mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
72edf1c720
many unused functions and variables are now commented out You'll still get tons of warnings, which should mostly fall in one of the following categories: 1. Unnecessary variables or values generated from .es scripts 2. Pointers assigned to from functions with side-effects: DO NOT REMOVE! Like CEntity *penNew = CreateEntity_t(...); - even if penNew isn't used, CreateEntity() must be called there!
542 lines
18 KiB
C++
542 lines
18 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Terrain/Terrain.h>
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#include <Engine/Terrain/TerrainRender.h>
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#include <Engine/Terrain/TerrainEditing.h>
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#include <Engine/Terrain/TerrainMisc.h>
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#include <Engine/Entities/Entity.h>
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extern FLOAT3D _vViewerAbs; // Viewer pos
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extern CStaticStackArray<GFXColor> _aiExtColors;
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// Selection preview
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static CTerrain *_ptrSelectionTerrain; // Terrain that needs to show vertex selection
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static CTextureData *_ptdSelectionBrush; // Brush that will be used for vertex selection preview
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static GFXColor _colSelection; // Selection color
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static Rect _rcSelectionExtract; // Rect of selection vertices that will be shown
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static FLOAT _fSelectionStrenght; // Selection preview strenght
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static SelectionFill _sfSelectionFill; // Type of fill for selection preview
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static FLOATaabbox3D CalculateAABBoxFromRect(CTerrain *ptrTerrain, Rect rcExtract)
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{
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ASSERT(ptrTerrain!=NULL);
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ASSERT(ptrTerrain->tr_penEntity!=NULL);
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// Get entity that holds this terrain
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//CEntity *penEntity = ptrTerrain->tr_penEntity;
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FLOATaabbox3D bboxExtract;
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FLOATaabbox3D bboxAllTerrain;
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ptrTerrain->GetAllTerrainBBox(bboxAllTerrain);
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FLOAT fMinY = bboxAllTerrain.minvect(2);
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FLOAT fMaxY = bboxAllTerrain.maxvect(2);
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bboxExtract.minvect = FLOAT3D(rcExtract.rc_iLeft * ptrTerrain->tr_vStretch(1),fMinY,rcExtract.rc_iTop * ptrTerrain->tr_vStretch(3));
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bboxExtract.maxvect = FLOAT3D(rcExtract.rc_iRight * ptrTerrain->tr_vStretch(1),fMaxY,rcExtract.rc_iBottom * ptrTerrain->tr_vStretch(3));
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return bboxExtract;
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}
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// Find if there are any tiles in given rect that are not in lowest nor in highest lod without using TT_NO_LODING flag
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static INDEX GetFirstTileInMidLod(CTerrain *ptrTerrain, Rect &rcExtract)
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{
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FLOATaabbox3D bboxExtract = CalculateAABBoxFromRect(ptrTerrain,rcExtract);
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// for each terrain tile
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for(INDEX itt=0;itt<ptrTerrain->tr_ctTiles;itt++) {
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QuadTreeNode &qtn = ptrTerrain->tr_aqtnQuadTreeNodes[itt];
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//CTerrainTile &tt = ptrTerrain->tr_attTiles[itt];
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// if it is coliding with given box
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if(qtn.qtn_aabbox.HasContactWith(bboxExtract)) {
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// calculate its real distance factor
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FLOAT fDistance = (qtn.qtn_aabbox.Center() - _vViewerAbs).Length();
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INDEX iRealLod = Clamp((INDEX)(fDistance/ptrTerrain->tr_fDistFactor),(INDEX)0,ptrTerrain->tr_iMaxTileLod);
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if(iRealLod>0 && iRealLod<ptrTerrain->tr_iMaxTileLod) {
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// found one
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return itt;
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}
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}
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}
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return -1;
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}
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// Add given flags to all tiles in rect
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static void AddFlagsToTilesInRect(CTerrain *ptrTerrain, Rect &rcExtract, ULONG ulFlags, BOOL bRegenerateTiles=FALSE)
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{
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ASSERT(ptrTerrain!=NULL);
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FLOATaabbox3D bboxExtract = CalculateAABBoxFromRect(ptrTerrain, rcExtract);
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// for each terrain tile
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for(INDEX itt=0;itt<ptrTerrain->tr_ctTiles;itt++) {
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QuadTreeNode &qtn = ptrTerrain->tr_aqtnQuadTreeNodes[itt];
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CTerrainTile &tt = ptrTerrain->tr_attTiles[itt];
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// if it is coliding with given box
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if(qtn.qtn_aabbox.HasContactWith(bboxExtract)) {
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// if tile must regenerate
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if(bRegenerateTiles) {
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// add tile to regen queue
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ptrTerrain->AddTileToRegenQueue(itt);
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}
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// add given flags to tile
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tt.AddFlag(ulFlags);
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}
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}
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}
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// Update given rect of topmap
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static void UpdateShadowMapRect(CTerrain *ptrTerrain, Rect &rcExtract)
