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/*==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/>.
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==*/
#include "hsTypes.h"
#include "hsStream.h"
#include "plCluster.h"
#include "plSpanTemplate.h"
#include "plSpanInstance.h"
#include "hsFastMath.h"
plCluster::plCluster()
: fGroup(nil)
{
}
plCluster::~plCluster()
{
int i;
for( i = 0; i < fInsts.GetCount(); i++ )
delete fInsts[i];
}
void plCluster::Read(hsStream* s, plClusterGroup* grp)
{
fGroup = grp;
fEncoding.Read(s);
hsAssert(fGroup->GetTemplate(), "Template should have been loaded by now");
const int numVerts = fGroup->GetTemplate()->NumVerts();
const int numInst = s->ReadSwap32();
fInsts.SetCount(numInst);
int i;
for( i = 0; i < numInst; i++ )
{
fInsts[i] = TRACKED_NEW plSpanInstance;
fInsts[i]->Read(s, fEncoding, numVerts);
}
}
void plCluster::Write(hsStream* s) const
{
fEncoding.Write(s);
const int numVerts = fGroup->GetTemplate()->NumVerts();
s->WriteSwap32(fInsts.GetCount());
int i;
for( i = 0; i < fInsts.GetCount(); i++ )
{
fInsts[i]->Write(s, fEncoding, numVerts);
}
}
inline void inlTESTPOINT(const hsPoint3& destP,
hsScalar& minX, hsScalar& minY, hsScalar& minZ,
hsScalar& maxX, hsScalar& maxY, hsScalar& maxZ)
{
if( destP.fX < minX )
minX = destP.fX;
else if( destP.fX > maxX )
maxX = destP.fX;
if( destP.fY < minY )
minY = destP.fY;
else if( destP.fY > maxY )
maxY = destP.fY;
if( destP.fZ < minZ )
minZ = destP.fZ;
else if( destP.fZ > maxZ )
maxZ = destP.fZ;
}
void plCluster::UnPack(UInt8* vDst, UInt16* iDst, int idxOffset, hsBounds3Ext& wBnd) const
{
hsScalar minX = 1.e33f;
hsScalar minY = 1.e33f;
hsScalar minZ = 1.e33f;
hsScalar maxX = -1.e33f;
hsScalar maxY = -1.e33f;
hsScalar maxZ = -1.e33f;
hsAssert(fGroup->GetTemplate(), "Can't unpack without a template");
const plSpanTemplate& templ = *fGroup->GetTemplate();
int i;
for( i = 0; i < fInsts.GetCount(); i++ )
{
// First, just copy our template, offsetting by prescribed amount.
const UInt16* iSrc = templ.IndexData();
int n = templ.NumIndices();
while( n-- )
{
*iDst = *iSrc + idxOffset;
iDst++;
iSrc++;
}
idxOffset += templ.NumVerts();
memcpy(vDst, templ.VertData(), templ.VertSize());
// Now we need to fix it up. That means,
// a) Possibly adding a delta to the position.
// b) Transforming the position and normal.
// c) Possibly overwriting some (or all) of the color.
// If we have individual position and/or color info, apply
// it, along with the transform.
if( GetInst(i).HasPosDelta() || GetInst(i).HasColor() )
{
const int posOff = templ.PositionOffset();
const int normOff = templ.NormalOffset();
const int colOff = templ.ColorOffset();
const int stride = templ.Stride();
const hsMatrix44 l2w = GetInst(i).LocalToWorld();
hsMatrix44 w2l;
GetInst(i).WorldToLocal().GetTranspose(&w2l);
plSpanInstanceIter iter(fInsts[i], fEncoding, templ.NumVerts());
const int numVerts = templ.NumVerts();
int iVert;
for( iVert = 0, iter.Begin(); iVert < numVerts; iVert++, iter.Advance() )
{
hsPoint3* pos = (hsPoint3*)(vDst + posOff);
*pos = iter.Position(*pos);
*pos = l2w * *pos;
inlTESTPOINT(*pos, minX, minY, minZ, maxX, maxY, maxZ);
hsVector3* norm = (hsVector3*)(vDst + normOff);
*norm = w2l * *norm;
hsFastMath::NormalizeAppr(*norm);
UInt32* color = (UInt32*)(vDst + colOff);
*color = iter.Color(*color);
vDst += stride;
}
}
else
{
// Just transform the position and normal.
const int posOff = templ.PositionOffset();
const int normOff = templ.NormalOffset();
const int stride = templ.Stride();
const hsMatrix44 l2w = GetInst(i).LocalToWorld();
hsMatrix44 w2l;
GetInst(i).WorldToLocal().GetTranspose(&w2l);
const int numVerts = templ.NumVerts();
int iVert;
for( iVert = 0; iVert < numVerts; iVert++ )
{
hsPoint3* pos = (hsPoint3*)(vDst + posOff);
*pos = l2w * *pos;
inlTESTPOINT(*pos, minX, minY, minZ, maxX, maxY, maxZ);
hsVector3* norm = (hsVector3*)(vDst + normOff);
*norm = w2l * *norm;
vDst += stride;
}
}
}
wBnd.Reset(&hsPoint3(minX, minY, minZ));
wBnd.Union(&hsPoint3(maxX, maxY, maxZ));
}