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653 lines
19 KiB
C++
653 lines
19 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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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 the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/u_visual_collision_entity.h"
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#include "nel/3d/visual_collision_entity.h"
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#include "nel/3d/landscape.h"
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#include "nel/3d/dru.h"
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#include "nel/3d/driver.h"
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#include "nel/3d/tile_bank.h"
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#include "nel/misc/hierarchical_timer.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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// should be at least 2 meters.
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const float CVisualCollisionEntity::BBoxRadius= 10;
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const float CVisualCollisionEntity::BBoxRadiusZ= 20;
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const uint32 CVisualCollisionEntity::_StartPatchQuadBlockSize= 64; // 256 octets per entity minimum.
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vector<CPatchBlockIdent> CVisualCollisionEntity::_TmpBlockIds;
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vector<CPatchQuadBlock*> CVisualCollisionEntity::_TmpPatchQuadBlocks;
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// ***************************************************************************
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CVisualCollisionEntity::CVisualCollisionEntity(CVisualCollisionManager *owner) : _LandscapeQuadGrid(owner)
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{
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_Owner= owner;
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_PatchQuadBlocks.reserve(_StartPatchQuadBlockSize);
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_CurrentBBoxValidity.setHalfSize(CVector::Null);
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_GroundMode= true;
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_CeilMode= false;
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_SnapToRenderedTesselation= true;
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_LastGPTValid= false;
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}
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// ***************************************************************************
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CVisualCollisionEntity::~CVisualCollisionEntity()
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{
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// delete the _PatchQuadBlocks.
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for(sint i=0; i<(sint)_PatchQuadBlocks.size(); i++)
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{
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_Owner->deletePatchQuadBlock(_PatchQuadBlocks[i]);
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}
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_PatchQuadBlocks.clear();
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// delete the quadgrid.
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_LandscapeQuadGrid.clear();
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}
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// ***************************************************************************
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bool CVisualCollisionEntity::snapToGround(CVector &pos)
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{
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CVector normal;
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// Not optimized, but doesn't matter (one cross product is negligible).
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return snapToGround(pos, normal);
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}
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// ***************************************************************************
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CTrianglePatch *CVisualCollisionEntity::getPatchTriangleUnderUs(const CVector &pos, CVector &res)
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{
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// verify if landscape (refptr) is here.
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if(_Owner->_Landscape==NULL)
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{
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_LastGPTValid= false;
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return NULL;
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}
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// Test GPT cache.
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//==================
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// If last call was valid, and if same pos (input or output), return cached information
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if(_LastGPTValid && (pos==_LastGPTPosInput || pos==_LastGPTPosOutput) )
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{
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// copy from cache.
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res= _LastGPTPosOutput;
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/* don't modify _LastGPTPosInput cache, for best cache behavior in all cases.
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1/ this is not necessary (here, if pos!=_LastGPTPosInput, THEN pos==_LastGPTPosOutput, no other possibilities)
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2/ it causes problems when getPatchTriangleUnderUs() is called randomly with the unsnapped or snapped position:
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1st Time: zin:9.0 => zout:9.5 cache fail (ok, 1st time...)
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2nd Time: zin:9.0 => zout:9.5 cache OK (_LastGPTPosInput.z==zin)
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3rd Time: zin:9.5 => zout:9.5 cache OK (_LastGPTPosOutput.z==zin)
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4th Time: zin:9.0 => zout:9.5 cache FAILS (_LastGPTPosInput.z= 9.5 => !=zin)
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*/
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// and return ptr on cache.
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return &_LastGPTTrianglePatch;
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}
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// update the cache of tile info near this position.
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// =================
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testComputeLandscape(pos);
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// find possible faces under the entity.
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// =================
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CVisualTileDescNode *ptr= _LandscapeQuadGrid.select(pos);
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// find the better face under the entity.
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// =================
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float sqrBestDist= sqr(1000.f);
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CVector hit;
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// build the vertical ray.
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CVector segP0= pos - CVector(0,0,100);
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CVector segP1= pos + CVector(0,0,100);
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// triangles builded from this list.
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static vector<CTrianglePatch> testTriangles;
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// NB: not so many reallocation here, because static.
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testTriangles.clear();
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sint bestTriangle= 0;
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// For all the faces in this quadgrid node.
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while(ptr)
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{
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// what is the quad block of this tile Id.
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sint qbId= ptr->PatchQuadBlocId;
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nlassert(qbId>=0 && qbId<(sint)_PatchQuadBlocks.size());
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CPatchQuadBlock &qb= *_PatchQuadBlocks[qbId];
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// Build the 2 triangles of this tile Id.