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{
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FLOATaabbox3D bboxExtract = CalculateAABBoxFromRect(ptrTerrain,rcExtract);
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ptrTerrain->UpdateShadowMap(&bboxExtract);
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}
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// Update terrain top map
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static void UpdateTerrainGlobalTopMap(CTerrain *ptrTerrain, Rect &rcExtract)
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{
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// if there aren't any tiles in
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if(GetFirstTileInMidLod(ptrTerrain,rcExtract)==(-1)) {
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// update gloabal terrain top map now
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ptrTerrain->UpdateTopMap(-1);
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// else
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} else {
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// gloabal terrain top map will be updated when first tile chage its lod
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ptrTerrain->AddFlag(TR_REGENERATE_TOP_MAP);
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}
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}
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//
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void ShowSelectionInternal(CTerrain *ptrTerrain, Rect &rcExtract, CTextureData *ptdBrush, GFXColor colSelection, FLOAT fStrenght, SelectionFill sfFill)
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{
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ASSERT(ptrTerrain!=NULL);
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ASSERT(ptdBrush!=NULL);
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Rect rcSelection;
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FLOATaabbox3D bboxSelection;
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// Clamp rect used for extraction
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rcSelection.rc_iLeft = Clamp(rcExtract.rc_iLeft , 0, ptrTerrain->tr_pixHeightMapWidth);
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rcSelection.rc_iTop = Clamp(rcExtract.rc_iTop , 0, ptrTerrain->tr_pixHeightMapHeight);
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rcSelection.rc_iRight = Clamp(rcExtract.rc_iRight , 0, ptrTerrain->tr_pixHeightMapWidth);
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rcSelection.rc_iBottom = Clamp(rcExtract.rc_iBottom , 0, ptrTerrain->tr_pixHeightMapHeight);
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// Prepare box for vertex selection
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bboxSelection = FLOAT3D(rcSelection.rc_iLeft, 0, rcSelection.rc_iTop);
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bboxSelection |= FLOAT3D(rcSelection.rc_iRight, 0, rcSelection.rc_iBottom);
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// Stretch selection box
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bboxSelection.minvect(1) *= ptrTerrain->tr_vStretch(1);
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bboxSelection.minvect(3) *= ptrTerrain->tr_vStretch(3);
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bboxSelection.maxvect(1) *= ptrTerrain->tr_vStretch(1);
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bboxSelection.maxvect(3) *= ptrTerrain->tr_vStretch(3);
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// Set selection box height
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FLOATaabbox3D bboxAllTerrain;
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ptrTerrain->GetAllTerrainBBox(bboxAllTerrain);
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bboxSelection.minvect(2) = bboxAllTerrain.minvect(2);
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bboxSelection.maxvect(2) = bboxAllTerrain.maxvect(2);
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GFXVertex *pavVertices;
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INDEX *paiIndices;
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INDEX ctVertices;
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INDEX ctIndices;
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// Extract vertices in selection rect
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ExtractVerticesInRect(ptrTerrain, rcSelection, &pavVertices, &paiIndices, ctVertices, ctIndices);
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if(ctVertices!=rcSelection.Width()*rcSelection.Height()) {
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ASSERT(FALSE);
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return;
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}
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// if no vertices
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if(ctVertices==0) {
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return;
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}
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// Prepare vertex colors for selection preview
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PIX pixWidth = rcSelection.Width();
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PIX pixHeight = rcSelection.Height();
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INDEX iStepX = ptdBrush->GetWidth() - pixWidth;
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INDEX iFirst = 0;
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if(rcExtract.rc_iTop<0) {
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iFirst += -rcExtract.rc_iTop*ptdBrush->GetWidth();
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}
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if(rcExtract.rc_iLeft<0) {
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iFirst += -rcExtract.rc_iLeft;
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}
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_aiExtColors.Push(ctVertices);
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GFXColor *pacolColor = (GFXColor*)&_aiExtColors[0];
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GFXColor *pacolBrush = (GFXColor*)&ptdBrush->td_pulFrames[iFirst];
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// Fill vertex colors for selection preview
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SLONG slStrength = (SLONG) (Clamp(Abs(fStrenght),0.0f,1.0f) * 256.0f);
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// for each row
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for(INDEX iy=0;iy<pixHeight;iy++) {
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// for each col
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for(INDEX ix=0;ix<pixWidth;ix++) {
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pacolColor->ul.abgr = colSelection.ul.abgr;
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pacolColor->ub.a = (pacolBrush->ub.r*slStrength)>>8;
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pacolColor++;
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pacolBrush++;
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}
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pacolBrush+=iStepX;
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}
