mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
314 lines
9.2 KiB
C++
314 lines
9.2 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/Math/Object3D.h>
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#include <Engine/Base/Shell.h>
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#include <Engine/Math/Float.h>
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#include <Engine/Math/Projection_DOUBLE.h>
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#include <Engine/Templates/DynamicArray.cpp>
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#include <Engine/Templates/DynamicContainer.cpp>
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inline void Clear(CObjectEdge *poed) {};
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/*
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* Default constructor.
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*/
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CObject3D::CObject3D() {
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};
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/*
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* Destructor.
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*/
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CObject3D::~CObject3D() {
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Clear();
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};
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void CObject3D::Clear(void)
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{
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ob_aoscSectors.Clear(); // clear sectors array
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}
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/*
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* Create indices for all sectors.
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*/
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void CObject3D::CreateSectorIndices(void)
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{
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ob_aoscSectors.Lock();
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// get the number of sectors in object
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INDEX ctSectors = ob_aoscSectors.Count();
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// set sectors indices
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for(INDEX iSector=0; iSector<ctSectors; iSector++) {
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ob_aoscSectors[iSector].osc_Index = iSector;
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}
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ob_aoscSectors.Unlock();
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}
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BOOL CObject3D::ArePolygonsPlanar(void)
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{
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// for all sectors
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FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itsc)
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{
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if( !itsc->ArePolygonsPlanar()) return FALSE;
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}
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return TRUE;
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}
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/*
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* Project the whole object into some other space.
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*/
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void CObject3D::Project(CSimpleProjection3D_DOUBLE &pr)
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{
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ASSERT(GetFPUPrecision()==FPT_53BIT);
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// check if projection is mirrored
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const FLOAT3D &vObjectStretch = pr.ObjectStretchR();
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BOOL bXInverted = vObjectStretch(1)<0;
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BOOL bYInverted = vObjectStretch(2)<0;
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BOOL bZInverted = vObjectStretch(3)<0;
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BOOL bInverted = bXInverted!=bYInverted!=bZInverted;
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// for all sectors
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FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itsc) {
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// for all vertices in sector
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FOREACHINDYNAMICARRAY(itsc->osc_aovxVertices, CObjectVertex, itvx) {
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// project the vertex
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pr.ProjectCoordinate(*itvx, *itvx);
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}
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/* NOTE: We must project polygons _before_ planes, since projecting
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of texture mapping coefficients requires unprojected plane! */
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// for all polygons in sector
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FOREACHINDYNAMICARRAY(itsc->osc_aopoPolygons, CObjectPolygon, itpo) {
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// project mapping
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pr.ProjectMapping(itpo->opo_amdMappings[0], *itpo->opo_Plane, itpo->opo_amdMappings[0]);
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pr.ProjectMapping(itpo->opo_amdMappings[1], *itpo->opo_Plane, itpo->opo_amdMappings[1]);
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pr.ProjectMapping(itpo->opo_amdMappings[2], *itpo->opo_Plane, itpo->opo_amdMappings[2]);
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pr.ProjectMapping(itpo->opo_amdMappings[3], *itpo->opo_Plane, itpo->opo_amdMappings[3]);
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// if projection is inverted
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if (bInverted) {
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// invert all polygon edges
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{FOREACHINDYNAMICARRAY(itpo->opo_PolygonEdges, CObjectPolygonEdge, itope) {
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CObjectPolygonEdge &ope = *itope;
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ope.ope_Backward = !ope.ope_Backward;
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}}
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}
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}
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// for all planes in sector
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FOREACHINDYNAMICARRAY(itsc->osc_aoplPlanes, CObjectPlane, itpl) {
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// project the plane
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pr.Project(*itpl, *itpl);
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}
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}
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}
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/*
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* Assignment operator.
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*/
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CObject3D &CObject3D::operator=(CObject3D &obOriginal)
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{
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// copy array of sectors from original object, sectors will copy their contents
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ob_aoscSectors = obOriginal.ob_aoscSectors;
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return *this;
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}
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/*
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* Create BSP trees for all sectors.
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*/
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void CObject3D::CreateSectorBSPs(void)
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{
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ASSERT(GetFPUPrecision()==FPT_53BIT);
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// for each sector in object
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FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
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// create its BSP tree
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itosc->CreateBSP();
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}
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}
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/*
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* Remove sectors with no polygons.
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*/
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void CObject3D::RemoveEmptySectors(void)
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{
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// create a container for empty sectors
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CDynamicContainer<CObjectSector> coscEmpty;
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// for all sectors in object
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{FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
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// if it has no polygons
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if (itosc->osc_aopoPolygons.Count() == 0) {
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// add the sector to the container of empty sectors
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coscEmpty.Add(&itosc.Current());
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}
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}}
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// for all empty sectors
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{FOREACHINDYNAMICCONTAINER(coscEmpty, CObjectSector, itoscEmpty) {
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// delete the sector from object
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ob_aoscSectors.Delete(&itoscEmpty.Current());
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}}
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}
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/*
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* Remove unused and replicated elements.
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*/
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void CObject3D::Optimize(void)
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{
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ASSERT(GetFPUPrecision()==FPT_53BIT);
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// for all sectors in the object
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{FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
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// optimize the sector
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itosc->Optimize();
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}}
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// remove sectors that have no polygons
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RemoveEmptySectors();
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}
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/*
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* Turn all sectors in object inside-out. (not recommended for multi sector objects)
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*/
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void CObject3D::Inverse(void)
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{
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ASSERT(GetFPUPrecision()==FPT_53BIT);
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// for all sectors in object
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{FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
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// inverse the sector
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itosc->Inverse();
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}}
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}
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/* Recalculate all planes from vertices. (used when stretching vertices) */
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void CObject3D::RecalculatePlanes(void)
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{
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ASSERT(GetFPUPrecision()==FPT_53BIT);
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// for all sectors in object
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{FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
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// recalculate all planes in sector
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itosc->RecalculatePlanes();
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}}
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}
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/*
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* Turn all portals to walls.
