Serious-Engine/Sources/Engine/Entities/NearestPolygon.cpp
Ryan C. Gordon 24cb244d43 First attempt to hand-merge Ryan's Linux and Mac OS X port.
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.  :)
2016-03-28 23:46:13 -04:00

180 lines
5.4 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "Engine/StdH.h"
#include <Engine/Entities/Entity.h>
#include <Engine/Brushes/Brush.h>
#include <Engine/Templates/DynamicArray.cpp>
#include <Engine/Templates/StaticArray.cpp>
#include <Engine/Templates/StaticStackArray.cpp>
#include <Engine/Math/Geometry.inl>
#include <Engine/Math/Clipping.inl>
static CEntity *_pen;
static FLOAT3D _vHandle;
static CBrushPolygon *_pbpoNear;
static FLOAT _fNearDistance;
static FLOAT3D _vNearPoint;
static FLOATplane3D _plPlane;
class CActiveSector {
public:
CBrushSector *as_pbsc;
void Clear(void) {};
};
static CStaticStackArray<CActiveSector> _aas;
/* Add a sector if needed. */
static void AddSector(CBrushSector *pbsc)
{
// if not already active and in first mip of its brush
if ( pbsc->bsc_pbmBrushMip->IsFirstMip()
&&!(pbsc->bsc_ulFlags&BSCF_NEARTESTED)) {
// add it to active sectors
_aas.Push().as_pbsc = pbsc;
pbsc->bsc_ulFlags|=BSCF_NEARTESTED;
}
}
/* Add all sectors of a brush. */
static void AddAllSectorsOfBrush(CBrush3D *pbr)
{
// get first mip
CBrushMip *pbmMip = pbr->GetFirstMip();
// if it has no brush mip for that mip factor
if (pbmMip==NULL) {
// skip it
return;
}
// for each sector in the brush mip
FOREACHINDYNAMICARRAY(pbmMip->bm_abscSectors, CBrushSector, itbsc) {
// add the sector
AddSector(itbsc);
}
}
void SearchThroughSectors(void)
{
// for each active sector (sectors are added during iteration!)
for(INDEX ias=0; ias<_aas.Count(); ias++) {
CBrushSector *pbsc = _aas[ias].as_pbsc;
// for each polygon in the sector
{FOREACHINSTATICARRAY(pbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) {
CBrushPolygon &bpo = *itbpo;
// if it is not a wall
if (bpo.bpo_ulFlags&BPOF_PORTAL) {
// skip it
continue;
}
const FLOATplane3D &plPolygon = bpo.bpo_pbplPlane->bpl_plAbsolute;
// find distance of the polygon plane from the handle
FLOAT fDistance = plPolygon.PointDistance(_vHandle);
// if it is behind the plane or further than nearest found
if (fDistance<0.0f || fDistance>_fNearDistance) {
// skip it
continue;
}
// find projection of handle to the polygon plane
FLOAT3D vOnPlane = plPolygon.ProjectPoint(_vHandle);
// if it is not in the bounding box of polygon
const FLOATaabbox3D &boxPolygon = bpo.bpo_boxBoundingBox;
const FLOAT EPSILON = 0.01f;
if (
(boxPolygon.Min()(1)-EPSILON>vOnPlane(1)) ||
(boxPolygon.Max()(1)+EPSILON<vOnPlane(1)) ||
(boxPolygon.Min()(2)-EPSILON>vOnPlane(2)) ||
(boxPolygon.Max()(2)+EPSILON<vOnPlane(2)) ||
(boxPolygon.Min()(3)-EPSILON>vOnPlane(3)) ||
(boxPolygon.Max()(3)+EPSILON<vOnPlane(3))) {
// skip it
continue;
}
// find major axes of the polygon plane
INDEX iMajorAxis1, iMajorAxis2;
GetMajorAxesForPlane(plPolygon, iMajorAxis1, iMajorAxis2);
// create an intersector
CIntersector isIntersector(_vHandle(iMajorAxis1), _vHandle(iMajorAxis2));
// for all edges in the polygon
FOREACHINSTATICARRAY(bpo.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 not inside polygon
if (!isIntersector.IsIntersecting()) {
// skip it
continue;
}
// remember the polygon
_pbpoNear = &bpo;
_fNearDistance = fDistance;
_vNearPoint = vOnPlane;
}}
// for each entity in the sector
{FOREACHDSTOFSRC(pbsc->bsc_rsEntities, CEntity, en_rdSectors, pen)
// if it is a brush
if (pen->en_RenderType == CEntity::RT_BRUSH) {
// get its brush
CBrush3D &brBrush = *pen->en_pbrBrush;
// add all sectors in the brush
AddAllSectorsOfBrush(&brBrush);
}
ENDFOR}
}
}
/* Get nearest position of nearest brush polygon to this entity if available. */
// use:
// ->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity
// to get the entity
CBrushPolygon *CEntity::GetNearestPolygon(
FLOAT3D &vPoint, FLOATplane3D &plPlane, FLOAT &fDistanceToEdge)
{
_pen = this;
// take reference point at handle of the model entity
_vHandle = en_plPlacement.pl_PositionVector;
// start infinitely far away
_pbpoNear = NULL;
_fNearDistance = UpperLimit(1.0f);
// for each zoning sector that this entity is in
{FOREACHSRCOFDST(en_rdSectors, CBrushSector, bsc_rsEntities, pbsc)
// add the sector
AddSector(pbsc);
ENDFOR}
// start the search
SearchThroughSectors();
// for each active sector
for(INDEX ias=0; ias<_aas.Count(); ias++) {
// mark it as inactive
_aas[ias].as_pbsc->bsc_ulFlags&=~BSCF_NEARTESTED;
}
_aas.PopAll();
// if there is some polygon found
if( _pbpoNear!=NULL) {
// return info
plPlane = _pbpoNear->bpo_pbplPlane->bpl_plAbsolute;
vPoint = _vNearPoint;
fDistanceToEdge = _pbpoNear->GetDistanceFromEdges(_vNearPoint);
return _pbpoNear;
// if none is found
} else {
// return failure
return NULL;
}
}