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// Render selected polygons for selection preview
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if(sfFill == SF_WIREFRAME) {
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gfxPolygonMode(GFX_LINE);
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gfxEnableDepthBias();
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}
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if(sfFill != SF_POINTS) {
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// Draw selection
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gfxDisableTexture();
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gfxDisableAlphaTest();
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gfxEnableBlend();
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gfxBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
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gfxSetVertexArray(pavVertices,ctVertices);
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gfxSetColorArray(&_aiExtColors[0]);
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gfxLockArrays();
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gfxDrawElements(ctIndices,paiIndices);
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gfxUnlockArrays();
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gfxDisableBlend();
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}
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if(sfFill == SF_WIREFRAME) {
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gfxDisableDepthBias();
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gfxPolygonMode(GFX_FILL);
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}
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if(sfFill == SF_POINTS) {
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DrawSelectedVertices(pavVertices,&_aiExtColors[0],ctVertices);
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}
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}
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void ShowSelectionInternal(CTerrain *ptrTerrain)
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{
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// just in case
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if(ptrTerrain!=_ptrSelectionTerrain) {
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return;
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}
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// Show selection
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ShowSelectionInternal(ptrTerrain,_rcSelectionExtract,_ptdSelectionBrush,_colSelection,_fSelectionStrenght,_sfSelectionFill);
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}
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void ShowSelection(CTerrain *ptrTerrain, Rect &rcExtract, CTextureData *ptdBrush, COLOR colSelection, FLOAT fStrenght, SelectionFill sfFill/*=SF_POLYGON*/)
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{
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_ptrSelectionTerrain = ptrTerrain;
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_ptdSelectionBrush = ptdBrush;
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_colSelection = colSelection;
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_rcSelectionExtract = rcExtract;
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_fSelectionStrenght = fStrenght;
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_sfSelectionFill = sfFill,
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// all tiles in rect must be in zero lod
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AddFlagsToTilesInRect(ptrTerrain,rcExtract,TT_NO_LODING);
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// Make sure selection is visible on next render
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ptrTerrain->AddFlag(TR_SHOW_SELECTION);
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}
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static void UpdateEditedTerrainTiles(CTerrain *ptrTerrain, Rect &rcExtract, BufferType btBufferType)
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{
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// Update terrain tiles
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if(btBufferType == BT_HEIGHT_MAP) {
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AddFlagsToTilesInRect(ptrTerrain, rcExtract, TT_NO_LODING|TT_QUADTREENODE_REGEN, TRUE);
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UpdateShadowMapRect(ptrTerrain, rcExtract);
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} else if(btBufferType == BT_LAYER_MASK) {
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AddFlagsToTilesInRect(ptrTerrain, rcExtract, TT_NO_LODING|TT_FORCE_TOPMAP_REGEN, TRUE);
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UpdateTerrainGlobalTopMap(ptrTerrain,rcExtract);
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} else if(btBufferType == BT_EDGE_MAP) {
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AddFlagsToTilesInRect(ptrTerrain, rcExtract, TT_NO_LODING|TT_FORCE_TOPMAP_REGEN, TRUE);
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UpdateTerrainGlobalTopMap(ptrTerrain,rcExtract);
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} else {
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ASSERTALWAYS("Ilegal buffer type");
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return;
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}
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}
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UWORD *GetBufferForEditing(CTerrain *ptrTerrain, Rect &rcExtract, BufferType btBufferType, INDEX iBufferData/*=-1*/)
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{
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ASSERT(ptrTerrain!=NULL);
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ASSERT(rcExtract.Width()>0);
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ASSERT(rcExtract.Height()>0);
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PIX pixLeft = rcExtract.rc_iLeft;
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PIX pixRight = rcExtract.rc_iRight;
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PIX pixTop = rcExtract.rc_iTop;
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PIX pixBottom = rcExtract.rc_iBottom;
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PIX pixWidht = pixRight-pixLeft;
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PIX pixHeight = pixBottom-pixTop;
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PIX pixMaxWidth = ptrTerrain->tr_pixHeightMapWidth;
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PIX pixMaxHeight = ptrTerrain->tr_pixHeightMapHeight;
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// allocate memory for editing buffer
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UWORD *pauwEditingBuffer = (UWORD*)AllocMemory(pixWidht*pixHeight*sizeof(UWORD));
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// Get pointer to first member in editing pointer
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UWORD *puwBufferData = &pauwEditingBuffer[0];
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// if buffer type is height map
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if(btBufferType==BT_HEIGHT_MAP) {
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// Extract data from terrain height map
