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197 lines
5.1 KiB
197 lines
5.1 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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 General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "hsTypes.h"
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#include "hsStream.h"
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#include "plCluster.h"
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#include "plSpanTemplate.h"
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#include "plSpanInstance.h"
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#include "hsFastMath.h"
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plCluster::plCluster()
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: fGroup(nil)
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{
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}
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plCluster::~plCluster()
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{
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int i;
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for( i = 0; i < fInsts.GetCount(); i++ )
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delete fInsts[i];
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}
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void plCluster::Read(hsStream* s, plClusterGroup* grp)
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{
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fGroup = grp;
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fEncoding.Read(s);
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hsAssert(fGroup->GetTemplate(), "Template should have been loaded by now");
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const int numVerts = fGroup->GetTemplate()->NumVerts();
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const int numInst = s->ReadSwap32();
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fInsts.SetCount(numInst);
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int i;
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for( i = 0; i < numInst; i++ )
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{
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fInsts[i] = TRACKED_NEW plSpanInstance;
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fInsts[i]->Read(s, fEncoding, numVerts);
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}
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}
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void plCluster::Write(hsStream* s) const
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{
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fEncoding.Write(s);
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const int numVerts = fGroup->GetTemplate()->NumVerts();
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s->WriteSwap32(fInsts.GetCount());
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int i;
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for( i = 0; i < fInsts.GetCount(); i++ )
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{
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fInsts[i]->Write(s, fEncoding, numVerts);
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}
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}
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inline void inlTESTPOINT(const hsPoint3& destP,
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hsScalar& minX, hsScalar& minY, hsScalar& minZ,
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hsScalar& maxX, hsScalar& maxY, hsScalar& maxZ)
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{
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if( destP.fX < minX )
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minX = destP.fX;
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else if( destP.fX > maxX )
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maxX = destP.fX;
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if( destP.fY < minY )
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minY = destP.fY;
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else if( destP.fY > maxY )
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maxY = destP.fY;
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if( destP.fZ < minZ )
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minZ = destP.fZ;
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else if( destP.fZ > maxZ )
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maxZ = destP.fZ;
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}
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void plCluster::UnPack(UInt8* vDst, UInt16* iDst, int idxOffset, hsBounds3Ext& wBnd) const
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{
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hsScalar minX = 1.e33f;
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hsScalar minY = 1.e33f;
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hsScalar minZ = 1.e33f;
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hsScalar maxX = -1.e33f;
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hsScalar maxY = -1.e33f;
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hsScalar maxZ = -1.e33f;
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hsAssert(fGroup->GetTemplate(), "Can't unpack without a template");
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const plSpanTemplate& templ = *fGroup->GetTemplate();
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int i;
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for( i = 0; i < fInsts.GetCount(); i++ )
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{
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// First, just copy our template, offsetting by prescribed amount.
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const UInt16* iSrc = templ.IndexData();
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int n = templ.NumIndices();
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while( n-- )
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{
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*iDst = *iSrc + idxOffset;
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iDst++;
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iSrc++;
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}
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idxOffset += templ.NumVerts();
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memcpy(vDst, templ.VertData(), templ.VertSize());
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// Now we need to fix it up. That means,
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// a) Possibly adding a delta to the position.
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// b) Transforming the position and normal.
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// c) Possibly overwriting some (or all) of the color.
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// If we have individual position and/or color info, apply
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// it, along with the transform.
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if( GetInst(i).HasPosDelta() || GetInst(i).HasColor() )
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{
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const int posOff = templ.PositionOffset();
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const int normOff = templ.NormalOffset();
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const int colOff = templ.ColorOffset();
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const int stride = templ.Stride();
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const hsMatrix44 l2w = GetInst(i).LocalToWorld();
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hsMatrix44 w2l;
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GetInst(i).WorldToLocal().GetTranspose(&w2l);
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plSpanInstanceIter iter(fInsts[i], fEncoding, templ.NumVerts());
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const int numVerts = templ.NumVerts();
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int iVert;
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for( iVert = 0, iter.Begin(); iVert < numVerts; iVert++, iter.Advance() )
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{
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hsPoint3* pos = (hsPoint3*)(vDst + posOff);
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*pos = iter.Position(*pos);
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*pos = l2w * *pos;
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inlTESTPOINT(*pos, minX, minY, minZ, maxX, maxY, maxZ);
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hsVector3* norm = (hsVector3*)(vDst + normOff);
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*norm = w2l * *norm;
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hsFastMath::NormalizeAppr(*norm);
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UInt32* color = (UInt32*)(vDst + colOff);
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*color = iter.Color(*color);
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vDst += stride;
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}
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}
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else
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{
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// Just transform the position and normal.
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const int posOff = templ.PositionOffset();
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const int normOff = templ.NormalOffset();
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const int stride = templ.Stride();
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const hsMatrix44 l2w = GetInst(i).LocalToWorld();
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hsMatrix44 w2l;
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GetInst(i).WorldToLocal().GetTranspose(&w2l);
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const int numVerts = templ.NumVerts();
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int iVert;
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for( iVert = 0; iVert < numVerts; iVert++ )
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{
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hsPoint3* pos = (hsPoint3*)(vDst + posOff);
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*pos = l2w * *pos;
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inlTESTPOINT(*pos, minX, minY, minZ, maxX, maxY, maxZ);
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hsVector3* norm = (hsVector3*)(vDst + normOff);
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*norm = w2l * *norm;
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vDst += stride;
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}
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}
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}
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wBnd.Reset(&hsPoint3(minX, minY, minZ));
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wBnd.Union(&hsPoint3(maxX, maxY, maxZ));
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}
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