You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
422 lines
14 KiB
422 lines
14 KiB
4 years ago
|
/*==LICENSE==*
|
||
|
|
||
|
CyanWorlds.com Engine - MMOG client, server and tools
|
||
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
||
|
|
||
|
This program is free software: you can redistribute it and/or modify
|
||
|
it under the terms of the GNU 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 General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
Additional permissions under GNU GPL version 3 section 7
|
||
|
|
||
|
If you modify this Program, or any covered work, by linking or
|
||
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
||
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
||
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
||
|
(or a modified version of those libraries),
|
||
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
||
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
||
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
||
|
licensors of this Program grant you additional
|
||
|
permission to convey the resulting work. Corresponding Source for a
|
||
|
non-source form of such a combination shall include the source code for
|
||
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
||
|
work.
|
||
|
|
||
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
||
|
or by snail mail at:
|
||
|
Cyan Worlds, Inc.
|
||
|
14617 N Newport Hwy
|
||
|
Mead, WA 99021
|
||
|
|
||
|
*==LICENSE==*/
|
||
|
|
||
|
#ifndef plDistributor_inc
|
||
|
#define plDistributor_inc
|
||
|
|
||
|
#include "../plMath/plRandom.h"
|
||
|
#include "plDistTree.h"
|
||
|
|
||
|
class INode;
|
||
|
class Mesh;
|
||
|
class TriObject;
|
||
|
|
||
|
class BitmapTex;
|
||
|
class plLayerTex;
|
||
|
class plExportProgressBar;
|
||
|
class plMaxNode;
|
||
|
class plDistTree;
|
||
|
|
||
|
// To Use:
|
||
|
//
|
||
|
// First you must set the interface
|
||
|
// Second, you must set the node(s) to be replicated.
|
||
|
// If multiple replicants, they will be randomly selected at each plant site.
|
||
|
// Set the spacing. Default is 10 or so, but shouldn't be counted on.
|
||
|
// Set the spacing range. Set it to less than half the spacing to prevent
|
||
|
// replicants piling up on each other.
|
||
|
// Rather than increasing the spacing range (which causes pileup), you can increase
|
||
|
// the randomness of placement with the overall probability factor. Reducing it
|
||
|
// means fewer grid points will be used, so placement seems more random
|
||
|
//
|
||
|
// Options:
|
||
|
// PolarRange - defines the cone about the surface normal to randomly fill for up direction
|
||
|
// PolarBunch - defines tendency to bunch around the center of PolarRange cone,
|
||
|
// with zero being uniform distribution, and one being all on cone axis.
|
||
|
// AlignmentVector - defines a world space preferred up orientation.
|
||
|
// AlignmentWeight - blend factor between random normal (from polar stuff) and
|
||
|
// above AlignmentVector.
|
||
|
// ScaleRange - defines range of non-uniform scale to apply to each replicant.
|
||
|
// ProbabilityTexmap - A BitmapTex which maps the probability of an instance
|
||
|
// taking root at any point on the surface. Various interpretations of the
|
||
|
// map available (see ProbabilityChan). If the surface mesh doesn't have
|
||
|
// the appropriate uvw mapping for the map, the map will be ignored.
|
||
|
// ProbabilityChan - defines interpretation of texel value from ProbTexmap
|
||
|
// into a probability. ColorChan enum types are pretty self-explanatory.
|
||
|
// In all cases, a higher texel channel value means more likely of a
|
||
|
// replicant taking root there.
|
||
|
//
|
||
|
// Finally, call Distrubute() with a node containing a surface to be populated.
|
||
|
//
|
||
|
// Modifying. Were actually creating the new node instances, but then we just
|
||
|
// want to re-pack them into clusters anyway. So all we really need is to
|
||
|
// know which template (fRepNodes) and what transform to use for it. We can
|
||
|
// use that to make our clusters, without bogging Max down with adding and
|
||
|
// deleting a gazillion INodes.
