mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
180 lines
5.4 KiB
C++
180 lines
5.4 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "Engine/StdH.h"
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#include <Engine/Entities/Entity.h>
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#include <Engine/Brushes/Brush.h>
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#include <Engine/Templates/DynamicArray.cpp>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Templates/StaticStackArray.cpp>
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#include <Engine/Math/Geometry.inl>
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#include <Engine/Math/Clipping.inl>
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static CEntity *_pen;
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static FLOAT3D _vHandle;
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static CBrushPolygon *_pbpoNear;
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static FLOAT _fNearDistance;
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static FLOAT3D _vNearPoint;
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static FLOATplane3D _plPlane;
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class CActiveSector {
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public:
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CBrushSector *as_pbsc;
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void Clear(void) {};
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};
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static CStaticStackArray<CActiveSector> _aas;
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/* Add a sector if needed. */
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static void AddSector(CBrushSector *pbsc)
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{
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// if not already active and in first mip of its brush
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if ( pbsc->bsc_pbmBrushMip->IsFirstMip()
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&&!(pbsc->bsc_ulFlags&BSCF_NEARTESTED)) {
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// add it to active sectors
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_aas.Push().as_pbsc = pbsc;
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pbsc->bsc_ulFlags|=BSCF_NEARTESTED;
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}
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}
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/* Add all sectors of a brush. */
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static void AddAllSectorsOfBrush(CBrush3D *pbr)
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{
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// get first mip
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CBrushMip *pbmMip = pbr->GetFirstMip();
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// if it has no brush mip for that mip factor
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if (pbmMip==NULL) {
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// skip it
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return;
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}
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// for each sector in the brush mip
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FOREACHINDYNAMICARRAY(pbmMip->bm_abscSectors, CBrushSector, itbsc) {
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// add the sector
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AddSector(itbsc);
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}
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}
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void SearchThroughSectors(void)
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{
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// for each active sector (sectors are added during iteration!)
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for(INDEX ias=0; ias<_aas.Count(); ias++) {
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CBrushSector *pbsc = _aas[ias].as_pbsc;
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// for each polygon in the sector
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{FOREACHINSTATICARRAY(pbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) {
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CBrushPolygon &bpo = *itbpo;
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// if it is not a wall
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if (bpo.bpo_ulFlags&BPOF_PORTAL) {
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// skip it
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continue;
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}
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const FLOATplane3D &plPolygon = bpo.bpo_pbplPlane->bpl_plAbsolute;
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// find distance of the polygon plane from the handle
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FLOAT fDistance = plPolygon.PointDistance(_vHandle);
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// if it is behind the plane or further than nearest found
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if (fDistance<0.0f || fDistance>_fNearDistance) {
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// skip it
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continue;
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}
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// find projection of handle to the polygon plane
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FLOAT3D vOnPlane = plPolygon.ProjectPoint(_vHandle);
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// if it is not in the bounding box of polygon
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const FLOATaabbox3D &boxPolygon = bpo.bpo_boxBoundingBox;
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const FLOAT EPSILON = 0.01f;
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if (
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(boxPolygon.Min()(1)-EPSILON>vOnPlane(1)) ||
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(boxPolygon.Max()(1)+EPSILON<vOnPlane(1)) ||
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(boxPolygon.Min()(2)-EPSILON>vOnPlane(2)) ||
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(boxPolygon.Max()(2)+EPSILON<vOnPlane(2)) ||
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(boxPolygon.Min()(3)-EPSILON>vOnPlane(3)) ||
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(boxPolygon.Max()(3)+EPSILON<vOnPlane(3))) {
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// skip it
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continue;
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}
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// find major axes of the polygon plane
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INDEX iMajorAxis1, iMajorAxis2;
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GetMajorAxesForPlane(plPolygon, iMajorAxis1, iMajorAxis2);
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// create an intersector
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CIntersector isIntersector(_vHandle(iMajorAxis1), _vHandle(iMajorAxis2));
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// for all edges in the polygon
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FOREACHINSTATICARRAY(bpo.bpo_abpePolygonEdges, CBrushPolygonEdge, itbpePolygonEdge) {
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// get edge vertices (edge direction is irrelevant here!)
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const FLOAT3D &vVertex0 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex0->bvx_vAbsolute;
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const FLOAT3D &vVertex1 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex1->bvx_vAbsolute;
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// pass the edge to the intersector
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isIntersector.AddEdge(
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vVertex0(iMajorAxis1), vVertex0(iMajorAxis2),
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vVertex1(iMajorAxis1), vVertex1(iMajorAxis2));
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}
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// if the point is not inside polygon
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if (!isIntersector.IsIntersecting()) {
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// skip it
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continue;
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}
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// remember the polygon
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_pbpoNear = &bpo;
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_fNearDistance = fDistance;
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_vNearPoint = vOnPlane;
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}}
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// for each entity in the sector
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{FOREACHDSTOFSRC(pbsc->bsc_rsEntities, CEntity, en_rdSectors, pen)
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// if it is a brush
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if (pen->en_RenderType == CEntity::RT_BRUSH) {
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// get its brush
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CBrush3D &brBrush = *pen->en_pbrBrush;
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// add all sectors in the brush
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AddAllSectorsOfBrush(&brBrush);
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}
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ENDFOR}
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}
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}
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/* Get nearest position of nearest brush polygon to this entity if available. */
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// use:
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// ->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity
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// to get the entity
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CBrushPolygon *CEntity::GetNearestPolygon(
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FLOAT3D &vPoint, FLOATplane3D &plPlane, FLOAT &fDistanceToEdge)
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{
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_pen = this;
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// take reference point at handle of the model entity
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_vHandle = en_plPlacement.pl_PositionVector;
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// start infinitely far away
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_pbpoNear = NULL;
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_fNearDistance = UpperLimit(1.0f);
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// for each zoning sector that this entity is in
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{FOREACHSRCOFDST(en_rdSectors, CBrushSector, bsc_rsEntities, pbsc)
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// add the sector
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AddSector(pbsc);
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ENDFOR}
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// start the search
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SearchThroughSectors();
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// for each active sector
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for(INDEX ias=0; ias<_aas.Count(); ias++) {
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// mark it as inactive
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_aas[ias].as_pbsc->bsc_ulFlags&=~BSCF_NEARTESTED;
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}
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_aas.PopAll();
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// if there is some polygon found
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if( _pbpoNear!=NULL) {
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// return info
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plPlane = _pbpoNear->bpo_pbplPlane->bpl_plAbsolute;
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vPoint = _vNearPoint;
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fDistanceToEdge = _pbpoNear->GetDistanceFromEdges(_vNearPoint);
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return _pbpoNear;
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// if none is found
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} else {
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// return failure
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return NULL;
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}
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}
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