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766 lines
26 KiB
766 lines
26 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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13 years ago
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Copyright (C) 2011 Cyan Worlds, Inc.
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14 years ago
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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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13 years ago
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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14 years ago
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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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13 years ago
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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14 years ago
|
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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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//////////////////////////////////////////////////////////////////////////////
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// //
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// plDrawableGenerator Class Functions //
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// //
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//// Version History /////////////////////////////////////////////////////////
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// //
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// 5.15.2001 mcn - Created. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "hsTypes.h"
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#include "plDrawableGenerator.h"
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#include "plDrawableSpans.h"
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#include "plGeometrySpan.h"
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#include "hsFastMath.h"
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#include "plRenderLevel.h"
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#include "hsResMgr.h"
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#include "../pnKeyedObject/plUoid.h"
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// Making light white and dark black by default, because this is really
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// redundant. The handling of what color unlit and fully lit map to is
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// encapsulated in the material used to draw the mesh. The caller
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// wants illumination values, and can handle on screen contrast
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// through the material. mf
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hsColorRGBA plDrawableGenerator::fLiteColor = { 1, 1, 1, 1 };
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hsColorRGBA plDrawableGenerator::fDarkColor = { 0.0, 0.0, 0.0, 1 };
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//// SetFauxLightColors //////////////////////////////////////////////////////
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// Set the colors for the foux lighting on generated drawables
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void plDrawableGenerator::SetFauxLightColors( hsColorRGBA &lite, hsColorRGBA &dark )
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{
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fLiteColor = lite;
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fDarkColor = dark;
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}
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//// IQuickShadeVerts ////////////////////////////////////////////////////////
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// Quickly shades vertices based on a fake directional light. Good for doing
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// faux shadings on proxy objects.
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void plDrawableGenerator::IQuickShadeVerts( UInt32 count, hsVector3 *normals, hsColorRGBA *colors, hsColorRGBA* origColors, const hsColorRGBA* multColor )
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{
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hsVector3 lightDir;
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float scale;
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lightDir.Set( 1, 1, 1 );
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lightDir.Normalize();
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while( count-- )
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{
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scale = ( normals[ count ] * lightDir );
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// pretend there are two opposing directional lights, but the
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// one pointing downish is a little stronger.
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const hsScalar kReverseLight = -0.8f;
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if( scale < 0 )
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scale = kReverseLight * scale;
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colors[ count ] = fLiteColor * scale + fDarkColor * ( 1.f - scale );
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if( origColors )
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colors[ count ] *= origColors[ count ];
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if( multColor )
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colors[ count ] *= *multColor;
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}
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}
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void plDrawableGenerator::IFillSpan( UInt32 vertCount, hsPoint3 *positions, hsVector3 *normals,
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hsPoint3 *uvws, UInt32 uvwsPerVtx,
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hsColorRGBA *origColors, hsBool fauxShade, const hsColorRGBA* multColor,
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UInt32 numIndices, UInt16 *indices,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
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plGeometrySpan* span )
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{
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hsTArray<hsVector3> myNormals;
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/// Calculate normals if we don't have them
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if( normals == nil )
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{
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int i;
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hsVector3 normal, v1, v2;
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myNormals.SetCount( vertCount );
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for( i = 0; i < vertCount; i++ )
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myNormals[ i ].Set( 0, 0, 0 );
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for( i = 0; i < numIndices; i += 3 )
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{
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v1.Set( &positions[ indices[ i + 1 ] ], &positions[ indices[ i ] ] );
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v2.Set( &positions[ indices[ i + 2 ] ], &positions[ indices[ i ] ] );
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normal = v1 % v2;
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myNormals[ indices[ i ] ] += normal;
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myNormals[ indices[ i + 1 ] ] += normal;
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myNormals[ indices[ i + 2 ] ] += normal;
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}
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for( i = 0; i < vertCount; i++ )
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myNormals[ i ].Normalize();
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normals = myNormals.AcquireArray();
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}
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if( uvws == nil )
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uvwsPerVtx = 0;
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span->BeginCreate( material, localToWorld, plGeometrySpan::UVCountToFormat( (UInt8)uvwsPerVtx ) );
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if( !origColors && !fauxShade )
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span->AddVertexArray( vertCount, positions, normals, nil, uvws, uvwsPerVtx );
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else
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{
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hsTArray<hsColorRGBA> colArray;
