khanat-opennel-code/code/nel/src/3d/packed_world.cpp
2010-06-10 11:50:19 +02:00

201 lines
6.4 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/>.
#include "std3d.h"
//
#include "nel/3d/packed_world.h"
//
#include "nel/misc/grid_traversal.h"
using namespace NLMISC;
namespace NL3D
{
// *************************************************************************************************
void CPackedWorld::build(std::vector<TPackedZoneBaseSPtr> &packedZones)
{
_ZoneGrid.clear();
_Zones.clear();
if (packedZones.empty()) return;
CAABBox box;
nlassert(packedZones[0]);
box = packedZones[0]->Box;
for(uint k = 1; k < packedZones.size(); ++k)
{
nlassert(packedZones[k]);
box.extend(packedZones[k]->Box.getMin());
box.extend(packedZones[k]->Box.getMax());
}
_ZoneMinX = (sint32) floorf(box.getMin().x / 160.f);
_ZoneMinY = (sint32) floorf(box.getMin().y / 160.f);
//
sint32 zoneMaxX = (sint32) floorf(box.getMax().x / 160.f);
sint32 zoneMaxY = (sint32) floorf(box.getMax().y / 160.f);
//
_ZoneGrid.init(zoneMaxX - _ZoneMinX + 1, zoneMaxY - _ZoneMinY + 1);
_Zones.resize(packedZones.size());
//
for(uint k = 0; k < packedZones.size(); ++k)
{
CZoneInfo zi;
zi.Zone = packedZones[k];
zi.RaytraceCounter = 0;
_Zones[k] = zi;
sint zoneMinX = (sint) floorf(packedZones[k]->Box.getMin().x / 160.f) - (sint) _ZoneMinX;
sint zoneMinY = (sint) floorf(packedZones[k]->Box.getMin().y / 160.f) - (sint) _ZoneMinY;
sint zoneMaxX = (sint) floorf(packedZones[k]->Box.getMax().x / 160.f) - (sint) _ZoneMinX;
sint zoneMaxY = (sint) floorf(packedZones[k]->Box.getMax().y / 160.f) - (sint) _ZoneMinY;
for (sint y = zoneMinY; y <= zoneMaxY; ++y)
{
if (y < 0) continue;
if (y >= (sint) _ZoneGrid.getHeight()) break;
for (sint x = zoneMinX; x <= zoneMaxX; ++x)
{
if (x < 0) continue;
if (x >= (sint) _ZoneGrid.getWidth()) break;
_ZoneGrid(x, y).IDs.push_back((uint32) k);
}
}
}
_RaytraceCounter = ~0;
}
// *************************************************************************************************
bool CPackedWorld::raytrace(const NLMISC::CVector &start, const NLMISC::CVector &end, CVector &inter, std::vector<NLMISC::CTriangle> *testedTriangles /*= NULL*/, NLMISC::CVector *normal)
{
if (_ZoneGrid.empty()) return false;
++_RaytraceCounter;
float bestDist = FLT_MAX;
NLMISC::CVector bestNormal;
CVector currEnd = end;
CVector currInter;
if (_RaytraceCounter == (uint32) ~0)
{
for(uint k = 0; k < _Zones.size(); ++k)
{
_Zones[k].RaytraceCounter = 0;
}
}
sint currX, currY;
CVector2f start2f(start.x / 160.f, start.y / 160.f);
CVector2f dir2f((end.x - start.x) / 160.f, (end.y - start.y) / 160.f);
CGridTraversal::startTraverse(start2f, currX, currY);
do
{
sint x = currX - (sint) _ZoneMinX;
sint y = currY - (sint) _ZoneMinY;
if (x < 0) continue;
if (y < 0) continue;
if (x >= (sint) _ZoneGrid.getWidth()) continue;
if (y >= (sint) _ZoneGrid.getHeight()) continue;
std::vector<uint32> &currZoneList = _ZoneGrid(x, y).IDs;
for(uint k = 0; k < currZoneList.size(); ++k)
{
if (_Zones[currZoneList[k]].RaytraceCounter != _RaytraceCounter) // already visited
{
NLMISC::CVector normalTmp;
if (_Zones[currZoneList[k]].Zone->raytrace(start, currEnd, currInter, testedTriangles, &normalTmp))
{
float dist = (currInter - start).norm();
if (dist < bestDist)
{
bestNormal = normalTmp;
bestDist = dist;
inter = currInter;
currEnd = currInter; // during search, just seek hit that are nearest
}
}
_Zones[currZoneList[k]].RaytraceCounter = _RaytraceCounter;
}
}
if (bestDist != FLT_MAX)
{
if (normal)
{
*normal = bestNormal;
}
return true;
}
}
while (CGridTraversal::traverse(start2f, dir2f, currX, currY));
return false;
}
// *************************************************************************************************
void CPackedWorld::getZones(std::vector<TPackedZoneBaseSPtr> &zones)
{
zones.clear();
for(uint k = 0; k < _Zones.size(); ++k)
{
zones.push_back(_Zones[k].Zone);
}
}
// *************************************************************************************************
void CPackedWorld::serialZoneNames(NLMISC::IStream &f) throw(NLMISC::EStream)
{
f.serialVersion(1);
f.serialCheck((uint32) 'OWPA');
f.serialCont(ZoneNames);
}
// *************************************************************************************************
void CPackedWorld::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
{
serialZoneNames(f);
f.serialCont(_Zones);
f.serial(_ZoneGrid);
f.serial(_ZoneMinX);
f.serial(_ZoneMinY);
}
// *************************************************************************************************
void CPackedWorld::select(const NLMISC::CPolygon2D &poly, std::vector<NLMISC::CTriangle> &selectedTriangles) const
{
selectedTriangles.clear();
// compute covered zones
NLMISC::CPolygon2D zonePoly = poly;
for (uint k = 0; k < zonePoly.Vertices.size(); ++k)
{
zonePoly.Vertices[k].x = zonePoly.Vertices[k].x / 160.f - (float) _ZoneMinX;
zonePoly.Vertices[k].y = zonePoly.Vertices[k].y / 160.f - (float) _ZoneMinY;
}
NLMISC::CPolygon2D::TRasterVect borders;
sint minY;
zonePoly.computeOuterBorders(borders, minY);
for (sint y = minY; y < (sint) (minY + borders.size()); ++y)
{
if (y < 0 || y >= (sint) _ZoneGrid.getHeight()) continue;
for (sint x = borders[y - minY].first; x <= borders[y - minY].second; ++x)
{
if (x < 0 || x >= (sint) _ZoneGrid.getWidth()) continue;
{
const CZoneIndexList &zil = _ZoneGrid(x, y);
for (uint k = 0; k < zil.IDs.size(); ++k)
{
_Zones[zil.IDs[k]].Zone->appendSelection(poly, selectedTriangles);
}
}
}
}
}
} // Nl3D