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UWORD *puwFirstInHeightMap = &ptrTerrain->tr_auwHeightMap[0];
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// for each row
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for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
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PIX pixRealY = Clamp(pixY,0,pixMaxHeight-1);
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// for each col
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for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
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PIX pixRealX = Clamp(pixX,0,pixMaxWidth-1);
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// Copy current pixel from height map to dest buffer
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UWORD *puwHeight = &puwFirstInHeightMap[pixRealX + pixRealY*pixMaxWidth];
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*puwBufferData = *puwHeight;
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puwBufferData++;
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}
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}
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// if buffer type is layer mask
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} else if(btBufferType==BT_LAYER_MASK) {
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// Extract data from layer mask
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CTerrainLayer &tl = ptrTerrain->GetLayer(iBufferData);
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UBYTE *pubFirstInLayer = &tl.tl_aubColors[0];
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// for each row
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for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
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PIX pixRealY = Clamp(pixY,0,pixMaxHeight-1);
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// for each col
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for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
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PIX pixRealX = Clamp(pixX,0,pixMaxWidth-1);
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// Copy current pixel from layer mask to dest buffer
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UBYTE *pubMaskValue = &pubFirstInLayer[pixRealX + pixRealY*pixMaxWidth];
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*puwBufferData = (*pubMaskValue)<<8|(*pubMaskValue);
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puwBufferData++;
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}
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}
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// if buffer type is edge map
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} else if(btBufferType==BT_EDGE_MAP) {
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// Extract data from edge map
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UBYTE *pubFirstInEdgeMap = &ptrTerrain->tr_aubEdgeMap[0];
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// for each row
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for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
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PIX pixRealY = Clamp(pixY,0,pixMaxHeight-1);
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// for each col
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for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
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PIX pixRealX = Clamp(pixX,0,pixMaxWidth-1);
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// Copy current pixel from layer mask to dest buffer
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UBYTE *pubEdgeValue = &pubFirstInEdgeMap[pixRealX + pixRealY*pixMaxWidth];
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if((*pubEdgeValue)==255) {
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*puwBufferData = 1;
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} else {
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*puwBufferData = 0;
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}
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puwBufferData++;
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}
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}
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} else {
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ASSERTALWAYS("Ilegal buffer type");
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}
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return &pauwEditingBuffer[0];
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}
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void SetBufferForEditing(CTerrain *ptrTerrain, UWORD *puwEditedBuffer, Rect &rcExtract, BufferType btBufferType, INDEX iBufferData/*=-1*/)
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{
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ASSERT(ptrTerrain!=NULL);
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ASSERT(rcExtract.Width()>0);
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ASSERT(rcExtract.Height()>0);
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PIX pixLeft = rcExtract.rc_iLeft;
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PIX pixRight = rcExtract.rc_iRight;
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PIX pixTop = rcExtract.rc_iTop;
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PIX pixBottom = rcExtract.rc_iBottom;
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//PIX pixWidht = pixRight-pixLeft;
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//PIX pixHeight = pixBottom-pixTop;
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PIX pixMaxWidth = ptrTerrain->tr_pixHeightMapWidth;
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PIX pixMaxHeight = ptrTerrain->tr_pixHeightMapHeight;
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// Get pointer to first member in editing buffer
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UWORD *puwBufferData = &puwEditedBuffer[0];
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// if buffer type is height map
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if(btBufferType==BT_HEIGHT_MAP) {
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// put data from buffer to terrain height map
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UWORD *puwFirstInHeightMap = &ptrTerrain->tr_auwHeightMap[0];
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// for each row
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for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
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// if pixY is inside terrain rect
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if(pixY>=0 && pixY<pixMaxHeight) {
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// for each col
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for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
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// if pixX is inside terrain rect
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if(pixX>=0 && pixX<pixMaxWidth) {
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// Copy current pixel from editing buffer to height map