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hsColorRGBA* colors;
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if( fauxShade )
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{
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colArray.SetCount(vertCount);
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IQuickShadeVerts( vertCount, normals, colArray.AcquireArray(), origColors, multColor );
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colors = colArray.AcquireArray();
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}
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else // just use the origColors
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{
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colors = origColors;
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}
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hsTArray<UInt32> tempColors;
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int i;
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UInt8 a, r, g, b;
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tempColors.SetCount( vertCount );
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for( i = 0; i < vertCount; i++ )
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{
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hsColorRGBA *color = &colors[ i ];
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a = (UInt8)( color->a >= 1 ? 255 : color->a <= 0 ? 0 : color->a * 255.0 );
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r = (UInt8)( color->r >= 1 ? 255 : color->r <= 0 ? 0 : color->r * 255.0 );
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g = (UInt8)( color->g >= 1 ? 255 : color->g <= 0 ? 0 : color->g * 255.0 );
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b = (UInt8)( color->b >= 1 ? 255 : color->b <= 0 ? 0 : color->b * 255.0 );
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tempColors[ i ] = ( a << 24 ) | ( r << 16 ) | ( g << 8 ) | ( b );
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}
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span->AddVertexArray( vertCount, positions, normals, tempColors.AcquireArray(), uvws, uvwsPerVtx );
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}
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span->AddIndexArray( numIndices, indices );
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span->EndCreate();
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}
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//// RegenerateDrawable ////////////////////////////////////////////////////////
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// Static function that refills an existing drawable based on the vertex/index
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// data given. That data had better match the data the drawable was first filled
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// with (i.e. vertex/index count
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hsBool plDrawableGenerator::RegenerateDrawable( UInt32 vertCount, hsPoint3 *positions, hsVector3 *normals,
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hsPoint3 *uvws, UInt32 uvwsPerVtx,
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hsColorRGBA *origColors, hsBool fauxShade, const hsColorRGBA* multColor,
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UInt32 numIndices, UInt16 *indices,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
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UInt32 diIndex, plDrawableSpans *destDraw )
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{
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plDISpanIndex spanList = destDraw->GetDISpans( diIndex );
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if( spanList.GetCount() != 1 )
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{
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hsAssert(false, "Don't know how to distribute this geometry over multiple spans");
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return false;
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}
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plGeometrySpan* span = destDraw->GetGeometrySpan(spanList[0]);
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if( (span->fNumVerts != vertCount)
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||(span->fNumIndices != numIndices) )
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{
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hsAssert(false, "Mismatched data coming in for a refill");
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return false;
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}
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IFillSpan( vertCount, positions, normals,
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uvws, uvwsPerVtx,
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origColors, fauxShade, multColor,
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numIndices, indices,
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material, localToWorld, blended,
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span );
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destDraw->RefreshDISpans( diIndex );
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return true;
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}
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//// GenerateDrawable ////////////////////////////////////////////////////////
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// Static function that creates a new drawable based on the vertex/index
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// data given.
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plDrawableSpans *plDrawableGenerator::GenerateDrawable( UInt32 vertCount, hsPoint3 *positions, hsVector3 *normals,
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hsPoint3 *uvws, UInt32 uvwsPerVtx,
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hsColorRGBA *origColors, hsBool fauxShade, const hsColorRGBA* multColor,
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UInt32 numIndices, UInt16 *indices,
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hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
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hsTArray<UInt32> *retIndex, plDrawableSpans *toAddTo )
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{
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plDrawableSpans *newDraw;
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hsTArray<plGeometrySpan *> spanArray;
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plGeometrySpan *span;
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// Set up props on the new drawable
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if( toAddTo != nil )
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newDraw = toAddTo;
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else
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{
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newDraw = TRACKED_NEW plDrawableSpans;
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// newDraw->SetNativeProperty( plDrawable::kPropVolatile, true );
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if( blended )
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{
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newDraw->SetRenderLevel(plRenderLevel(plRenderLevel::kBlendRendMajorLevel, plRenderLevel::kDefRendMinorLevel));
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newDraw->SetNativeProperty( plDrawable::kPropSortSpans | plDrawable::kPropSortFaces, true );
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}
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static int nameIdx = 0;
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char buff[256];
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sprintf(buff, "%s_%d", "GenDrawable", nameIdx++);
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hsgResMgr::ResMgr()->NewKey( buff, newDraw, plLocation::kGlobalFixedLoc );
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}
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// Create a temp plGeometrySpan
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spanArray.SetCount( 1 );
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span = spanArray[ 0 ] = TRACKED_NEW plGeometrySpan;
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IFillSpan( vertCount, positions, normals,
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uvws, uvwsPerVtx,
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origColors, fauxShade, multColor,
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numIndices, indices,
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material, localToWorld, blended,
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span );
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/// Now add the span to the new drawable, clear up the span's buffers and return!
