475 lines
16 KiB
C++
Executable File
475 lines
16 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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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 "ts/tsPartInstance.h"
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#include "dgl/dgl.h"
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#include "math/mMath.h"
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//-------------------------------------------------------------------------------------
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// Constructors
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//-------------------------------------------------------------------------------------
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MRandomR250 TSPartInstance::smRandom;
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TSPartInstance::TSPartInstance(TSShapeInstance * sourceShape)
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{
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VECTOR_SET_ASSOCIATION(mMeshObjects);
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VECTOR_SET_ASSOCIATION(mDecalObjects);
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init(sourceShape);
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}
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TSPartInstance::TSPartInstance(TSShapeInstance * sourceShape, S32 objectIndex)
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{
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init(sourceShape);
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addObject(objectIndex);
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}
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void TSPartInstance::init(TSShapeInstance * sourceShape)
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{
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mSourceShape = sourceShape;
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mSizeCutoffs = NULL;
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mPolyCount = NULL;
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mNumDetails = 0;
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mCurrentObjectDetail = 0;
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mCurrentIntraDL = 1.0f;
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mData = 0;
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}
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TSPartInstance::~TSPartInstance()
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{
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delete [] mPolyCount;
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}
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//-------------------------------------------------------------------------------------
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// Methods for updating PartInstances
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//-------------------------------------------------------------------------------------
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void TSPartInstance::addObject(S32 objectIndex)
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{
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if (mSourceShape->mMeshObjects[objectIndex].visible<0.01f)
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// not visible, don't bother
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return;
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mMeshObjects.push_back(&mSourceShape->mMeshObjects[objectIndex]);
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// add any decals that are currently on?
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S32 decalIndex = mSourceShape->getShape()->objects[objectIndex].firstDecal;
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while (decalIndex>=0)
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{
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if (mSourceShape->mDecalObjects[decalIndex].frame>=0)
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mDecalObjects.push_back(&mSourceShape->mDecalObjects[decalIndex]);
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decalIndex = mSourceShape->mDecalObjects[decalIndex].decalObject->nextSibling;
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}
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}
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void TSPartInstance::updateBounds()
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{
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mSourceShape->setStatics();
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// run through meshes and brute force it?
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Box3F bounds;
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mBounds.min.set( 10E30f, 10E30f, 10E30f);
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mBounds.max.set(-10E30f,-10E30f,-10E30f);
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for (S32 i=0; i<mMeshObjects.size(); i++)
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{
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if (mMeshObjects[i]->getMesh(0))
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mMeshObjects[i]->getMesh(0)->computeBounds(*mMeshObjects[i]->getTransform(),bounds,mMeshObjects[i]->frame);
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mBounds.min.setMin(bounds.min);
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mBounds.max.setMax(bounds.max);
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}
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mCenter = mBounds.min + mBounds.max;
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mCenter *= 0.5f;
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Point3F r = mBounds.max-mCenter;
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mRadius = mSqrt(mDot(r,r));
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}
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//-------------------------------------------------------------------------------------
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// Methods for breaking shapes into pieces
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//-------------------------------------------------------------------------------------
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void TSPartInstance::breakShape(TSShapeInstance * shape, S32 subShape, Vector<TSPartInstance*> & partList, F32 * probShatter, F32 * probBreak, S32 probDepth)
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{
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AssertFatal(subShape>=0 && subShape<shape->mShape->subShapeFirstNode.size(),"TSPartInstance::breakShape: subShape out of range.");
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S32 start = shape->mShape->subShapeFirstNode[subShape];
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TSPartInstance::breakShape(shape, NULL, start, partList, probShatter, probBreak, probDepth);
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// update bounds (and get rid of empty parts)
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for (S32 i=0; i<partList.size(); i++)
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{
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if (partList[i]->mMeshObjects.size())
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partList[i]->updateBounds();
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else
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{
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partList.erase(i);
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i--;
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}
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}
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}
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void TSPartInstance::breakShape(TSShapeInstance * shape, TSPartInstance * currentPart, S32 currentNode, Vector<TSPartInstance*> & partList, F32 * probShatter, F32 * probBreak, S32 probDepth)
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{
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AssertFatal( !probDepth || (probShatter && probBreak),"TSPartInstance::breakShape: probabilities improperly specified.");
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const TSShape::Node * node = &shape->mShape->nodes[currentNode];
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S32 object = node->firstObject;
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S32 child = node->firstChild;
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// copy off probabilities and update probability lists for next level
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F32 ps = probShatter ? *probShatter : 1.0f;
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F32 pb = probBreak ? *probBreak : 1.0f;
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if (probDepth>1 && probShatter && probBreak)
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{
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probShatter++;
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probBreak++;
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probDepth--;
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}
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// what to do...depending on how the die roll, we can:
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// a) shatter the shape at this level -- meaning we make a part out of each object on this node and
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// we make parts out of all the children (perhaps breaking them up further still)
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// b) break the shape off at this level -- meaning we make a part out of the intact piece from here
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// on down (again, we might break the result further as we iterate through the nodes...what breaking
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// the shape really does is separate this piece from the parent piece).
