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

269 lines
7.4 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// 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"
//----------------------------------------------------------------------------
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;
}
//----------------------------------------------------------------------------
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);
}