Serious-Engine/Sources/Engine/Math/Object3D.cpp

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Math/Object3D.h>
#include <Engine/Base/Shell.h>
#include <Engine/Math/Float.h>
#include <Engine/Math/Projection_DOUBLE.h>
#include <Engine/Templates/DynamicArray.cpp>
#include <Engine/Templates/DynamicContainer.cpp>
inline void Clear(CObjectEdge *poed) {};
/*
* Default constructor.
*/
CObject3D::CObject3D() {
};
/*
* Destructor.
*/
CObject3D::~CObject3D() {
Clear();
};
void CObject3D::Clear(void)
{
ob_aoscSectors.Clear(); // clear sectors array
}
/*
* Create indices for all sectors.
*/
void CObject3D::CreateSectorIndices(void)
{
ob_aoscSectors.Lock();
// get the number of sectors in object
INDEX ctSectors = ob_aoscSectors.Count();
// set sectors indices
for(INDEX iSector=0; iSector<ctSectors; iSector++) {
ob_aoscSectors[iSector].osc_Index = iSector;
}
ob_aoscSectors.Unlock();
}
BOOL CObject3D::ArePolygonsPlanar(void)
{
// for all sectors
FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itsc)
{
if( !itsc->ArePolygonsPlanar()) return FALSE;
}
return TRUE;
}
/*
* Project the whole object into some other space.
*/
void CObject3D::Project(CSimpleProjection3D_DOUBLE &pr)
{
ASSERT(GetFPUPrecision()==FPT_53BIT);
// check if projection is mirrored
const FLOAT3D &vObjectStretch = pr.ObjectStretchR();
BOOL bXInverted = vObjectStretch(1)<0;
BOOL bYInverted = vObjectStretch(2)<0;
BOOL bZInverted = vObjectStretch(3)<0;
BOOL bInverted = bXInverted!=bYInverted!=bZInverted;
// for all sectors
FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itsc) {
// for all vertices in sector
FOREACHINDYNAMICARRAY(itsc->osc_aovxVertices, CObjectVertex, itvx) {
// project the vertex
pr.ProjectCoordinate(*itvx, *itvx);
}
/* NOTE: We must project polygons _before_ planes, since projecting
of texture mapping coefficients requires unprojected plane! */
// for all polygons in sector
FOREACHINDYNAMICARRAY(itsc->osc_aopoPolygons, CObjectPolygon, itpo) {
// project mapping
pr.ProjectMapping(itpo->opo_amdMappings[0], *itpo->opo_Plane, itpo->opo_amdMappings[0]);
pr.ProjectMapping(itpo->opo_amdMappings[1], *itpo->opo_Plane, itpo->opo_amdMappings[1]);
pr.ProjectMapping(itpo->opo_amdMappings[2], *itpo->opo_Plane, itpo->opo_amdMappings[2]);
pr.ProjectMapping(itpo->opo_amdMappings[3], *itpo->opo_Plane, itpo->opo_amdMappings[3]);
// if projection is inverted
if (bInverted) {
// invert all polygon edges
{FOREACHINDYNAMICARRAY(itpo->opo_PolygonEdges, CObjectPolygonEdge, itope) {
CObjectPolygonEdge &ope = *itope;
ope.ope_Backward = !ope.ope_Backward;
}}
}
}
// for all planes in sector
FOREACHINDYNAMICARRAY(itsc->osc_aoplPlanes, CObjectPlane, itpl) {
// project the plane
pr.Project(*itpl, *itpl);
}
}
}
/*
* Assignment operator.
*/
CObject3D &CObject3D::operator=(CObject3D &obOriginal)
{
// copy array of sectors from original object, sectors will copy their contents
ob_aoscSectors = obOriginal.ob_aoscSectors;
return *this;
}
/*
* Create BSP trees for all sectors.
*/
void CObject3D::CreateSectorBSPs(void)
{
ASSERT(GetFPUPrecision()==FPT_53BIT);
// for each sector in object
FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
// create its BSP tree
itosc->CreateBSP();
}
}
/*
* Remove sectors with no polygons.
*/
void CObject3D::RemoveEmptySectors(void)
{
// create a container for empty sectors
CDynamicContainer<CObjectSector> coscEmpty;
// for all sectors in object
{FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
// if it has no polygons
if (itosc->osc_aopoPolygons.Count() == 0) {
// add the sector to the container of empty sectors
coscEmpty.Add(&itosc.Current());
}
}}
// for all empty sectors
{FOREACHINDYNAMICCONTAINER(coscEmpty, CObjectSector, itoscEmpty) {
// delete the sector from object
ob_aoscSectors.Delete(&itoscEmpty.Current());
}}
}
/*
* Remove unused and replicated elements.
*/
void CObject3D::Optimize(void)
{
ASSERT(GetFPUPrecision()==FPT_53BIT);
// for all sectors in the object
{FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
// optimize the sector
itosc->Optimize();
}}
// remove sectors that have no polygons
RemoveEmptySectors();
}
/*
* Turn all sectors in object inside-out. (not recommended for multi sector objects)
*/
void CObject3D::Inverse(void)
{
ASSERT(GetFPUPrecision()==FPT_53BIT);
// for all sectors in object
{FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
// inverse the sector
itosc->Inverse();
}}
}
/* Recalculate all planes from vertices. (used when stretching vertices) */
void CObject3D::RecalculatePlanes(void)
{
ASSERT(GetFPUPrecision()==FPT_53BIT);
// for all sectors in object
{FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
// recalculate all planes in sector
itosc->RecalculatePlanes();
}}
}
/*
* Turn all portals to walls.