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// c) add this piece to the parent -- meaning all objects on this node are added to the parent, and children
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// are also added (but children will be recursively sent through this routine, so if a parent gets option
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// (c) and the child option (a) or (b), then the child will be ripped from the parents grasp. Cruel
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// people us coders are.
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// Note: (a) is the only way that two objects on the same node can be separated...that is why both
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// option a and option b are needed.
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if (!probShatter || smRandom.randF() < ps)
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{
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// option a -- shatter the shape at this level
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// iterate through the objects, make part out of each one
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while (object>=0)
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{
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partList.increment();
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partList.last() = new TSPartInstance(shape,object);
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object = shape->mShape->objects[object].nextSibling;
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}
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// iterate through the child nodes, call ourselves on each one with currentPart = NULL
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while (child>=0)
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{
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TSPartInstance::breakShape(shape,NULL,child,partList,probShatter,probBreak,probDepth);
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child = shape->mShape->nodes[child].nextSibling;
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}
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return;
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}
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if (!probBreak || smRandom.randF() < pb)
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// option b -- break the shape off at this level
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currentPart = NULL; // fall through to option C
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// option c -- add this piece to the parent
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if (!currentPart)
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{
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currentPart = new TSPartInstance(shape);
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partList.push_back(currentPart);
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}
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// iterate through objects, add to currentPart
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while (object>=0)
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{
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currentPart->addObject(object);
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object = shape->mShape->objects[object].nextSibling;
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}
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// iterate through child nodes, call ourselves on each one with currentPart as is
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while (child>=0)
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{
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TSPartInstance::breakShape(shape,currentPart,child,partList,probShatter,probBreak,probDepth);
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child = shape->mShape->nodes[child].nextSibling;
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}
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}
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//-------------------------------------------------------------------------------------
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// render methods -- we use TSShapeInstance code as much as possible
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// issues: setupTexturing expects a detail level, we give it an object detail level
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//-------------------------------------------------------------------------------------
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void TSPartInstance::render(S32 od, const Point3F * objectScale)
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{
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S32 i;
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//
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mSourceShape->setStatics(0,mCurrentIntraDL,objectScale);
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mSourceShape->setupTexturing(od,mCurrentIntraDL); // use of od here is a bit sketchy...but should be ok
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TSMesh::initMaterials();
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// render mesh objects
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TSShapeInstance::smRenderData.currentTransform = NULL;
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for (i=0; i<mMeshObjects.size(); i++)
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mMeshObjects[i]->render(od,mSourceShape->getMaterialList());
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if (TSShapeInstance::smRenderData.currentTransform)
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glPopMatrix();
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// restore gl state
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TSMesh::resetMaterials();
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// render detail maps using a second pass?
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if (mSourceShape->twoPassDetailMap())
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renderDetailMap(od);
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// render environment map using second pass?
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if (mSourceShape->twoPassEnvironmentMap())
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renderEnvironmentMap(od);
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// set up gl environment for decals...
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TSDecalMesh::initDecalMaterials();
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// render decals...
