khanat-opennel-code/code/nel/include/nel/3d/visual_collision_mesh.h

172 lines
5.2 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_VISUAL_COLLISION_MESH_H
#define NL_VISUAL_COLLISION_MESH_H
#include "nel/misc/types_nl.h"
#include "nel/misc/object_vector.h"
#include "nel/misc/smart_ptr.h"
#include "nel/misc/aabbox.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/3d/index_buffer.h"
namespace NL3D
{
class IDriver;
class CShadowMap;
class CShadowMapProjector;
class CMaterial;
// ***************************************************************************
/**
* Collision mesh used for camera collision for instance
* Additionally used for ShadowMap receiving
* \author Lionel Berenguier
* \author Nevrax France
* \date 2003
*/
class CVisualCollisionMesh : public NLMISC::CRefCount
{
public:
// for receiveShadowMap
class CShadowContext
{
public:
IDriver *Driver;
CShadowMap *ShadowMap;
NLMISC::CVector CasterPos;
NLMISC::CAABBox ShadowWorldBB;
CShadowMapProjector &ShadowMapProjector;
CMaterial &ShadowMaterial;
CIndexBuffer &IndexBuffer;
public:
CShadowContext(CMaterial &mat, CIndexBuffer &ib, CShadowMapProjector &smp) :
ShadowMapProjector(smp), ShadowMaterial(mat), IndexBuffer(ib)
{
Driver= NULL;
ShadowMap= NULL;
}
};
public:
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
/// Constructor
CVisualCollisionMesh();
/** build. NB: fails if too much vertices/triangles (>=65536) or if 0 vertices / triangles
* \param vbForShadowRender: a RefPtr is kept on this VB for shadow rendering
*/
bool build(const std::vector<NLMISC::CVector> &vertices, const std::vector<uint32> &triangles, CVertexBuffer &vbForShadowRender);
/// get collision with camera. [0,1] value
float getCameraCollision(const NLMISC::CMatrix &instanceMatrix, class CCameraCol &camCol);
/// compute the world bbox of an instance
NLMISC::CAABBox computeWorldBBox(const NLMISC::CMatrix &instanceMatrix);
/// receive a shadowMap. render in driver the triangles that intersect the shadow
void receiveShadowMap(const NLMISC::CMatrix &instanceMatrix, const CShadowContext &shadowContext);
// get vertices of the mesh
const std::vector<NLMISC::CVector> &getVertices() const { return _Vertices; }
// get triangles of the mesh
const std::vector<uint16> &getTriangles() const { return _Triangles; }
// *********************
private:
// A Static Grid Container. Only 65535 elements max can be inserted
class CStaticGrid
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
public:
// create
void create(uint nbQuads, uint nbElts, const NLMISC::CAABBox &gridBBox);
// add an element (bbox shoudl be included in gridBBox from create() )
void add(uint16 id, const NLMISC::CAABBox &bbox);
// compile
void compile();
// return the list of elements intersected. NB: the vector is enlarged to max, but real selection size is in the return value
uint select(const NLMISC::CAABBox &bbox, std::vector<uint16> &res);
private:
struct CEltBuild
{
uint32 X0,Y0;
uint32 X1,Y1;
};
// point to GridData
struct CCase
{
uint32 Start, NumElts;
};
uint32 _GridSizePower;
uint32 _GridSize;
NLMISC::CVector _GridPos;
NLMISC::CVector _GridScale;
// The Grid
NLMISC::CObjectVector<CCase, false> _Grid;
// The raw elt data
NLMISC::CObjectVector<uint16, false> _GridData;
// Used at build only
NLMISC::CObjectVector<CEltBuild, false> _EltBuild;
uint32 _GridDataSize;
// For Fast selection
uint32 _ItSession;
// For each element the session id. if same than _ItSession, then already inserted
NLMISC::CObjectVector<uint32, false> _Sessions;
};
private:
// Data
std::vector<NLMISC::CVector> _Vertices;
std::vector<uint16> _Triangles;
// The Local Triangle Quadgrid
CStaticGrid _QuadGrid;
// For ShadowMap receiving. Point to the original Mesh VB (should be in AGP)
NLMISC::CRefPtr<CVertexBuffer> _VertexBuffer;
};
} // NL3D
#endif // NL_VISUAL_COLLISION_MESH_H
/* End of visual_collision_mesh.h */