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

151 lines
4.4 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "dgl/dgl.h"
#include "console/console.h"
#include "collision/polyhedron.h"
//----------------------------------------------------------------------------
void Polyhedron::buildBox(const MatrixF& transform,const Box3F& box)
{
// Box is assumed to be axis aligned in the source space.
// Transform into geometry space
Point3F xvec,yvec,zvec,min;
transform.getColumn(0,&xvec);
xvec *= box.len_x();
transform.getColumn(1,&yvec);
yvec *= box.len_y();
transform.getColumn(2,&zvec);
zvec *= box.len_z();
transform.mulP(box.min,&min);
// Initial vertices
pointList.setSize(8);
pointList[0] = min;
pointList[1] = min + yvec;
pointList[2] = min + xvec + yvec;
pointList[3] = min + xvec;
pointList[4] = pointList[0] + zvec;
pointList[5] = pointList[1] + zvec;
pointList[6] = pointList[2] + zvec;
pointList[7] = pointList[3] + zvec;
// Initial faces
planeList.setSize(6);
planeList[0].set(pointList[0],xvec);
planeList[0].invert();
planeList[1].set(pointList[2],yvec);
planeList[2].set(pointList[2],xvec);
planeList[3].set(pointList[0],yvec);
planeList[3].invert();
planeList[4].set(pointList[0],zvec);
planeList[4].invert();
planeList[5].set(pointList[4],zvec);
// The edges are constructed so that the vertices
// are oriented clockwise for face[0]
edgeList.setSize(12);
Edge* edge = edgeList.begin();
S32 nextEdge = 0;
for (int i = 0; i < 4; i++) {
S32 n = (i == 3)? 0: i + 1;
S32 p = (i == 0)? 3: i - 1;
edge->vertex[0] = i;
edge->vertex[1] = n;
edge->face[0] = i;
edge->face[1] = 4;
edge++;
edge->vertex[0] = 4 + i;
edge->vertex[1] = 4 + n;
edge->face[0] = 5;
edge->face[1] = i;
edge++;
edge->vertex[0] = i;
edge->vertex[1] = 4 + i;
edge->face[0] = p;
edge->face[1] = i;
edge++;
}
}
//----------------------------------------------------------------------------
void Polyhedron::render()
{
glVertexPointer(3,GL_FLOAT,sizeof(Point3F),pointList.address());
glEnableClientState(GL_VERTEX_ARRAY);
glColor3f(1, 0, 1);
for (S32 e = 0; e < edgeList.size(); e++)
glDrawElements(GL_LINES,2,GL_UNSIGNED_INT,&edgeList[e].vertex);
for (U32 i = 0; i < planeList.size(); i++) {
Point3F origin(0, 0, 0);
U32 num = 0;
for (U32 j = 0; j < edgeList.size(); j++) {
if (edgeList[j].face[0] == i || edgeList[j].face[1] == i) {
origin += pointList[edgeList[j].vertex[0]];
origin += pointList[edgeList[j].vertex[1]];
num += 2;
}
}
origin /= F32(num);
glColor3f(1, 1, 1);
glBegin(GL_LINES);
glVertex3fv(origin);
glVertex3f(origin.x + planeList[i].x * 0.2,
origin.y + planeList[i].y * 0.2,
origin.z + planeList[i].z * 0.2);
glEnd();
}
glDisableClientState(GL_VERTEX_ARRAY);
}
void Polyhedron::render(const VectorF& vec,F32 time)
{
bool faceVisible[50];
for (int f = 0; f < planeList.size(); f++)
faceVisible[f] = mDot(planeList[f],vec) > 0;
VectorF tvec = vec;
tvec *= time;
for (int e = 0; e < edgeList.size(); e++) {
Polyhedron::Edge const& edge = edgeList[e];
if (faceVisible[edge.face[0]] || faceVisible[edge.face[1]]) {
Point3F pp;
glBegin(GL_LINE_LOOP);
glColor3f(0.5,0.5,0.5);
const Point3F& p1 = pointList[edge.vertex[0]];
const Point3F& p2 = pointList[edge.vertex[1]];
glVertex3fv(p1);
glVertex3fv(p2);
pp = p2 + vec;
glVertex3fv(pp);
pp = p1 + vec;
glVertex3fv(pp);
glEnd();
if (time <= 1.0) {
glBegin(GL_LINES);
glColor3f(0.5,0.5,0);
pp = pointList[edge.vertex[0]];
pp += tvec;
glVertex3fv(pp);
pp = pointList[edge.vertex[1]];
pp += tvec;
glVertex3fv(pp);
glEnd();
}
}
}
}