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UInt32 trash = UInt32(-1);
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UInt32 idx = newDraw->AppendDISpans( spanArray, trash, false );
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if( retIndex != nil )
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retIndex->Append(idx);
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return newDraw;
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}
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//// GenerateSphericalDrawable ///////////////////////////////////////////////
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plDrawableSpans *plDrawableGenerator::GenerateSphericalDrawable( const hsPoint3& pos, hsScalar radius, hsGMaterial *material,
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const hsMatrix44 &localToWorld, hsBool blended,
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const hsColorRGBA* multColor,
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hsTArray<UInt32> *retIndex, plDrawableSpans *toAddTo,
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hsScalar qualityScalar )
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{
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hsTArray<hsPoint3> points;
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hsTArray<hsVector3> normals;
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hsTArray<UInt16> indices;
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hsTArray<hsColorRGBA> colors;
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hsPoint3 point;
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hsVector3 normal;
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int i, j, numDivisions, start;
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float angle, z, x, y, internRad;
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plDrawableSpans *drawable;
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numDivisions = (int)( radius * qualityScalar / 10.f );
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if( numDivisions < 5 )
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numDivisions = 5;
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else if( numDivisions > 30 )
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numDivisions = 30;
|
||
|
|
||
|
|
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/// Generate points
|
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for( i = 0; i <= numDivisions; i++ )
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{
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angle = (float)i * ( hsScalarPI ) / (float)numDivisions;
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hsFastMath::SinCosInRange( angle, internRad, z );
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internRad *= radius;
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|
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for( j = 0; j < numDivisions; j++ )
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{
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angle = (float)j * ( 2 * hsScalarPI ) / (float)numDivisions;
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hsFastMath::SinCosInRange( angle, x, y );
|
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|
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point.Set( pos.fX + x * internRad, pos.fY + y * internRad, pos.fZ + z * radius );
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normal.Set( x * internRad, y * internRad, z * radius );
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normal.Normalize();
|
||
|
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points.Append( point );
|
||
|
normals.Append( normal );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// Generate indices
|
||
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for( i = 0, start = 0; i < numDivisions; i++, start += numDivisions )
|
||
|
{
|
||
|
for( j = 0; j < numDivisions - 1; j++ )
|
||
|
{
|
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indices.Append( start + j );
|
||
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indices.Append( start + j + 1 );
|
||
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indices.Append( start + j + numDivisions + 1 );
|
||
|
|
||
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indices.Append( start + j );
|
||
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indices.Append( start + j + numDivisions + 1 );
|
||
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indices.Append( start + j + numDivisions );
|
||
|
}
|
||
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indices.Append( start + j );
|
||
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indices.Append( start );
|
||
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indices.Append( start + numDivisions );
|
||
|
|
||
|
indices.Append( start + j );
|
||
|
indices.Append( start + numDivisions );
|
||
|
indices.Append( start + j + numDivisions );
|
||
|
}
|
||
|
|
||
|
/// Create a drawable for it
|
||
|
drawable = plDrawableGenerator::GenerateDrawable( points.GetCount(), points.AcquireArray(), normals.AcquireArray(),
|
||
|
nil, 0,
|
||
|
nil, true, multColor,
|
||
|
indices.GetCount(), indices.AcquireArray(),
|
||
|
material, localToWorld, blended, retIndex, toAddTo );
|
||
|
|
||
|
return drawable;
|
||
|
}
|
||
|
|
||
|
//// GenerateBoxDrawable /////////////////////////////////////////////////////
|
||
|
|
||
|
plDrawableSpans *plDrawableGenerator::GenerateBoxDrawable( hsScalar width, hsScalar height, hsScalar depth,
|
||
|
hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
|
||
|
const hsColorRGBA* multColor,
|
||
|
hsTArray<UInt32> *retIndex, plDrawableSpans *toAddTo )
|
||
|
{
|
||
|
hsVector3 xVec, yVec, zVec;
|
||
|
hsPoint3 pt;
|
||
|
|
||
|
|
||
|
xVec.Set( width, 0, 0 );
|
||
|
yVec.Set( 0, height, 0 );
|
||
|
zVec.Set( 0, 0, depth );
|
||
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|
pt.Set( -width / 2.f, -height / 2.f, -depth / 2.f );
|
||
|
|
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|
return GenerateBoxDrawable( pt, xVec, yVec, zVec, material, localToWorld, blended, multColor, retIndex, toAddTo );
|
||
|
}
|
||
|
|
||
|
//// GenerateBoxDrawable /////////////////////////////////////////////////////
|
||
|
// Version that takes a corner and three vectors, for x, y and z edges.
