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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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384 lines
12 KiB
C++
384 lines
12 KiB
C++
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// 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/visual_collision_manager.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/camera_col.h"
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#include "nel/3d/shadow_map.h"
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#include "nel/3d/light.h"
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#include "nel/misc/common.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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// Those blocks size are computed to be approximatively one block for 10 entities.
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const uint TileDescNodeAllocatorBlockSize= 40000;
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const uint PatchQuadBlockAllocatorBlockSize= 160;
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// For Mesh QuadGrid
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const uint MeshColQuadGridSize= 64;
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const float MeshColQuadGridEltSize= 20;
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// ***************************************************************************
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CVisualCollisionManager::CVisualCollisionManager() :
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_TileDescNodeAllocator(TileDescNodeAllocatorBlockSize),
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_PatchQuadBlockAllocator(PatchQuadBlockAllocatorBlockSize)
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{
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_Landscape= NULL;
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// Default.
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setSunContributionPower(0.5f, 0.5f);
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// init the mesh quadGrid
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_MeshQuadGrid.create(MeshColQuadGridSize, MeshColQuadGridEltSize);
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// valid id start at 1
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_MeshIdPool= 1;
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_PlayerInside= false;
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_ShadowIndexBuffer.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
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NL_SET_IB_NAME(_ShadowIndexBuffer, "CVisualCollisionManager");
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}
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// ***************************************************************************
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CVisualCollisionManager::~CVisualCollisionManager()
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{
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_Landscape= NULL;
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}
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// ***************************************************************************
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void CVisualCollisionManager::setLandscape(CLandscape *landscape)
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{
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_Landscape= landscape;
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}
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// ***************************************************************************
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CVisualCollisionEntity *CVisualCollisionManager::createEntity()
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{
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return new CVisualCollisionEntity(this);
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}
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// ***************************************************************************
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void CVisualCollisionManager::deleteEntity(CVisualCollisionEntity *entity)
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{
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delete entity;
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}
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// ***************************************************************************
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CVisualTileDescNode *CVisualCollisionManager::newVisualTileDescNode()
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{
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return _TileDescNodeAllocator.allocate();
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}
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// ***************************************************************************
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void CVisualCollisionManager::deleteVisualTileDescNode(CVisualTileDescNode *ptr)
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{
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_TileDescNodeAllocator.free(ptr);
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}
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// ***************************************************************************
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CPatchQuadBlock *CVisualCollisionManager::newPatchQuadBlock()
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{
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return _PatchQuadBlockAllocator.allocate();
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}
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// ***************************************************************************
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void CVisualCollisionManager::deletePatchQuadBlock(CPatchQuadBlock *ptr)
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{
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_PatchQuadBlockAllocator.free(ptr);
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}
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// ***************************************************************************
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void CVisualCollisionManager::setSunContributionPower(float power, float maxThreshold)
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{
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NLMISC::clamp(power, 0.f, 1.f);
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for(uint i=0; i<256; i++)
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{
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float f= i/255.f;
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f = powf(f/maxThreshold, power);
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sint uf= (sint)floor(255*f);
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NLMISC::clamp(uf, 0, 255);
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_SunContributionLUT[i]= uf;
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}
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}
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// ***************************************************************************
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// ***************************************************************************
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// Camera collision
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CVisualCollisionManager::setPlayerInside(bool state)
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{
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_PlayerInside= state;
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}
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// ***************************************************************************
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float CVisualCollisionManager::getCameraCollision(const CVector &start, const CVector &end, float radius, bool cone)
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{
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float minCol= 1;
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// try col with landscape
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if(_Landscape)
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{
