); p++) { U32 pmask = 1 << p; // Only test against this plane if we have something // on both sides if (crossMask & pmask) { U32 indexEnd = mIndexList.size(); U32 i1 = indexEnd - 1; U32 mask1 = mVertexList[mIndexList[i1]].mask; for (U32 i2 = indexStart; i2 < indexEnd; i2++) { U32 mask2 = mVertexList[mIndexList[i2]].mask; if ((mask1 ^ mask2) & pmask) { // mVertexList.increment(); VectorF& v1 = mVertexList[mIndexList[i1]].point; VectorF& v2 = mVertexList[mIndexList[i2]].point; VectorF vv = v2 - v1; F32 t = -mPlaneList[p].distToPlane(v1) / mDot(mPlaneList[p],vv); mIndexList.push_back(mVertexList.size() - 1); Vertex& iv = mVertexList.last(); iv.point.x = v1.x + vv.x * t; iv.point.y = v1.y + vv.y * t; iv.point.z = v1.z + vv.z * t; iv.mask = 0; // Test against the remaining planes for (U32 i = p + 1; i < mPlaneList.size(); i++) if (mPlaneList[i].distToPlane(iv.point) > 0) { iv.mask = 1 << i; break; } } if (!(mask2 & pmask)) { U32 index = mIndexList[i2]; mIndexList.push_back(index); } mask1 = mask2; i1 = i2; } // Check for degenerate indexStart = indexEnd; if (mIndexList.size() - indexStart < 3) { mIndexList.setSize(poly.vertexStart); mPolyList.decrement(); return; } } } // Emit what's left and compress the index list. poly.vertexCount = mIndexList.size() - indexStart; memcpy(&mIndexList[poly.vertexStart], &mIndexList[indexStart],poly.vertexCount); mIndexList.setSize(poly.vertexStart + poly.vertexCount); } //---------------------------------------------------------------------------- void ClippedPolyList::memcpy(U32* dst, U32* src,U32 size) { U32* end = src + size; while (src != end) *dst++ = *src++; } //---------------------------------------------------------------------------- void ClippedPolyList::render() { glVertexPointer(3,GL_FLOAT,sizeof(Vertex),mVertexList.address()); glEnableClientState(GL_VERTEX_ARRAY); glColor4f(1,0,0,0.25); glEnable(GL_BLEND); glDisable(GL_CULL_FACE); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); Poly * p; for (p = mPolyList.begin(); p < mPolyList.end(); p++) { glDrawElements(GL_POLYGON,p->vertexCount, GL_UNSIGNED_INT,&mIndexList[p->vertexStart]); } glColor3f(0.6,0.6,0.6); glDisable(GL_BLEND); for (p = mPolyList.begin(); p < mPolyList.end(); p++) { glDrawElements(GL_LINE_LOOP,p->vertexCount, GL_UNSIGNED_INT,&mIndexList[p->vertexStart]); } glDisableClientState(GL_VERTEX_ARRAY); }