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sint idStart= (sint)testTriangles.size();
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testTriangles.resize(idStart+2);
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qb.buildTileTriangles((uint8)ptr->QuadId, &testTriangles[idStart]);
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// Test the 2 triangles.
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for(sint i=0; i<2; i++)
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{
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CTrianglePatch &tri= testTriangles[idStart+i];
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// test if the ray intersect.
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// NB: triangleIntersect() is faster than CTriangle::intersect().
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if(triangleIntersect(tri, segP0, segP1, hit))
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{
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// find the nearest triangle.
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float sqrdist= (hit-pos).sqrnorm();
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if(sqrdist<sqrBestDist)
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{
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bestTriangle= idStart+i;
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res= hit;
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sqrBestDist= sqrdist;
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}
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}
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}
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// Next in the list.
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ptr= ptr->Next;
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}
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// found ??
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if(sqrBestDist<sqr(1000))
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{
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// copy into cache
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_LastGPTValid= true;
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_LastGPTTrianglePatch= testTriangles[bestTriangle];
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_LastGPTPosInput= pos;
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_LastGPTPosOutput= res;
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// and return ptr on cache.
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return &_LastGPTTrianglePatch;
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}
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else
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{
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_LastGPTValid= false;
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return NULL;
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}
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}
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// ***************************************************************************
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bool CVisualCollisionEntity::snapToGround(CVector &pos, CVector &normal)
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{
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// Get Patch Triangle Under Us
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CVector res;
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CTrianglePatch *tri= getPatchTriangleUnderUs(pos, res);
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// result. NB: if not found, dot not modify.
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if( tri )
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{
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if(_SnapToRenderedTesselation)
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{
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// snap the position to the nearest tesselation.
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pos= res;
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// snap the position to the current rendered tesselation.
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snapToLandscapeCurrentTesselation(pos, *tri);
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}
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else
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{
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// just snap to the accurate tile tesselation.
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pos= res;
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}
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// compute the normal.
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normal= (tri->V1-tri->V0)^(tri->V2-tri->V0);
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normal.normalize();
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return true;
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}
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else
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return false;
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}
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// ***************************************************************************
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void CVisualCollisionEntity::computeUvForPos(const CTrianglePatch &tri, const CVector &pos, CUV &uv)
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{
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// compute UV gradients.
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CVector Gu;
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CVector Gv;
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tri.computeGradient(tri.Uv0.U, tri.Uv1.U, tri.Uv2.U, Gu);
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tri.computeGradient(tri.Uv0.V, tri.Uv1.V, tri.Uv2.V, Gv);
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// interpolate
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uv.U= tri.Uv0.U + Gu*(pos-tri.V0);
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uv.V= tri.Uv0.V + Gv*(pos-tri.V0);
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}
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// ***************************************************************************
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void CVisualCollisionEntity::snapToLandscapeCurrentTesselation(CVector &pos, const CTrianglePatch &tri)
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{
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// compute UV for position.
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CUV uv;
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computeUvForPos(tri, pos, uv);
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// Ask pos to landscape.
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CVector posLand;
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posLand= _Owner->_Landscape->getTesselatedPos(tri.PatchId, uv);
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// just keep Z.
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pos.z= posLand.z;
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}
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// ***************************************************************************
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// TestYoyo. For Precision problem.
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/*static bool testLine(CVector &p1, CVector &p0, const CVector &pos0)
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{
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float epsilon= 0.1f;
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float a,b,c; // 2D cartesian coefficients of line in plane X/Y.
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float norm;
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// Line p0-p1.
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a= -(p1.y-p0.y);
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b= (p1.x-p0.x);
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norm= sqrtf(sqr(a) + sqr(b));
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a/= norm;
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b/= norm;
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c= -(p0.x*a + p0.y*b);
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if( (a*pos0.x + b*pos0.y + c) < -epsilon)
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return false;
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else
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return true;
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}*/
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// ***************************************************************************
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bool CVisualCollisionEntity::triangleIntersect2DGround(CTriangle &tri, const CVector &pos0)
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{
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CVector &p0= tri.V0;
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CVector &p1= tri.V1;
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CVector &p2= tri.V2;
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// TestYoyo. Test for precision problems.