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*/
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void CObject3D::TurnPortalsToWalls(void)
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{
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// for all sectors in object
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{FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
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// for all polygons
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{FOREACHINDYNAMICARRAY(itosc->osc_aopoPolygons, CObjectPolygon, itopo) {
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// clear the portal flag
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itopo->opo_ulFlags &= ~OPOF_PORTAL;
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}}
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}}
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}
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/*
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* Find bounding box of the object.
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*/
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void CObject3D::GetBoundingBox(DOUBLEaabbox3D &boxObject)
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{
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ASSERT(GetFPUPrecision()==FPT_53BIT);
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// clear the bounding box
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boxObject = DOUBLEaabbox3D();
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// for each sector in the object
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FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
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// get box of the sector
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DOUBLEaabbox3D boxSector;
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itosc->GetBoundingBox(boxSector);
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// add the sector box to the bounding box
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boxObject |= boxSector;
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}
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}
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/* Dump the object 3D to debug window. */
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void CObject3D::DebugDump(void)
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{
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#ifndef NDEBUG
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_RPT0(_CRT_WARN, "Object3D dump BEGIN:\n");
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_RPT1(_CRT_WARN, "Sectors: %d\n", ob_aoscSectors.Count());
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{FOREACHINDYNAMICARRAY(ob_aoscSectors, CObjectSector, itosc) {
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_RPT1(_CRT_WARN, "SC%d:\n", ob_aoscSectors.Index(&itosc.Current()));
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_RPT1(_CRT_WARN, "Vertices: %d\n", itosc->osc_aovxVertices.Count());
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{FOREACHINDYNAMICARRAY(itosc->osc_aovxVertices, CObjectVertex, itovx) {
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_RPT4(_CRT_WARN, "VX%d: (%f, %f, %f)\n", itosc->osc_aovxVertices.Index(itovx),
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(*itovx)(1), (*itovx)(2), (*itovx)(3));
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}}
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_RPT1(_CRT_WARN, "Planes: %d\n", itosc->osc_aoplPlanes.Count());
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{FOREACHINDYNAMICARRAY(itosc->osc_aoplPlanes, CObjectPlane, itopl) {
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_RPT4(_CRT_WARN, "PL%d: (%g, %g, %g)", itosc->osc_aoplPlanes.Index(&itopl.Current()),
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itopl.Current()(1), itopl.Current()(2), itopl.Current()(3));
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_RPT1(_CRT_WARN, ":%g\n", itopl->Distance());
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}}
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_RPT1(_CRT_WARN, "Edges: %d\n", itosc->osc_aoedEdges.Count());
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itosc->osc_aovxVertices.Lock();
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{FOREACHINDYNAMICARRAY(itosc->osc_aoedEdges, CObjectEdge, itoed) {
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_RPT3(_CRT_WARN, "ED%d: VX%d -> VX%d\n", itosc->osc_aoedEdges.Index(&itoed.Current()),
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itosc->osc_aovxVertices.Index(itoed->oed_Vertex0),
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itosc->osc_aovxVertices.Index(itoed->oed_Vertex1));
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}}
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itosc->osc_aovxVertices.Unlock();
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_RPT1(_CRT_WARN, "Polygons: %d\n", itosc->osc_aopoPolygons.Count());
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itosc->osc_aovxVertices.Lock();
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itosc->osc_aoedEdges.Lock();
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itosc->osc_aoplPlanes.Lock();
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{FOREACHINDYNAMICARRAY(itosc->osc_aopoPolygons, CObjectPolygon, itopo) {
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_RPT3(_CRT_WARN, "PO%d (PL%d): Edges: %d\n ",
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itosc->osc_aopoPolygons.Index(&itopo.Current()),
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itosc->osc_aoplPlanes.Index(itopo->opo_Plane),
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itopo->opo_PolygonEdges.Count());
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{FOREACHINDYNAMICARRAY(itopo->opo_PolygonEdges, CObjectPolygonEdge, itope) {
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_RPT1(_CRT_WARN, "ED%d", itosc->osc_aoedEdges.Index(itope->ope_Edge));
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CObjectVertex *povx0, *povx1;
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if (itope->ope_Backward) {
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povx0 = itope->ope_Edge->oed_Vertex1;
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povx1 = itope->ope_Edge->oed_Vertex0;
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} else {
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povx0 = itope->ope_Edge->oed_Vertex0;
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povx1 = itope->ope_Edge->oed_Vertex1;
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}
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_RPT4(_CRT_WARN, " (VX%d (%f,%f,%f)",
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itosc->osc_aovxVertices.Index(povx0), (*povx0)(1), (*povx0)(2), (*povx0)(3));
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_RPT4(_CRT_WARN, "->VX%d (%f,%f,%f)) ",
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itosc->osc_aovxVertices.Index(povx1), (*povx1)(1), (*povx1)(2), (*povx1)(3));
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}}
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_RPT0(_CRT_WARN, "\n");
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}}
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itosc->osc_aoplPlanes.Unlock();
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itosc->osc_aoedEdges.Unlock();
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itosc->osc_aovxVertices.Unlock();
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}}
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_RPT0(_CRT_WARN, "Object3D dump END:\n");
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#endif // NDEBUG
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}
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