|
||
|
|
||
|
#define CALC_NORMAL( nA, xVec, yVec, zVec ) { hsVector3 n = (xVec) + (yVec) + (zVec); n = -n; n.Normalize(); nA.Append( n ); }
|
||
|
|
||
|
plDrawableSpans *plDrawableGenerator::GenerateBoxDrawable( const hsPoint3 &corner, const hsVector3 &xVec, const hsVector3 &yVec, const hsVector3 &zVec,
|
||
|
hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
|
||
|
const hsColorRGBA* multColor,
|
||
|
hsTArray<UInt32> *retIndex, plDrawableSpans *toAddTo )
|
||
|
{
|
||
|
hsTArray<hsPoint3> points;
|
||
|
hsTArray<hsVector3> normals;
|
||
|
hsTArray<UInt16> indices;
|
||
|
hsTArray<hsColorRGBA> colors;
|
||
|
hsTArray<hsPoint3> uvws;
|
||
|
hsPoint3 point;
|
||
|
|
||
|
plDrawableSpans *drawable;
|
||
|
float mults[ 8 ][ 3 ] = { { -1, -1, -1 }, { 1, -1, -1 }, { 1, 1, -1 }, { -1, 1, -1 },
|
||
|
{ -1, -1, 1 }, { 1, -1, 1 }, { 1, 1, 1 }, { -1, 1, 1 } };
|
||
|
|
||
|
|
||
|
|
||
|
/// Generate points and normals
|
||
|
points.Expand( 8 );
|
||
|
normals.Expand( 8 );
|
||
|
|
||
|
point = corner; points.Append( point );
|
||
|
point += xVec; points.Append( point );
|
||
|
point += yVec; points.Append( point );
|
||
|
point = corner + yVec; points.Append( point );
|
||
|
point = corner + zVec; points.Append( point );
|
||
|
point += xVec; points.Append( point );
|
||
|
point += yVec; points.Append( point );
|
||
|
point = corner + zVec + yVec; points.Append( point );
|
||
|
|
||
|
CALC_NORMAL( normals, xVec, yVec, zVec );
|
||
|
CALC_NORMAL( normals, -xVec, yVec, zVec );
|
||
|
CALC_NORMAL( normals, -xVec, -yVec, zVec );
|
||
|
CALC_NORMAL( normals, xVec, -yVec, zVec );
|
||
|
CALC_NORMAL( normals, xVec, yVec, -zVec );
|
||
|
CALC_NORMAL( normals, -xVec, yVec, -zVec );
|
||
|
CALC_NORMAL( normals, -xVec, -yVec, -zVec );
|
||
|
CALC_NORMAL( normals, xVec, -yVec, -zVec );
|
||
|
|
||
|
uvws.Expand( 8 );
|
||
|
uvws.Append( hsPoint3( 0.f, 1.f, 0.f ) );
|
||
|
uvws.Append( hsPoint3( 1.f, 1.f, 0.f ) );
|
||
|
uvws.Append( hsPoint3( 1.f, 0.f, 0.f ) );
|
||
|
uvws.Append( hsPoint3( 0.f, 0.f, 0.f ) );
|
||
|
uvws.Append( hsPoint3( 1.f, 1.f, 0.f ) );
|
||
|
uvws.Append( hsPoint3( 1.f, 0.f, 0.f ) );
|
||
|
uvws.Append( hsPoint3( 0.f, 0.f, 0.f ) );
|
||
|
uvws.Append( hsPoint3( 0.f, 1.f, 0.f ) );
|
||
|
|
||
|
/// Generate indices
|
||
|
indices.Expand( 36 );
|
||
|
indices.Append( 0 ); indices.Append( 1 ); indices.Append( 2 );
|
||
|
indices.Append( 0 ); indices.Append( 2 ); indices.Append( 3 );
|
||
|
|
||
|
indices.Append( 1 ); indices.Append( 0 ); indices.Append( 4 );
|
||
|
indices.Append( 1 ); indices.Append( 4 ); indices.Append( 5 );
|
||
|
|
||
|
indices.Append( 2 ); indices.Append( 1 ); indices.Append( 5 );
|
||
|
indices.Append( 2 ); indices.Append( 5 ); indices.Append( 6 );
|
||
|
|
||
|
indices.Append( 3 ); indices.Append( 2 ); indices.Append( 6 );