|
||
|
|
||
|
class plDistribInstance
|
||
|
{
|
||
|
public:
|
||
|
INode* fNode;
|
||
|
Matrix3 fNodeTM;
|
||
|
Matrix3 fObjectTM;
|
||
|
|
||
|
INode* fBone;
|
||
|
BOOL fRigid;
|
||
|
|
||
|
Box3 fFade;
|
||
|
|
||
|
Point3 fFlex;
|
||
|
|
||
|
Mesh* fMesh;
|
||
|
};
|
||
|
|
||
|
class plDistribInstTab : public Tab<plDistribInstance>
|
||
|
{
|
||
|
};
|
||
|
|
||
|
class plMeshCache
|
||
|
{
|
||
|
public:
|
||
|
Mesh* fMesh;
|
||
|
Point3 fFlex;
|
||
|
|
||
|
plMeshCache() {}
|
||
|
};
|
||
|
|
||
|
class plMeshCacheTab : public Tab<plMeshCache>
|
||
|
{
|
||
|
};
|
||
|
|
||
|
class plDistributor
|
||
|
{
|
||
|
public:
|
||
|
enum ColorChan
|
||
|
{
|
||
|
kRed = 0x1,
|
||
|
kGreen = 0x2,
|
||
|
kBlue = 0x4,
|
||
|
kAlpha = 0x8,
|
||
|
kAverageRedGreen = kRed | kGreen,
|
||
|
kAverageRedGreenTimesAlpha = kRed | kGreen | kAlpha,
|
||
|
kAverage = kRed | kGreen | kBlue,
|
||
|
kAverageTimesAlpha = kAverage | kAlpha,
|
||
|
kMax = 0x100,
|
||
|
kMaxColor = kMax | kRed | kGreen | kBlue,
|
||
|
kMaxColorTimesAlpha = kMaxColor | kAlpha,
|
||
|
kMaxRedGreen = kMax | kRed | kGreen,
|
||
|
kMaxRedGreenTimesAlpha = kMaxRedGreen | kAlpha
|
||
|
};
|
||
|
enum
|
||
|
{
|
||
|
kLockNone = 0x0,
|
||
|
kLockX = 0x1,
|
||
|
kLockY = 0x2,
|
||
|
kLockZ = 0x4
|
||
|
};
|
||
|
enum
|
||
|
{
|
||
|
kWgtMapChan = 66,
|
||
|
kNormMapChan = 67
|
||
|
};
|
||
|
enum IsoType
|
||
|
{
|
||
|
kIsoNone,
|
||
|
kIsoLow,
|
||
|
kIsoMedium,
|
||
|
kIsoHigh,
|
||
|
|
||
|
kIsoMax = kIsoHigh
|
||
|
};
|
||
|
enum ConformType
|
||
|
{
|
||
|
kConformNone,
|
||
|
kConformAll,
|
||
|
kConformHeight,
|
||
|
kConformCheck,
|
||
|
kConformBase
|
||
|
};
|
||
|
protected:
|
||
|
mutable INode* fSurfNode;
|
||
|
mutable Mesh* fSurfMesh;
|
||
|
mutable TriObject* fSurfObjToDelete;
|
||
|
|
||
|
mutable INodeTab fRepNodes;
|
||
|
|
||
|
mutable plDistTree* fDistTree;
|
||
|
mutable plDistTree fMeshTree;
|
||
|
|
||
|
Interface* fInterface;
|
||
|
|
||
|
IsoType fIsolation;
|
||
|
ConformType fConformity;
|
||
|
BOOL fFaceNormals;
|
||
|
|
||
|
float fSpacing;
|
||
|
float fRndPosRadius;
|
||
|
|
||
|
Point3 fAlignVec;
|
||
|
float fAlignWgt;
|
||
|
|
||
|
float fOffsetMin;
|
||
|
float fOffsetMax;
|
||
|
|
||
|
Point3 fAngProbVec;
|
||
|
float fAngProbLo;
|
||
|
float fAngProbHi;
|
||
|
float fAngProbTrans;
|
||
|
|
||
|
float fAltProbLo;
|
||
|
float fAltProbHi;
|
||
|
float fAltProbTrans;
|
||
|
|
||
|
float fPolarRange;
|
||
|
float fTanPolarRange;
|
||
|
float fAzimuthRange;
|
||
|
|
||
|
float fOverallProb;
|
||
|
|
||
|
float fPolarBunch;
|
||
|
|
||
|
ULONG fScaleLock;
|
||
|
Point3 fScaleLo;
|
||
|
Point3 fScaleHi;
|
||
|
|
||
|
BitmapTex* fProbBitmapTex;
|
||
|
plLayerTex* fProbLayerTex;
|
||
|
ColorChan fProbColorChan;
|
||
|
|
||
|
float fProbRemapFromLo;
|
||
|
float fProbRemapFromHi;
|
||
|
float fProbRemapToLo;
|
||
|
float fProbRemapToHi;
|
||
|
|
||
|
float fMaxConform; // in feet
|
||
|
|
||
|
Box3 fFade;
|
||
|
INode* fBone;
|
||
|
BOOL fRigid;
|
||
|
|
||
|
// Temps used during processing.