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/*if( testLine(p1, p0, pos0) && testLine(p2, p1, pos0) && testLine(p0, p2, pos0) )
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{
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nlinfo("Found Tri For Pos: %.07f, %.07f\n P0: %.07f, %.07f\n P1: %.07f, %.07f\n P2: %.07f, %.07f",
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pos0.x, pos0.y, p0.x, p0.y, p1.x, p1.y, p2.x, p2.y);
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}*/
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// Test if the face enclose the pos in X/Y plane.
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// NB: compute and using a BBox to do a rapid test is not a very good idea, since it will
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// add an overhead which is NOT negligeable compared to the following test.
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float a,b,c; // 2D cartesian coefficients of line in plane X/Y.
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// Line p0-p1.
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a= -(p1.y-p0.y);
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b= (p1.x-p0.x);
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c= -(p0.x*a + p0.y*b);
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if( (a*pos0.x + b*pos0.y + c) < 0) return false;
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// Line p1-p2.
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a= -(p2.y-p1.y);
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b= (p2.x-p1.x);
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c= -(p1.x*a + p1.y*b);
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if( (a*pos0.x + b*pos0.y + c) < 0) return false;
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// Line p2-p0.
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a= -(p0.y-p2.y);
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b= (p0.x-p2.x);
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c= -(p2.x*a + p2.y*b);
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if( (a*pos0.x + b*pos0.y + c) < 0) return false;
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return true;
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}
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// ***************************************************************************
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bool CVisualCollisionEntity::triangleIntersect2DCeil(CTriangle &tri, const CVector &pos0)
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{
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CVector &p0= tri.V0;
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CVector &p1= tri.V1;
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CVector &p2= tri.V2;
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// Test if the face enclose the pos in X/Y plane.
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// NB: compute and using a BBox to do a rapid test is not a very good idea, since it will
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// add an overhead which is NOT negligeable compared to the following test.
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float a,b,c; // 2D cartesian coefficients of line in plane X/Y.
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// Line p0-p1.
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a= -(p1.y-p0.y);
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b= (p1.x-p0.x);
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c= -(p0.x*a + p0.y*b);
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if( (a*pos0.x + b*pos0.y + c) > 0) return false;
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// Line p1-p2.
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a= -(p2.y-p1.y);
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b= (p2.x-p1.x);
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c= -(p1.x*a + p1.y*b);
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if( (a*pos0.x + b*pos0.y + c) > 0) return false;
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// Line p2-p0.
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a= -(p0.y-p2.y);
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b= (p0.x-p2.x);
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c= -(p2.x*a + p2.y*b);
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if( (a*pos0.x + b*pos0.y + c) > 0) return false;
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return true;
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}
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// ***************************************************************************
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bool CVisualCollisionEntity::triangleIntersect(CTriangle &tri, const CVector &pos0, const CVector &pos1, CVector &hit)
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{
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CVector &p0= tri.V0;
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CVector &p1= tri.V1;
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CVector &p2= tri.V2;
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bool ok= false;
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if( _GroundMode && triangleIntersect2DGround(tri, pos0) )
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ok= true;
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if(!ok && _CeilMode && triangleIntersect2DCeil(tri, pos0) )
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ok= true;
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if(!ok)
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return false;
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// Compute the possible height.
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CVector tmp;
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// build the plane
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CPlane plane;
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plane.make (p0, p1, p2);
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// intersect the vertical line with the plane.
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tmp= plane.intersect(pos0, pos1);
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float h= tmp.z;
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// Test if it would fit in the wanted field.
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if(h>pos1.z) return false;
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if(h<pos0.z) return false;
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// OK!!
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// For cache completness, ensure that X and Y don't move, take same XY than pos0
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hit.x= pos0.x;
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hit.y= pos0.y;
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hit.z= h;
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return true;
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}
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// ***************************************************************************
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void CVisualCollisionEntity::testComputeLandscape(const CVector &pos)
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{
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// if new position is out of the bbox surounding the entity.
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if(_CurrentBBoxValidity.getHalfSize()==CVector::Null || !_CurrentBBoxValidity.include(pos))
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{
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// must recompute the data around the entity.
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doComputeLandscape(pos);
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}
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}
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// ***************************************************************************
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void CVisualCollisionEntity::doComputeLandscape(const CVector &pos)
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{
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sint i;
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// setup new bbox.
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//==================
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// compute the bbox which must includes the patchQuadBlocks
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CAABBox bboxToIncludePatchs;
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bboxToIncludePatchs.setCenter(pos);
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bboxToIncludePatchs.setHalfSize(CVector(BBoxRadius, BBoxRadius, BBoxRadiusZ));
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// setup the _CurrentBBoxValidity with same values, but BBoxRadiusZ/2
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_CurrentBBoxValidity.setCenter(pos);
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_CurrentBBoxValidity.setHalfSize(CVector(BBoxRadius, BBoxRadius, BBoxRadiusZ/2));
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// Search landscape blocks which are in the bbox.