|
||
|
indices.Append( 3 ); indices.Append( 6 ); indices.Append( 7 );
|
||
|
|
||
|
indices.Append( 0 ); indices.Append( 3 ); indices.Append( 7 );
|
||
|
indices.Append( 0 ); indices.Append( 7 ); indices.Append( 4 );
|
||
|
|
||
|
indices.Append( 7 ); indices.Append( 6 ); indices.Append( 5 );
|
||
|
indices.Append( 7 ); indices.Append( 5 ); indices.Append( 4 );
|
||
|
|
||
|
/// Create a drawable for it
|
||
|
drawable = plDrawableGenerator::GenerateDrawable( points.GetCount(), points.AcquireArray(), normals.AcquireArray(),
|
||
|
uvws.AcquireArray(), 1,
|
||
|
nil, true, multColor,
|
||
|
indices.GetCount(), indices.AcquireArray(),
|
||
|
material, localToWorld, blended, retIndex, toAddTo );
|
||
|
|
||
|
return drawable;
|
||
|
}
|
||
|
|
||
|
|
||
|
//// GenerateBoundsDrawable //////////////////////////////////////////////////
|
||
|
|
||
|
plDrawableSpans *plDrawableGenerator::GenerateBoundsDrawable( hsBounds3Ext *bounds,
|
||
|
hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
|
||
|
const hsColorRGBA* multColor,
|
||
|
hsTArray<UInt32> *retIndex, plDrawableSpans *toAddTo )
|
||
|
{
|
||
|
hsTArray<hsPoint3> points;
|
||
|
hsTArray<hsVector3> normals;
|
||
|
hsTArray<UInt16> indices;
|
||
|
hsTArray<hsColorRGBA> colors;
|
||
|
hsPoint3 point;
|
||
|
hsVector3 normal;
|
||
|
|
||
|
int i;
|
||
|
plDrawableSpans *drawable;
|
||
|
float mults[ 8 ][ 3 ] = { { -1, -1, -1 }, { 1, -1, -1 }, { 1, 1, -1 }, { -1, 1, -1 },
|
||
|
{ -1, -1, 1 }, { 1, -1, 1 }, { 1, 1, 1 }, { -1, 1, 1 } };
|
||
|
|
||
|
|
||
|
/// Generate points and normals
|
||
|
points.Expand( 8 );
|
||
|
normals.Expand( 8 );
|
||
|
hsPoint3 min = bounds->GetMins();
|
||
|
hsPoint3 max = bounds->GetMaxs();
|
||
|
|
||
|
for( i = 0; i < 8; i++ )
|
||
|
{
|
||
|
points.Append( hsPoint3( mults[ i ][ 0 ] > 0 ? max.fX : min.fX,
|
||
|
mults[ i ][ 1 ] > 0 ? max.fY : min.fY,
|
||
|
mults[ i ][ 2 ] > 0 ? max.fZ : min.fZ ) );
|
||
|
normals.Append( hsVector3( mults[ i ][ 0 ], mults[ i ][ 1 ], mults[ i ][ 2 ] ) );
|
||
|
}
|
||
|
|
||
|
/// Generate indices
|
||
|
indices.Expand( 36 );
|
||
|
indices.Append( 0 ); indices.Append( 1 ); indices.Append( 2 );
|
||
|
indices.Append( 0 ); indices.Append( 2 ); indices.Append( 3 );
|
||
|
|
||
|
indices.Append( 1 ); indices.Append( 0 ); indices.Append( 4 );
|
||
|
indices.Append( 1 ); indices.Append( 4 ); indices.Append( 5 );
|
||
|
|
||
|
indices.Append( 2 ); indices.Append( 1 ); indices.Append( 5 );
|
||
|
indices.Append( 2 ); indices.Append( 5 ); indices.Append( 6 );
|
||
|
|
||
|
indices.Append( 3 ); indices.Append( 2 ); indices.Append( 6 );
|
||
|
indices.Append( 3 ); indices.Append( 6 ); indices.Append( 7 );
|
||
|
|
||
|
indices.Append( 0 ); indices.Append( 3 ); indices.Append( 7 );
|
||
|