|
||
|
mutable Matrix3 fSurfToWorld;
|
||
|
mutable Matrix3 fWorldToSurf;
|
||
|
mutable Matrix3 fSurfToWorldVec;
|
||
|
mutable Matrix3 fWorldToSurfVec;
|
||
|
mutable Point3 fSurfAlignVec;
|
||
|
mutable Point3 fSurfAngProbVec;
|
||
|
mutable plRandom fRand;
|
||
|
mutable float fCosAngProbHi;
|
||
|
mutable float fCosAngProbHiTrans;
|
||
|
mutable float fCosAngProbLo;
|
||
|
mutable float fCosAngProbLoTrans;
|
||
|
|
||
|
void ISetAngProbCosines() const;
|
||
|
BOOL ISetSurfaceNode(INode* node) const;
|
||
|
BOOL IGetMesh(INode* node, TriObject*& objToDelete, Mesh*& retMesh) const;
|
||
|
|
||
|
BOOL INeedMeshTree() const;
|
||
|
void IMakeMeshTree() const;
|
||
|
void IFindFaceSet(const Box3& box, Tab<Int32>& faces) const;
|
||
|
BOOL IProjectVertex(const Point3& pt, const Point3& dir, float maxDist, Tab<Int32>&faces, Point3& projPt) const;
|
||
|
BOOL IConform(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const;
|
||
|
BOOL IConformHeight(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const;
|
||
|
BOOL IConformAll(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const;
|
||
|
BOOL IConformCheck(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const;
|
||
|
BOOL IConformBase(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const;
|
||
|
|
||
|
Matrix3 IOTM(int iRepNode) const;
|
||
|
Matrix3 IInvOTM(int iRepNode) const;
|
||
|
|
||
|
Matrix3 IGenerateTransform(int iRepNode, int iFace, const Point3& pt, const Point3& bary) const;
|
||
|
hsBool IProbablyDoIt(int iFace, Point3& del, const Point3& bary) const;
|
||
|
hsBool IFailsAltProb(int iFace, const Point3& bary) const;
|
||
|
hsBool IFailsAngProb(int iFace, const Point3& bary) const;
|
||
|
hsBool IFailsProbBitmap(int iFace, const Point3& bary) const;
|
||
|
Box3 ISetupGrid(const Point3& p0, const Point3& p1, const Point3& p2) const;
|
||
|
Point3& IPerturbPoint(Point3& pt) const;
|
||
|
int ISelectRepNode() const;
|
||
|
Point3 IPerpAxis(const Point3& p) const;
|
||
|
Point3 IGetSurfaceNormal(int iFace, const Point3& bary) const;
|
||
|
|
||
|
BOOL ISpaceClear(int iRepNode, const Matrix3& l2w, Box3& clearBox, plMeshCacheTab& cache) const;
|
||
|
void IReserveSpace(const Box3& clearBox) const;
|
||
|
|
||
|
void IReplicate(Matrix3& l2w, int iRep, plDistribInstTab& reps, plMeshCache& mCache) const;
|
||
|
void IDistributeOverFace(int iFace, plDistribInstTab& reps, plMeshCacheTab& cache) const;
|
||
|
BOOL IDistributeOverMesh(plDistribInstTab& reps, plMeshCacheTab& cache, plExportProgressBar& bar) const;
|
||
|
|
||
|
void IClear();
|
||
|
BOOL IValidateSettings(INode* surfNode, plMeshCacheTab& cache) const;
|
||
|
|
||
|
BOOL ISetupNormals(plMaxNode* node, Mesh* mesh, BOOL radiateNorm) const;
|
||
|
BOOL IDuplicate2Sided(plMaxNode* node, Mesh* mesh) const;
|
||
|
BOOL ISetupSkinWeights(plMaxNode* node, Mesh* mesh, const Point3& flex) const;