*/
void CObject3D::TurnPortalsToWalls(void)
{
// for all sectors in object
{FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
// for all polygons
{FOREACHINDYNAMICARRAY(itosc->osc_aopoPolygons, CObjectPolygon, itopo) {
// clear the portal flag
itopo->opo_ulFlags &= ~OPOF_PORTAL;
}}
}}
}
/*
* Find bounding box of the object.
*/
void CObject3D::GetBoundingBox(DOUBLEaabbox3D &boxObject)
{
ASSERT(GetFPUPrecision()==FPT_53BIT);
// clear the bounding box
boxObject = DOUBLEaabbox3D();
// for each sector in the object
FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
// get box of the sector
DOUBLEaabbox3D boxSector;
itosc->GetBoundingBox(boxSector);
// add the sector box to the bounding box
boxObject |= boxSector;
}
}
/* Dump the object 3D to debug window. */
void CObject3D::DebugDump(void)
{
#ifndef NDEBUG
_RPT0(_CRT_WARN, "Object3D dump BEGIN:\n");
_RPT1(_CRT_WARN, "Sectors: %d\n", ob_aoscSectors.Count());
{FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
_RPT1(_CRT_WARN, "SC%d:\n", ob_aoscSectors.Index(&itosc.Current()));
_RPT1(_CRT_WARN, "Vertices: %d\n", itosc->osc_aovxVertices.Count());
{FOREACHINDYNAMICARRAY(itosc->osc_aovxVertices, CObjectVertex, itovx) {
_RPT4(_CRT_WARN, "VX%d: (%f, %f, %f)\n", itosc->osc_aovxVertices.Index(itovx),
(*itovx)(1), (*itovx)(2), (*itovx)(3));
}}
_RPT1(_CRT_WARN, "Planes: %d\n", itosc->osc_aoplPlanes.Count());
{FOREACHINDYNAMICARRAY(itosc->osc_aoplPlanes, CObjectPlane, itopl) {
_RPT4(_CRT_WARN, "PL%d: (%g, %g, %g)", itosc->osc_aoplPlanes.Index(&itopl.Current()),
itopl.Current()(1), itopl.Current()(2), itopl.Current()(3));
_RPT1(_CRT_WARN, ":%g\n", itopl->Distance());
}}
_RPT1(_CRT_WARN, "Edges: %d\n", itosc->osc_aoedEdges.Count());
itosc->osc_aovxVertices.Lock();
{FOREACHINDYNAMICARRAY(itosc->osc_aoedEdges, CObjectEdge, itoed) {
_RPT3(_CRT_WARN, "ED%d: VX%d -> VX%d\n", itosc->osc_aoedEdges.Index(&itoed.Current()),
itosc->osc_aovxVertices.Index(itoed->oed_Vertex0),
itosc->osc_aovxVertices.Index(itoed->oed_Vertex1));
}}
itosc->osc_aovxVertices.Unlock();
_RPT1(_CRT_WARN, "Polygons: %d\n", itosc->osc_aopoPolygons.Count());
itosc->osc_aovxVertices.Lock();
itosc->osc_aoedEdges.Lock();
itosc->osc_aoplPlanes.Lock();
{FOREACHINDYNAMICARRAY(itosc->osc_aopoPolygons, CObjectPolygon, itopo) {
_RPT3(_CRT_WARN, "PO%d (PL%d): Edges: %d\n ",
itosc->osc_aopoPolygons.Index(&itopo.Current()),
itosc->osc_aoplPlanes.Index(itopo->opo_Plane),
itopo->opo_PolygonEdges.Count());
{FOREACHINDYNAMICARRAY(itopo->opo_PolygonEdges, CObjectPolygonEdge, itope) {
_RPT1(_CRT_WARN, "ED%d", itosc->osc_aoedEdges.Index(itope->ope_Edge));
CObjectVertex *povx0, *povx1;
if (itope->ope_Backward) {
povx0 = itope->ope_Edge->oed_Vertex1;
povx1 = itope->ope_Edge->oed_Vertex0;
} else {
povx0 = itope->ope_Edge->oed_Vertex0;
povx1 = itope->ope_Edge->oed_Vertex1;
}
_RPT4(_CRT_WARN, " (VX%d (%f,%f,%f)",
itosc->osc_aovxVertices.Index(povx0), (*povx0)(1), (*povx0)(2), (*povx0)(3));
_RPT4(_CRT_WARN, "->VX%d (%f,%f,%f)) ",
itosc->osc_aovxVertices.Index(povx1), (*povx1)(1), (*povx1)(2), (*povx1)(3));
}}
_RPT0(_CRT_WARN, "\n");
}}
itosc->osc_aoplPlanes.Unlock();
itosc->osc_aoedEdges.Unlock();
itosc->osc_aovxVertices.Unlock();
}}
_RPT0(_CRT_WARN, "Object3D dump END:\n");
#endif // NDEBUG
}