indices.Append( 0 ); indices.Append( 7 ); indices.Append( 4 );
|
||
|
|
||
|
indices.Append( 7 ); indices.Append( 6 ); indices.Append( 5 );
|
||
|
indices.Append( 7 ); indices.Append( 5 ); indices.Append( 4 );
|
||
|
|
||
|
/// Create a drawable for it
|
||
|
drawable = plDrawableGenerator::GenerateDrawable( points.GetCount(), points.AcquireArray(), normals.AcquireArray(),
|
||
|
nil, 0,
|
||
|
nil, true, multColor,
|
||
|
indices.GetCount(), indices.AcquireArray(),
|
||
|
material, localToWorld, blended, retIndex, toAddTo );
|
||
|
|
||
|
return drawable;
|
||
|
}
|
||
|
|
||
|
//// GenerateConicalDrawable /////////////////////////////////////////////////
|
||
|
|
||
|
plDrawableSpans *plDrawableGenerator::GenerateConicalDrawable( hsScalar radius, hsScalar height, hsGMaterial *material,
|
||
|
const hsMatrix44 &localToWorld, hsBool blended,
|
||
|
const hsColorRGBA* multColor,
|
||
|
hsTArray<UInt32> *retIndex, plDrawableSpans *toAddTo )
|
||
|
{
|
||
|
hsVector3 direction;
|
||
|
|
||
|
|
||
|
direction.Set( 0, 0, height );
|
||
|
|
||
|
return GenerateConicalDrawable( hsPoint3( 0, 0, 0 ), direction, radius, material, localToWorld, blended,
|
||
|
multColor, retIndex, toAddTo );
|
||
|
}
|
||
|
|
||
|
|
||
|
//// GenerateConicalDrawable /////////////////////////////////////////////////
|
||
|
|
||
|
plDrawableSpans *plDrawableGenerator::GenerateConicalDrawable( hsPoint3 &apex, hsVector3 &direction, hsScalar radius, hsGMaterial *material,
|
||
|
const hsMatrix44 &localToWorld, hsBool blended,
|
||
|
const hsColorRGBA* multColor,
|
||
|
hsTArray<UInt32> *retIndex, plDrawableSpans *toAddTo )
|
||
|
{
|
||
|
hsTArray<hsPoint3> points;
|
||
|
hsTArray<hsVector3> normals;
|
||
|
hsTArray<UInt16> indices;
|
||
|
hsTArray<hsColorRGBA> colors;
|
||
|
hsPoint3 point;
|
||
|
hsVector3 normal;
|
||
|
|
||
|
int i, numDivisions;
|
||
|
float angle, x, y;
|
||
|
plDrawableSpans *drawable;
|
||
|
|
||
|
|
||
|
numDivisions = (int)( radius / 4.f );
|
||
|
if( numDivisions < 6 )
|
||
|
numDivisions = 6;
|
||
|
else if( numDivisions > 20 )
|
||
|
numDivisions = 20;
|
||
|
|
||
|
|
||
|
/// First, we need a few more vectors--specifically, the x and y vectors for the cone's base
|
||
|
hsPoint3 baseCenter = apex + direction;
|
||
|
hsVector3 xVec, yVec;
|
||
|
|
||
|
xVec.Set( 1, 0, 0 );
|
||
|
yVec = xVec % direction;
|
||
|
if( yVec.MagnitudeSquared() == 0 )
|
||
|
{
|
||
|
xVec.Set( 0, 1, 0 );
|
||
|
yVec = xVec % direction;
|
||
|
hsAssert( yVec.MagnitudeSquared() != 0, "Weird funkiness when doing this!!!" );
|
||
|
}
|
||
|
|
||
|
xVec = yVec % direction;
|
||
|
xVec.Normalize();
|
||
|
yVec.Normalize();
|
||
|
|
||
|
/// Now generate points based on those
|
||
|
points.Expand( numDivisions + 2 );
|
||
|
normals.Expand( numDivisions + 2 );
|
||
|
|
||
|
points.Append( apex );