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minCol= _Landscape->getCameraCollision(start, end, radius, cone);
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}
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// try col with meshes
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CCameraCol camCol;
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camCol.build(start, end, radius, cone);
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_MeshQuadGrid.select(camCol.getBBox().getMin(), camCol.getBBox().getMax());
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// try to intersect with any instance meshs
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CQuadGrid<CMeshInstanceCol*>::CIterator it;
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for(it= _MeshQuadGrid.begin();it!=_MeshQuadGrid.end();it++)
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{
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// Skip this mesh according to special flag (IBBR problem)
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if((*it)->AvoidCollisionWhenPlayerInside && _PlayerInside)
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continue;
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if((*it)->AvoidCollisionWhenPlayerOutside && !_PlayerInside)
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continue;
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// collide
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float meshCol= (*it)->getCameraCollision(camCol);
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// Keep only yhe smallest value
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minCol= min(minCol, meshCol);
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}
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return minCol;
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}
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// ***************************************************************************
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bool CVisualCollisionManager::getRayCollision(const NLMISC::CVector &start, const NLMISC::CVector &end, bool landscapeOnly)
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{
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// try col with landscape
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if(_Landscape)
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{
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if( _Landscape->getRayCollision(start, end) < 1.f)
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return true;
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}
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// try col with meshes, if wanted
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if(!landscapeOnly)
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{
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CCameraCol camCol;
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camCol.buildRay(start, end);
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_MeshQuadGrid.select(camCol.getBBox().getMin(), camCol.getBBox().getMax());
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// try to intersect with any instance meshs
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CQuadGrid<CMeshInstanceCol*>::CIterator it;
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for(it= _MeshQuadGrid.begin();it!=_MeshQuadGrid.end();it++)
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{
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// Skip this mesh according to special flag (IBBR problem)
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if((*it)->AvoidCollisionWhenPlayerInside && _PlayerInside)
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continue;
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if((*it)->AvoidCollisionWhenPlayerOutside && !_PlayerInside)
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continue;
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// collide
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float meshCol= (*it)->getCameraCollision(camCol);
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if(meshCol<1.f)
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return true;
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}
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}
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return false;
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}
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// ***************************************************************************
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float CVisualCollisionManager::CMeshInstanceCol::getCameraCollision(CCameraCol &camCol)
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{
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// if mesh still present (else it s may be an error....)
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if(Mesh)
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{
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// first test if intersect with the bboxes
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if(!camCol.getBBox().intersect(WorldBBox))
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return 1;
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// get the collision with the mesh
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return Mesh->getCameraCollision(WorldMatrix, camCol);
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}
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else
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// no collision
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return 1;
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}
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// ***************************************************************************
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uint CVisualCollisionManager::addMeshInstanceCollision(CVisualCollisionMesh *mesh, const CMatrix &instanceMatrix, bool avoidCollisionWhenInside, bool avoidCollisionWhenOutside)
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{
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if(!mesh)
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return 0;
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// allocate a new id
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uint32 id= _MeshIdPool++;
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// insert in map
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CMeshInstanceCol &meshInst= _Meshs[id];
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// Build the col mesh instance
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meshInst.Mesh= mesh;
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meshInst.WorldMatrix= instanceMatrix;
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meshInst.WorldBBox= mesh->computeWorldBBox(instanceMatrix);
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meshInst.AvoidCollisionWhenPlayerInside= avoidCollisionWhenInside;
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meshInst.AvoidCollisionWhenPlayerOutside= avoidCollisionWhenOutside;
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meshInst.ID = id;
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// insert in quadGrid
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meshInst.QuadGridIt= _MeshQuadGrid.insert(meshInst.WorldBBox.getMin(), meshInst.WorldBBox.getMax(), &meshInst);
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return id;
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}
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// ***************************************************************************
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void CVisualCollisionManager::removeMeshCollision(uint id)
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{
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// find in map
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TMeshColMap::iterator it= _Meshs.find(id);
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if(it!=_Meshs.end())
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{
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// remove from the quadgrid
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_MeshQuadGrid.erase(it->second.QuadGridIt);
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// remove from the map
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_Meshs.erase(it);
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}
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}