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TSShapeInstance::smRenderData.currentTransform = NULL;
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for (i=0; i<mDecalObjects.size(); i++)
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mDecalObjects[i]->render(od,mSourceShape->mMaterialList);
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// if we have a matrix pushed, pop it now
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if (TSShapeInstance::smRenderData.currentTransform)
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glPopMatrix();
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// restore gl state
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TSDecalMesh::resetDecalMaterials();
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// render fog if 2-passing it
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if (mSourceShape->twoPassFog())
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renderFog(od);
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mSourceShape->clearStatics();
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}
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void TSPartInstance::renderDetailMap(S32 od)
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{
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AssertFatal(TSShapeInstance::smRenderData.detailMapMethod==TSShapeInstance::DETAIL_MAP_TWO_PASS,"TSPartInstance::renderDetailMap");
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// set up gl environment for the detail map
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TSMesh::initDetailMapMaterials();
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// run through objects and render detail maps
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TSShapeInstance::smRenderData.currentTransform = NULL;
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for (S32 i=0; i<mMeshObjects.size(); i++)
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mMeshObjects[i]->renderDetailMap(od,mSourceShape->mMaterialList);
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// if we have a matrix pushed, pop it now
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if (TSShapeInstance::smRenderData.currentTransform)
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glPopMatrix();
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// restore gl state
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TSMesh::resetDetailMapMaterials();
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}
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void TSPartInstance::renderEnvironmentMap(S32 od)
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{
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AssertFatal((TextureObject*)mSourceShape->mEnvironmentMap!=NULL,"TSPartInstance::renderEnvironmentMap (1)");
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AssertFatal(mSourceShape->mEnvironmentMapOn,"TSPartInstance::renderEnvironmentMap (2)");
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AssertFatal(dglDoesSupportARBMultitexture(),"TSPartInstance::renderEnvironmentMap (3)");
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AssertFatal(TSShapeInstance::smRenderData.environmentMapMethod==TSShapeInstance::ENVIRONMENT_MAP_TWO_PASS,"TSPartInstance::renderEnvironmentMap (4)");
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// set up gl environment for emap...
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TSMesh::initEnvironmentMapMaterials();
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// run through objects and render
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S32 i;
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TSShapeInstance::smRenderData.currentTransform = NULL;
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for (i=0; i<mMeshObjects.size(); i++)
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mMeshObjects[i]->renderEnvironmentMap(od,mSourceShape->getMaterialList());
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// if we have a matrix pushed, pop it now
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if (TSShapeInstance::smRenderData.currentTransform)
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glPopMatrix();
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// restore gl state
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TSMesh::resetEnvironmentMapMaterials();
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}
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void TSPartInstance::renderFog(S32 od)
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{
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AssertFatal(TSShapeInstance::smRenderData.fogMethod==TSShapeInstance::FOG_TWO_PASS,"TSPartInstance::renderFog");
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// just one fog color per shape...
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bool wasLit = glIsEnabled(GL_LIGHTING)!=0;
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glDisable(GL_LIGHTING);
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glColor4fv(TSShapeInstance::smRenderData.fogColor);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnableClientState(GL_VERTEX_ARRAY);
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// texture should be disabled already...
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TSShapeInstance::smRenderData.currentTransform = NULL;
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for (S32 i=0; i<mMeshObjects.size(); i++)
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mMeshObjects[i]->renderFog(od, mSourceShape->getMaterialList());
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// if we have a marix pushed, pop it now
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if (TSShapeInstance::smRenderData.currentTransform)
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glPopMatrix();
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// reset gl state
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glDisable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ZERO);
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glDisableClientState(GL_VERTEX_ARRAY);
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if (wasLit)
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glEnable(GL_LIGHTING);
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}
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//-------------------------------------------------------------------------------------
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// Detail selection
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// 2 methods:
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// method 1: use source shapes detail levels...
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// method 2: pass in our own table...
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// In either case, you can compute the pixel size on your own or let open gl do it.