|
||
|
BOOL IReadyRepNodes(plMeshCacheTab& cache) const;
|
||
|
public:
|
||
|
|
||
|
plDistributor();
|
||
|
virtual ~plDistributor();
|
||
|
|
||
|
void SetTheInterface(Interface* i) { fInterface = i; }
|
||
|
Interface* GetTheInterface() const { return fInterface; }
|
||
|
|
||
|
BOOL Distribute(INode* surfNode, plDistribInstTab& replicants, plMeshCacheTab& cache, plExportProgressBar& bar) const;
|
||
|
|
||
|
void Reset();
|
||
|
UInt32 GetRandSeed() const;
|
||
|
void SetRandSeed(int seed);
|
||
|
|
||
|
void ClearReplicateNodes();
|
||
|
void AddReplicateNode(INode* node);
|
||
|
int GetNumReplicateNodes() const { return fRepNodes.Count(); }
|
||
|
INode* GetReplicateNode(int i) const { return fRepNodes[i]; }
|
||
|
|
||
|
INode* GetSurfaceNode() const { return fSurfNode; }
|
||
|
|
||
|
void SetSpacing(float f) { fSpacing = f; }
|
||
|
float GetSpacing() const { return fSpacing; }
|
||
|
|
||
|
void SetSpacingRange(float f) { fRndPosRadius = f; }
|
||
|
float GetSpacingRange() const { return fRndPosRadius; }
|
||
|
|
||
|
void SetAlignmentVec(const Point3& v) { fAlignVec = v; }
|
||
|
Point3 GetAlignmentVec() const { return fAlignVec; }
|
||
|
|
||
|
void SetAlignmentWeight(float w) { fAlignWgt = w / 100.f; }
|
||
|
float GetAlignmentWeight() const { return fAlignWgt * 100.f; }
|
||
|
|
||
|
void SetPolarRange(float deg);
|
||
|
float GetPolarRange() const { return hsScalarRadToDeg(fPolarRange); }
|
||
|
|
||
|
void SetAzimuthRange(float deg) { fAzimuthRange = hsScalarDegToRad(deg); }
|
||
|
float GetAzimuthRange() const { return hsScalarRadToDeg(fAzimuthRange); }
|
||
|
|
||
|
void SetOverallProb(float percent) { fOverallProb = percent/100.f; }
|
||
|
float GetOverallProb() const { return fOverallProb * 100.f; }
|
||
|
|
||
|
void SetAngleProbVec(const Point3& v) { fAngProbVec = v; }
|
||
|
Point3 GetAngleProbVec() const { return fAngProbVec; }
|
||
|
|
||
|
void SetAngleProbHi(float deg) { fAngProbHi = deg; }
|
||
|
float GetAngleProbHi() const { return fAngProbHi; }
|
||
|
|
||
|
void SetAngleProbLo(float deg) { fAngProbLo = deg; }
|
||
|
float GetAngleProbLo() const { return fAngProbLo; }
|
||
|
|
||
|
void SetAngleProbTransition(float deg) { fAngProbTrans = deg; }
|
||
|
float GetAngleProbTransition() const { return fAngProbTrans; }
|
||
|
|
||
|
void SetMinAltitude(float feet) { fAltProbLo = feet; }
|
||
|
float GetMinAltitude() const { return fAltProbLo; }
|
||
|
|
||
|
void SetMaxAltitude(float feet) { fAltProbHi = feet; }
|
||
|
float GetMaxAltitude() const { return fAltProbHi; }
|
||
|
|
||
|
void SetAltitudeTransition(float feet) { fAltProbTrans = feet; }
|
||
|
float GetAltitudeTransition() const { return fAltProbTrans; }
|
||
|
|
||
|
void SetPolarBunch(float b) { fPolarBunch = b/100.f; }
|
||
|
float GetPolarBunch() const { return fPolarBunch * 100.f; }
|