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//==================
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_Owner->_Landscape->buildPatchBlocksInBBox(bboxToIncludePatchs, _TmpBlockIds);
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// Recompute PatchQuadBlockcs.
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//==================
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// This parts try to keeps old patch blocks so they are not recomputed if they already here.
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// sort PatchBlockIdent.
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sort(_TmpBlockIds.begin(), _TmpBlockIds.end());
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// Copy old array of ptr (ptr copy only).
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_TmpPatchQuadBlocks= _PatchQuadBlocks;
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// allocate dest array.
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_PatchQuadBlocks.resize(_TmpBlockIds.size());
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// Traverse all current patchBlocks, deleting old ones no longer needed, and creating new ones.
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// this algorithm suppose both array are sorted.
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uint iOld=0;
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// parse until dest is filled.
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for(i=0; i<(sint)_PatchQuadBlocks.size();)
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{
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// get requested new BlockIdent.
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CPatchBlockIdent newBi= _TmpBlockIds[i];
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// get requested old BlockIdent in the array.
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bool oldEnd= false;
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CPatchBlockIdent oldBi;
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if(iOld==_TmpPatchQuadBlocks.size())
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oldEnd= true;
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else
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oldBi= _TmpPatchQuadBlocks[iOld]->PatchBlockId;
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// if no more old blocks, or if new Block is < than current, we must create a new block, and insert it.
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if(oldEnd || newBi < oldBi)
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{
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// allocate the patch block.
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_PatchQuadBlocks[i]= _Owner->newPatchQuadBlock();
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// fill the patch block.
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_PatchQuadBlocks[i]->PatchBlockId= _TmpBlockIds[i];
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_Owner->_Landscape->fillPatchQuadBlock(*_PatchQuadBlocks[i]);
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// next new patch block.
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i++;
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}
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// else if current new Block is same than old block, just copy ptr.
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else if(newBi==oldBi)
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{
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// just copy ptr with the old one.
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_PatchQuadBlocks[i]= _TmpPatchQuadBlocks[iOld];
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// next new and old patch block.
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i++;
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iOld++;
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}
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// else, this old block is no longer used, delete it.
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else
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{
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_Owner->deletePatchQuadBlock(_TmpPatchQuadBlocks[iOld]);
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// next old patch block.
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iOld++;
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}
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}
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// Here, must delete old blocks not yet processed.
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for(;iOld<_TmpPatchQuadBlocks.size(); iOld++)
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{
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_Owner->deletePatchQuadBlock(_TmpPatchQuadBlocks[iOld]);
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}
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_TmpPatchQuadBlocks.clear();
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// Compute the quadGrid.
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//==================
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// Compute a delta so elt position for CLandscapeCollisionGrid are positive, and so fastFloor() used will work.
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CVector delta;
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// center the position on 0.
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// floor may be important for precision when the delta is applied.
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delta.x= (float)floor(-pos.x);
|
|
delta.y= (float)floor(-pos.y);
|
|
delta.z= 0;
|
|
// We must always have positive values for patchBlocks vertices.
|
|
float val= (float)ceil(BBoxRadius + 256);
|
|
// NB: 256 is a security. Because of size of patchs, a value of 32 at max should be sufficient (64 for bigger patch (gfx))
|
|
// we are large because doesn't matter, the CLandscapeCollisionGrid tiles.
|
|
delta.x+= val;
|
|
delta.y+= val;
|
|
|
|
// rebuild the quadGrid.
|
|
_LandscapeQuadGrid.build(_PatchQuadBlocks, delta);
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CVisualCollisionEntity::getStaticLightSetup(NLMISC::CRGBA sunAmbient, const CVector &pos,
|
|
std::vector<CPointLightInfluence> &pointLightList, uint8 &sunContribution, NLMISC::CRGBA &localAmbient)
|
|
{
|
|
// Get Patch Triangle Under Us
|
|
CVector res;
|
|
CTrianglePatch *tri= getPatchTriangleUnderUs(pos, res);
|
|
|
|
// For now, no special ambient support on landscape => take sunAmbient
|
|
localAmbient= sunAmbient;
|
|
|
|
// result. NB: if not found, dot not modify.
|
|
if( tri )
|
|
{
|
|
// compute UV for position.