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// ***************************************************************************
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void CVisualCollisionManager::receiveShadowMap(IDriver *drv, CShadowMap *shadowMap, const CVector &casterPos, CMaterial &shadowMat, CShadowMapProjector &smp)
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{
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// Build a shadow context
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CVisualCollisionMesh::CShadowContext shadowContext(shadowMat, _ShadowIndexBuffer, smp);
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shadowContext.Driver= drv;
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shadowContext.ShadowMap= shadowMap;
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shadowContext.CasterPos= casterPos;
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shadowContext.ShadowWorldBB= shadowMap->LocalBoundingBox;
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shadowContext.ShadowWorldBB.setCenter(shadowContext.ShadowWorldBB.getCenter() + casterPos);
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// bkup shadowColor
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CRGBA shadowColor= shadowContext.ShadowMaterial.getColor();
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// try to intersect with any instance meshs in quadgrid
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_MeshQuadGrid.select(shadowContext.ShadowWorldBB.getMin(), shadowContext.ShadowWorldBB.getMax());
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CQuadGrid<CMeshInstanceCol*>::CIterator it;
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bool lightSetupFaked= false;
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for(it= _MeshQuadGrid.begin();it!=_MeshQuadGrid.end();it++)
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{
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/* NB: this is a collision flag, but the problem is exactly the same for shadows:
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If the player is outside, then an "outside entity" can cast shadow only on "outside mesh"
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*/
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// Skip this mesh according to special flag (IBBR problem)
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if((*it)->AvoidCollisionWhenPlayerInside && _PlayerInside)
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continue;
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if((*it)->AvoidCollisionWhenPlayerOutside && !_PlayerInside)
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continue;
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/* Avoid BackFace Shadowing on CVisualCollisionMesh. To do this simply and smoothly, use a trick:
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Use a FakeLight: a directional light in reverse direction of the shadow direction
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The material is now a lighted material, with
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Emissive= ShadowColor so we get correct dark color, for frontfaces agst shadow direction
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(which are actually backfaces agst FakeLight)
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Diffuse= White so shadow is off, for pure backFace agst shadow direction
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(which are actually frontFaces agst FakeLight)
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NB: CShadowMapManager::renderProject() has called CRenderTrav::resetLighting() and enableLight(0, true) so we get clean setup here
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*/
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// need to do it only one time per shadowMap reception
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if(!lightSetupFaked)
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{
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lightSetupFaked= true;
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// Build the light direction as the opposite to shadow direction (in LocalProjectionMatrix.getJ())
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CLight fakeLight;
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fakeLight.setupDirectional(CRGBA::Black, CRGBA::White, CRGBA::Black, -shadowMap->LocalProjectionMatrix.getJ());
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drv->setLight(0, fakeLight);
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// setup the material
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shadowContext.ShadowMaterial.setLighting(true, shadowColor, CRGBA::Black, CRGBA::White, CRGBA::Black);
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}
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// cast shadow
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(*it)->receiveShadowMap(shadowContext);
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}
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// if the material has been faked, reset
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if(lightSetupFaked)
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{
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shadowContext.ShadowMaterial.setLighting(false);
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shadowContext.ShadowMaterial.setColor(shadowColor);
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}
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}
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// ***************************************************************************
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void CVisualCollisionManager::CMeshInstanceCol::receiveShadowMap(const CVisualCollisionMesh::CShadowContext &shadowContext)
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{
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// if mesh still present (else it s may be an error....)
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if(Mesh)
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{
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// first test if intersect with the bboxes
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if(!shadowContext.ShadowWorldBB.intersect(WorldBBox))
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return;
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// get the collision with the mesh
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Mesh->receiveShadowMap(WorldMatrix, shadowContext);
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}
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}
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// ***************************************************************************
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void CVisualCollisionManager::getMeshs(const NLMISC::CAABBox &aabbox, std::vector<CMeshInstanceColInfo> &dest)
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{
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_MeshQuadGrid.select(aabbox.getMin(), aabbox.getMax());
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dest.clear();
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CQuadGrid<CMeshInstanceCol*>::CIterator it = _MeshQuadGrid.begin();
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CQuadGrid<CMeshInstanceCol*>::CIterator endIt = _MeshQuadGrid.end();
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while (it != endIt)
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{
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if ((*it)->WorldBBox.intersect(aabbox))
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{
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CMeshInstanceColInfo infos;
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infos.Mesh = (*it)->Mesh;
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infos.ID = (*it)->ID;
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infos.WorldBBox = &((*it)->WorldBBox);
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infos.WorldMatrix = &((*it)->WorldMatrix);
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dest.push_back(infos);
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}
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++ it;
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}
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}
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} // NL3D
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