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UWORD *puwHeight = &puwFirstInHeightMap[pixX + pixY*pixMaxWidth];
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*puwHeight = *puwBufferData;
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}
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puwBufferData++;
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}
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// else pixY is not inside terrain rect
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} else {
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// increment buffer data pointer
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puwBufferData+=pixRight-pixLeft;
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}
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}
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} else if(btBufferType==BT_LAYER_MASK) {
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// Extract data from layer mask
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CTerrainLayer &tl = ptrTerrain->GetLayer(iBufferData);
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UBYTE *pubFirstInLayer = &tl.tl_aubColors[0];
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// for each row
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for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
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// if pixY is inside terrain rect
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if(pixY>=0 && pixY<pixMaxHeight) {
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// for each col
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for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
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// if pixX is inside terrain rect
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if(pixX>=0 && pixX<pixMaxWidth) {
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// Copy current pixel from editing buffer to height map
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UBYTE *pubMask = &pubFirstInLayer[pixX + pixY*pixMaxWidth];
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*pubMask = (*puwBufferData)>>8;
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}
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puwBufferData++;
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}
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// else pixY is not inside terrain rect
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} else {
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// increment buffer data pointer
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puwBufferData+=pixRight-pixLeft;
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}
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}
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} else if(btBufferType==BT_EDGE_MAP) {
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// Extract data from edge map
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UBYTE *pubFirstInEdgeMap = &ptrTerrain->tr_aubEdgeMap[0];
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// for each row
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for(PIX pixY=pixTop;pixY<pixBottom;pixY++) {
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// if pixY is inside terrain rect
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if(pixY>=0 && pixY<pixMaxHeight) {
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// for each col
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for(PIX pixX=pixLeft;pixX<pixRight;pixX++) {
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// if pixX is inside terrain rect
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if(pixX>=0 && pixX<pixMaxWidth) {
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// Copy current pixel from editing buffer to edge map
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UBYTE *pubMask = &pubFirstInEdgeMap[pixX + pixY*pixMaxWidth];
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if(*puwBufferData>=1) {
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*pubMask = 255;
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} else {
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*pubMask = 0;
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}
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}
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puwBufferData++;
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}
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// else pixY is not inside terrain rect
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} else {
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// increment buffer data pointer
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puwBufferData+=pixRight-pixLeft;
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}
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}
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} else {
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ASSERTALWAYS("Ilegal buffer type");
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return;
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}
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UpdateEditedTerrainTiles(ptrTerrain,rcExtract,btBufferType);
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}
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// check whether a polygon is below given point, but not too far away
|
|
BOOL IsTerrainBelowPoint(CTerrain *ptrTerrain, const FLOAT3D &vPoint, FLOAT fMaxDist, const FLOAT3D &vGravityDir)
|
|
{
|
|
return TRUE;
|
|
/*
|
|
// get distance from point to the plane
|
|
FLOAT fD = plPolygon.PointDistance(vPoint);
|
|
// if the point is behind the plane
|
|
if (fD<-0.01f) {
|
|
// it cannot be below
|
|
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return FALSE;
|
|
}
|
|
|
|
// find distance of point from the polygon along gravity vector
|
|
FLOAT fDistance = -fD/fCos;
|
|
// if too far away
|
|
if (fDistance > fMaxDist) {
|
|
// it cannot be below
|
|
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return FALSE;
|
|
}
|
|
// project point to the polygon along gravity vector
|
|
FLOAT3D vProjected = vPoint + en_vGravityDir*fDistance;
|
|
|
|
// find major axes of the polygon plane
|
|
INDEX iMajorAxis1, iMajorAxis2;
|
|
GetMajorAxesForPlane(plPolygon, iMajorAxis1, iMajorAxis2);
|
|
|
|
// create an intersector
|
|
CIntersector isIntersector(vProjected(iMajorAxis1), vProjected(iMajorAxis2));
|
|
// for all edges in the polygon
|
|
FOREACHINSTATICARRAY(pbpo->bpo_abpePolygonEdges, CBrushPolygonEdge, itbpePolygonEdge) {
|
|
// get edge vertices (edge direction is irrelevant here!)
|
|
const FLOAT3D &vVertex0 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex0->bvx_vAbsolute;
|
|
const FLOAT3D &vVertex1 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex1->bvx_vAbsolute;
|
|
// pass the edge to the intersector
|
|
isIntersector.AddEdge(
|
|
vVertex0(iMajorAxis1), vVertex0(iMajorAxis2),
|
|
vVertex1(iMajorAxis1), vVertex1(iMajorAxis2));
|
|
}
|
|
|
|
// if the point is inside polygon
|
|
if (isIntersector.IsIntersecting()) {
|
|
// it is below
|
|
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return TRUE;
|
|
// if the point is outside polygon
|
|
} else {
|
|
// it is not below
|
|
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_ISSTANDINGONPOLYGON);
|
|
return FALSE;
|
|
}
|
|
*/
|
|
}
|