tge/engine/collision/earlyOutPolyList.cc
2025-02-17 23:17:30 -06:00

268 lines
7.0 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "dgl/dgl.h"
#include "math/mMath.h"
#include "console/console.h"
#include "collision/earlyOutPolyList.h"
//----------------------------------------------------------------------------
EarlyOutPolyList::EarlyOutPolyList()
{
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);
mEarlyOut = false;
}
EarlyOutPolyList::~EarlyOutPolyList()
{
}
//----------------------------------------------------------------------------
void EarlyOutPolyList::clear()
{
// Only clears internal data
mPolyList.clear();
mVertexList.clear();
mIndexList.clear();
mPolyPlaneList.clear();
mEarlyOut = false;
}
bool EarlyOutPolyList::isEmpty() const
{
return mEarlyOut == false;
}
//----------------------------------------------------------------------------
U32 EarlyOutPolyList::addPoint(const Point3F& p)
{
if (mEarlyOut == true)
return 0;
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
v.mask = 0;
for (U32 i = 0; i < mPlaneList.size(); i++)
if (mPlaneList[i].distToPlane(v.point) > 0)
v.mask |= 1 << i;
// If the point is inside all the planes, then we're done!
if (v.mask == 0)
mEarlyOut = true;
return mVertexList.size() - 1;
}
U32 EarlyOutPolyList::addPlane(const PlaneF& plane)
{
mPolyPlaneList.increment();
mPlaneTransformer.transform(plane, mPolyPlaneList.last());
return mPolyPlaneList.size() - 1;
}
//----------------------------------------------------------------------------
void EarlyOutPolyList::begin(U32 material,U32 surfaceKey)
{
if (mEarlyOut == true)
return;
mPolyList.increment();
Poly& poly = mPolyList.last();
poly.object = mCurrObject;
poly.material = material;
poly.vertexStart = mIndexList.size();
poly.surfaceKey = surfaceKey;
}
//----------------------------------------------------------------------------
void EarlyOutPolyList::plane(U32 v1,U32 v2,U32 v3)
{
if (mEarlyOut == true)
return;
mPolyList.last().plane.set(mVertexList[v1].point,
mVertexList[v2].point,mVertexList[v3].point);
}
void EarlyOutPolyList::plane(const PlaneF& p)
{
if (mEarlyOut == true)
return;
mPlaneTransformer.transform(p, mPolyList.last().plane);
}
void EarlyOutPolyList::plane(const U32 index)
{
if (mEarlyOut == true)
return;
AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!");
mPolyList.last().plane = mPolyPlaneList[index];
}
const PlaneF& EarlyOutPolyList::getIndexedPlane(const U32 index)
{
AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!");
return mPolyPlaneList[index];
}
//----------------------------------------------------------------------------
void EarlyOutPolyList::vertex(U32 vi)
{
if (mEarlyOut == true)
return;
mIndexList.push_back(vi);
}
//----------------------------------------------------------------------------
void EarlyOutPolyList::end()
{
if (mEarlyOut == true)
return;
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 intial 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;
mEarlyOut = true;
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;
}
}
}
// If we reach here, then there's a poly!
mEarlyOut = true;
// 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 EarlyOutPolyList::memcpy(U32* dst, U32* src,U32 size)
{
U32* end = src + size;
while (src != end)
*dst++ = *src++;
}