|
||
|
normals.Append( -direction );
|
||
|
for( i = 0; i < numDivisions; i++ )
|
||
|
{
|
||
|
angle = (float)i * ( hsScalarPI * 2.f ) / (float)numDivisions;
|
||
|
hsFastMath::SinCosInRange( angle, x, y );
|
||
|
|
||
|
points.Append( baseCenter + ( xVec * x * radius ) + ( yVec * y * radius ) );
|
||
|
normals.Append( ( xVec * x ) + ( yVec * y ) );
|
||
|
}
|
||
|
|
||
|
/// Generate indices
|
||
|
indices.Expand( ( numDivisions + 1 + numDivisions - 2 ) * 3 );
|
||
|
for( i = 0; i < numDivisions - 1; i++ )
|
||
|
{
|
||
|
indices.Append( 0 );
|
||
|
indices.Append( i + 2 );
|
||
|
indices.Append( i + 1 );
|
||
|
}
|
||
|
indices.Append( 0 );
|
||
|
indices.Append( 1 );
|
||
|
indices.Append( numDivisions );
|
||
|
// Bottom cap
|
||
|
for( i = 3; i < numDivisions + 1; i++ )
|
||
|
{
|
||
|
indices.Append( i - 1 );
|
||
|
indices.Append( i );
|
||
|
indices.Append( 1 );
|
||
|
}
|
||
|
|
||
|
/// Create a drawable for it
|
||
|
drawable = plDrawableGenerator::GenerateDrawable( points.GetCount(), points.AcquireArray(), normals.AcquireArray(),
|
||
|
nil, 0,
|
||
|
nil, true, multColor,
|
||
|
indices.GetCount(), indices.AcquireArray(),
|
||
|
material, localToWorld, blended, retIndex, toAddTo );
|
||
|
|
||
|
return drawable;
|
||
|
}
|
||
|
|
||
|
//// GenerateAxesDrawable ////////////////////////////////////////////////////
|
||
|
|
||
|
plDrawableSpans *plDrawableGenerator::GenerateAxesDrawable( hsGMaterial *material,
|
||
|
const hsMatrix44 &localToWorld, hsBool blended,
|
||
|
const hsColorRGBA* multColor,
|
||
|
hsTArray<UInt32> *retIndex, plDrawableSpans *toAddTo )
|
||
|
{
|
||
|
hsTArray<hsPoint3> points;
|
||
|
hsTArray<hsVector3> normals;
|
||
|
hsTArray<hsColorRGBA> colors;
|
||
|
hsTArray<UInt16> indices;
|
||
|
|
||
|
int i;
|
||
|
float size = 15;
|
||
|
plDrawableSpans *drawable;
|
||
|
|
||
|
|
||
|
/// Generate points
|
||
|
points.SetCount( 6 * 3 );
|
||
|
normals.SetCount( 6 * 3 );
|
||
|
colors.SetCount( 6 * 3 );
|
||
|
|
||
|
points[ 0 ].Set( 0, 0, 0 );
|
||
|
points[ 1 ].Set( size, -size * 0.1f, 0 );
|
||
|
points[ 2 ].Set( size, -size * 0.3f, 0 );
|
||
|
points[ 3 ].Set( size * 1.3f, 0, 0 );
|
||
|
points[ 4 ].Set( size, size * 0.3f, 0 );
|
||
|
points[ 5 ].Set( size, size * 0.1f, 0 );
|
||
|
for( i = 0; i < 6; i++ )
|
||
|
{
|
||
|
points[ i + 6 ].fX = - points[ i ].fY;
|
||
|
points[ i + 6 ].fY = points[ i ].fX;
|
||
|
points[ i + 6 ].fZ = 0;
|
||
|
|
||
|
points[ i + 12 ].fX = points[ i ].fY;
|
||
|
points[ i + 12 ].fZ = points[ i ].fX;
|
||
|
points[ i + 12 ].fY = 0;
|
||
|
|
||
|
colors[ i ].Set( 1, 0, 0, 1 );
|
||
|
colors[ i + 6 ].Set( 0, 1, 0, 1 );
|
||
|
colors[ i + 12 ].Set( 0, 0, 1, 1 );
|
||
|
|
||
|
if( multColor )
|
||
|
colors[ i ] *= *multColor;
|
||
|
}
|
||
|
|
||
|
/// Generate indices
|
||
|