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// If you want to use method 2, you have to call setDetailData sometime before selecting detail
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//-------------------------------------------------------------------------------------
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void TSPartInstance::setDetailData(F32 * sizeCutoffs, S32 numDetails)
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{
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if (mSizeCutoffs == sizeCutoffs && mNumDetails==numDetails)
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return;
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mSizeCutoffs = sizeCutoffs;
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mNumDetails = numDetails;
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delete [] mPolyCount;
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mPolyCount = NULL;
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}
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void TSPartInstance::selectCurrentDetail(bool ignoreScale)
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{
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if (mSizeCutoffs)
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{
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selectCurrentDetail(mSizeCutoffs,mNumDetails,ignoreScale);
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return;
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}
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mSourceShape->selectCurrentDetail(ignoreScale);
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mCurrentObjectDetail = mSourceShape->getCurrentDetail();
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mCurrentIntraDL = mSourceShape->getCurrentIntraDetail();
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}
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void TSPartInstance::selectCurrentDetail(F32 pixelSize)
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{
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if (mSizeCutoffs)
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{
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selectCurrentDetail(pixelSize,mSizeCutoffs,mNumDetails);
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return;
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}
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mSourceShape->selectCurrentDetail(pixelSize);
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mCurrentObjectDetail = mSourceShape->getCurrentDetail();
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mCurrentIntraDL = mSourceShape->getCurrentIntraDetail();
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}
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void TSPartInstance::selectCurrentDetail2(F32 adjustedDist)
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{
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if (mSizeCutoffs)
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{
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F32 pixelSize = dglProjectRadius(adjustedDist,mSourceShape->getShape()->radius) * dglGetPixelScale() * TSShapeInstance::smDetailAdjust;
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selectCurrentDetail(pixelSize,mSizeCutoffs,mNumDetails);
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return;
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}
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mSourceShape->selectCurrentDetail2(adjustedDist);
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mCurrentObjectDetail = mSourceShape->getCurrentDetail();
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mCurrentIntraDL = mSourceShape->getCurrentIntraDetail();
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}
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void TSPartInstance::selectCurrentDetail(F32 * sizeCutoffs, S32 numDetails, bool ignoreScale)
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{
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// compute pixel size
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MatrixF toCam;
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Point3F p;
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dglGetModelview(&toCam);
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toCam.mulP(mCenter,&p);
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F32 dist = mDot(p,p);
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F32 scale = 1.0f;
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if (!ignoreScale)
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{
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// any scale?
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Point3F x,y,z;
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toCam.getRow(0,&x);
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toCam.getRow(1,&y);
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toCam.getRow(2,&z);
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F32 scalex = mDot(x,x);
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F32 scaley = mDot(y,y);
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F32 scalez = mDot(z,z);
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scale = scalex;
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if (scaley > scale)
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scale = scaley;
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if (scalez > scale)
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scale = scalez;
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}
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dist /= scale;
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dist = mSqrt(dist);
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F32 pixelRadius = dglProjectRadius(dist,mRadius) * dglGetPixelScale() * TSShapeInstance::smDetailAdjust;
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selectCurrentDetail(pixelRadius,sizeCutoffs,numDetails);
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}
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void TSPartInstance::selectCurrentDetail(F32 pixelSize, F32 * sizeCutoffs, S32 numDetails)
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{
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mCurrentObjectDetail = 0;
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while (numDetails)
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{
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if (pixelSize > *sizeCutoffs)
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return;
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mCurrentObjectDetail++;
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numDetails--;
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sizeCutoffs++;
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}
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mCurrentObjectDetail = -1;
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}
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//-------------------------------------------------------------------------------------
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// Detail query methods...complicated because there are two ways that detail information
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// can be determined...1) using source shape, or 2) using mSizeCutoffs
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//-------------------------------------------------------------------------------------
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F32 TSPartInstance::getDetailSize(S32 dl)
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{
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if (dl<0)
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return 0;
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else if (mSizeCutoffs && dl<mNumDetails)
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return mSizeCutoffs[dl];
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else if (!mSizeCutoffs && dl<=mSourceShape->getShape()->mSmallestVisibleDL)
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return mSourceShape->getShape()->details[dl].size;
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else return 0;
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}
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S32 TSPartInstance::getPolyCount(S32 dl)
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{
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if (!mPolyCount)
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computePolyCount();
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if (dl<0 || dl>=mNumDetails)
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return 0;
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else
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return mPolyCount[dl];
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}
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void TSPartInstance::computePolyCount()
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{
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if (!mSizeCutoffs)
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mNumDetails = mSourceShape->getShape()->mSmallestVisibleDL+1;
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delete [] mPolyCount;
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mPolyCount = new S32[mNumDetails];
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for (S32 i=0; i<mNumDetails; i++)
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{
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mPolyCount[i] = 0;
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for (S32 j=0; j<mMeshObjects.size(); j++)
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{
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if (mMeshObjects[j]->getMesh(i))
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mPolyCount[i] += mMeshObjects[j]->getMesh(i)->getNumPolys();
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}
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}
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}
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