|
|
CUV uv;
|
|
computeUvForPos(*tri, pos, uv);
|
|
|
|
// get the sunContribution
|
|
sunContribution= _Owner->_Landscape->getLumel(tri->PatchId, uv);
|
|
// see getStaticLightSetup.
|
|
sunContribution= _Owner->_SunContributionLUT[sunContribution];
|
|
|
|
// append any lights of interest.
|
|
_Owner->_Landscape->appendTileLightInfluences(tri->PatchId, uv, pointLightList);
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Suppose full Sun Contribution, and don't add any pointLight
|
|
sunContribution= 255;
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CVisualCollisionEntity::getSurfaceInfo(const CVector &pos, CSurfaceInfo &surfaceInfo)
|
|
{
|
|
H_AUTO( NL3D_CVisualCollisionEntity_getSurfaceInfo )
|
|
// Get Patch Triangle Under Us
|
|
CVector res;
|
|
CTrianglePatch *tri= getPatchTriangleUnderUs(pos, res);
|
|
|
|
// result. NB: if not found, dot not modify.
|
|
if( tri )
|
|
{
|
|
// compute UV for position.
|
|
CUV uv;
|
|
computeUvForPos(*tri, pos, uv);
|
|
|
|
// get the tileelement
|
|
CTileElement *tileElm = _Owner->_Landscape->getTileElement(tri->PatchId, uv);
|
|
if (tileElm)
|
|
{
|
|
// Valid tile ?
|
|
uint16 tileId = tileElm->Tile[0];
|
|
if (tileId != NL_TILE_ELM_LAYER_EMPTY)
|
|
{
|
|
// The tilebank
|
|
CTileBank &tileBank = _Owner->_Landscape->TileBank;
|
|
|
|
// Get xref info for this tile
|
|
int tileSet;
|
|
int number;
|
|
CTileBank::TTileType type;
|
|
tileBank.getTileXRef ((int)tileId, tileSet, number, type);
|
|
|
|
// Get the tileset from layer 0
|
|
const CTileSet* tileSetPtr = tileBank.getTileSet (tileSet);
|
|
|
|
// Fill the surface
|
|
surfaceInfo.UserSurfaceData = tileSetPtr->SurfaceData;
|
|
|
|
// Ok
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CVisualCollisionEntity::displayDebugGrid(IDriver &drv) const
|
|
{
|
|
// static to not reallocate each frame
|
|
static CMaterial mat;
|
|
static bool inited= false;
|
|
if(!inited)
|
|
{
|
|
inited= true;
|
|
mat.initUnlit();
|
|
}
|
|
static vector<CLine> lineList;
|
|
lineList.clear();
|
|
|
|
// Build lines for all patch quad blocks.
|
|
for(uint i=0;i<_PatchQuadBlocks.size();i++)
|
|
{
|
|
CPatchQuadBlock &pqb= *_PatchQuadBlocks[i];
|
|
// Parse all quads of this patch block.
|
|
CPatchBlockIdent &pbid= pqb.PatchBlockId;
|
|
for(uint t= pbid.T0; t<pbid.T1; t++)
|
|
{
|
|
for(uint s= pbid.S0; s<pbid.S1; s++)
|
|
{
|
|
// compute quad coordinate in pqb.
|
|
uint sd0= (s-pbid.S0);
|
|
uint td0= (t-pbid.T0);
|
|
uint sd1= sd0+1;
|
|
uint td1= td0+1;
|
|
// get 4 vertex coord of quad
|
|
const CVector &p0= pqb.Vertices[sd0 + td0*NL_PATCH_BLOCK_MAX_VERTEX];
|
|
const CVector &p1= pqb.Vertices[sd0 + td1*NL_PATCH_BLOCK_MAX_VERTEX];
|
|
const CVector &p2= pqb.Vertices[sd1 + td1*NL_PATCH_BLOCK_MAX_VERTEX];
|
|
const CVector &p3= pqb.Vertices[sd1 + td0*NL_PATCH_BLOCK_MAX_VERTEX];
|
|
|
|
// build the 5 lines
|
|
lineList.push_back(CLine(p0, p1));
|
|
lineList.push_back(CLine(p1, p2));
|
|
lineList.push_back(CLine(p2, p3));
|
|
lineList.push_back(CLine(p3, p0));
|
|
lineList.push_back(CLine(p0, p2));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Display the lines.
|
|
CDRU::drawLinesUnlit(lineList, mat, drv);
|
|
}
|
|
|
|
|
|
|
|
} // NL3D
|