||
|
|
||
|
void SetScaleRange(const Point3& lo, const Point3& hi) { fScaleLo = lo; fScaleHi = hi; }
|
||
|
Point3 GetScaleRangeMin() const { return fScaleLo; }
|
||
|
Point3 GetScaleRangeMax() const { return fScaleHi; }
|
||
|
|
||
|
void SetProbabilityBitmapTex(BitmapTex* t);
|
||
|
BitmapTex* GetProbabilityBitmapTex() const { return fProbBitmapTex; }
|
||
|
|
||
|
void SetProbabilityLayerTex(plLayerTex* t);
|
||
|
plLayerTex* GetProbabilityLayerTex() const { return fProbLayerTex; }
|
||
|
|
||
|
void SetProbabilityChan(ColorChan c) { fProbColorChan = c; }
|
||
|
ColorChan GetProbabilityChan() const { return fProbColorChan; }
|
||
|
|
||
|
void SetProbabilityRemapFromLo(float f) { fProbRemapFromLo = f / 255.f; }
|
||
|
float GetProbabilityRemapFromLo() const { return fProbRemapFromLo * 255.f; }
|
||
|
|
||
|
void SetProbabilityRemapFromHi(float f) { fProbRemapFromHi = f / 255.f; }
|
||
|
float GetProbabilityRemapFromHi() const { return fProbRemapFromHi * 255.f; }
|
||
|
|
||
|
void SetProbabilityRemapToLo(float f) { fProbRemapToLo = f / 255.f; }
|
||
|
float GetProbabilityRemapToLo() const { return fProbRemapToLo * 255.f; }
|
||
|
|
||
|
void SetProbabilityRemapToHi(float f) { fProbRemapToHi = f / 255.f; }
|
||
|
float GetProbabilityRemapToHi() const { return fProbRemapToHi * 255.f; }
|
||
|
|
||
|
// We don't really know what fades are, they're just something we're handed that
|
||
|
// we stamp on every distribInstance we generate. See plDistribComponent.h.
|
||
|
void SetFade(const Box3& fade) { fFade = fade; }
|
||
|
Box3 GetFade() const { return fFade; }
|
||
|
|
||
|
void SetBone(INode* b) { fBone = b; }
|
||
|
INode* GetBone() const { return fBone; }
|
||
|
|
||
|
void SetRigid(BOOL b) { fRigid = b; }
|
||
|
BOOL GetRigid() const { return fRigid; }
|
||
|
|
||
|
void SetScaleLock(ULONG f) { fScaleLock = f; }
|
||
|
ULONG GetScaleLock() const { return fScaleLock; }
|
||
|
|
||
|
void SetDistTree(plDistTree* dt) { fDistTree = dt; }
|
||
|
plDistTree* GetDistTree() const { return fDistTree; }
|
||
|
|
||
|
void SetIsolation(IsoType t) { fIsolation = t; }
|
||
|
IsoType GetIsolation() const { return fIsolation; }
|
||
|
|
||
|
void SetConformity(ConformType t) { fConformity = t; }
|
||
|
ConformType GetConformity() const { return fConformity; }
|
||
|
|
||
|
void SetMaxConform(float feet) { fMaxConform = feet; }
|
||
|
float GetMaxConform() const { return fMaxConform; }
|
||
|
|
||
|
void SetMinOffset(float feet) { fOffsetMin = feet; }
|
||
|
float GetMinOffset() const { return fOffsetMin; }
|
||
|
|
||
|
void SetMaxOffset(float feet) { fOffsetMax = feet; }
|
||
|
float GetMaxOffset() const { return fOffsetMax; }
|
||
|
|
||
|
void SetFaceNormals(BOOL on=true) { fFaceNormals = on; }
|
||
|
BOOL GetFaceNormals() const { return fFaceNormals; }
|
||
|
};
|
||
|
|
||
|
#endif // plDistributor_inc
|