indices.SetCount( 6 * 3 );
|
||
|
for( i = 0; i < 18; i += 6 )
|
||
|
{
|
||
|
indices[ i ] = i + 0;
|
||
|
indices[ i + 1 ] = i + 1;
|
||
|
indices[ i + 2 ] = i + 5;
|
||
|
indices[ i + 3 ] = i + 2;
|
||
|
indices[ i + 4 ] = i + 3;
|
||
|
indices[ i + 5 ] = i + 4;
|
||
|
}
|
||
|
|
||
|
/// Create a drawable for it
|
||
|
drawable = plDrawableGenerator::GenerateDrawable( points.GetCount(), points.AcquireArray(), normals.AcquireArray(),
|
||
|
nil, 0,
|
||
|
nil, true, multColor,
|
||
|
indices.GetCount(), indices.AcquireArray(),
|
||
|
material, localToWorld, blended, retIndex, toAddTo );
|
||
|
|
||
|
return drawable;
|
||
|
}
|
||
|
|
||
|
//// GeneratePlanarDrawable //////////////////////////////////////////////////
|
||
|
// Version that takes a corner and two vectors, for x and y edges.
|
||
|
|
||
|
#define CALC_PNORMAL( nA, xVec, yVec ) { hsVector3 n = (xVec) % (yVec); n.Normalize(); nA.Append( n ); }
|
||
|
|
||
|
plDrawableSpans *plDrawableGenerator::GeneratePlanarDrawable( const hsPoint3 &corner, const hsVector3 &xVec, const hsVector3 &yVec,
|
||
|
hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
|
||
|
const hsColorRGBA* multColor,
|
||
|
hsTArray<UInt32> *retIndex, plDrawableSpans *toAddTo )
|
||
|
{
|
||
|
hsTArray<hsPoint3> points;
|
||
|
hsTArray<hsVector3> normals;
|
||
|
hsTArray<UInt16> indices;
|
||
|
hsTArray<hsColorRGBA> colors;
|
||
|
hsTArray<hsPoint3> uvws;
|
||
|
hsPoint3 point;
|
||
|
|
||
|
plDrawableSpans *drawable;
|
||
|
|
||
|
|
||
|
/// Generate points and normals
|
||
|
points.Expand( 4 );
|
||
|
normals.Expand( 4 );
|
||
|
|
||
|
point = corner; points.Append( point );
|
||
|
point += xVec; points.Append( point );
|
||
|
point += yVec; points.Append( point );
|
||
|
point = corner + yVec; points.Append( point );
|
||
|
|
||
|
CALC_PNORMAL( normals, xVec, yVec );
|
||
|
CALC_PNORMAL( normals, xVec, yVec );
|
||
|
CALC_PNORMAL( normals, xVec, yVec );
|
||
|
CALC_PNORMAL( normals, xVec, yVec );
|
||
|
|
||
|
uvws.Expand( 4 );
|
||
|
uvws.Append( hsPoint3( 0.f, 1.f, 0.f ) );
|
||
|
uvws.Append( hsPoint3( 1.f, 1.f, 0.f ) );
|
||
|
uvws.Append( hsPoint3( 1.f, 0.f, 0.f ) );
|
||
|
uvws.Append( hsPoint3( 0.f, 0.f, 0.f ) );
|
||
|
|
||
|
/// Generate indices
|
||
|
indices.Expand( 6 );
|
||
|
indices.Append( 0 ); indices.Append( 1 ); indices.Append( 2 );
|
||
|
indices.Append( 0 ); indices.Append( 2 ); indices.Append( 3 );
|
||
|
|
||
|
/// Create a drawable for it
|
||
|
drawable = plDrawableGenerator::GenerateDrawable( points.GetCount(), points.AcquireArray(), normals.AcquireArray(),
|
||
|
uvws.AcquireArray(), 1,
|
||
|
nil, true, multColor,
|
||
|
indices.GetCount(), indices.AcquireArray(),
|
||
|
material, localToWorld, blended, retIndex, toAddTo );
|
||
|
|
||
|
return drawable;
|
||
|
}
|
||
|
|
||
|
|