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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/>.
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==*/
//////////////////////////////////////////////////////////////////////////////
// //
// plDrawableGenerator Class Functions //
// //
//// Version History /////////////////////////////////////////////////////////
// //
// 5.15.2001 mcn - Created. //
// //
//////////////////////////////////////////////////////////////////////////////
#include "hsTypes.h"
#include "plDrawableGenerator.h"
#include "plDrawableSpans.h"
#include "plGeometrySpan.h"
#include "hsFastMath.h"
#include "plRenderLevel.h"
#include "hsResMgr.h"
#include "../pnKeyedObject/plUoid.h"
// Making light white and dark black by default, because this is really
// redundant. The handling of what color unlit and fully lit map to is
// encapsulated in the material used to draw the mesh. The caller
// wants illumination values, and can handle on screen contrast
// through the material. mf
hsColorRGBA plDrawableGenerator::fLiteColor = { 1, 1, 1, 1 };
hsColorRGBA plDrawableGenerator::fDarkColor = { 0.0, 0.0, 0.0, 1 };
//// SetFauxLightColors //////////////////////////////////////////////////////
// Set the colors for the foux lighting on generated drawables
void plDrawableGenerator::SetFauxLightColors( hsColorRGBA &lite, hsColorRGBA &dark )
{
fLiteColor = lite;
fDarkColor = dark;
}
//// IQuickShadeVerts ////////////////////////////////////////////////////////
// Quickly shades vertices based on a fake directional light. Good for doing
// faux shadings on proxy objects.
void plDrawableGenerator::IQuickShadeVerts( UInt32 count, hsVector3 *normals, hsColorRGBA *colors, hsColorRGBA* origColors, const hsColorRGBA* multColor )
{
hsVector3 lightDir;
float scale;
lightDir.Set( 1, 1, 1 );
lightDir.Normalize();
while( count-- )
{
scale = ( normals[ count ] * lightDir );
// pretend there are two opposing directional lights, but the
// one pointing downish is a little stronger.
const hsScalar kReverseLight = -0.8f;
if( scale < 0 )
scale = kReverseLight * scale;
colors[ count ] = fLiteColor * scale + fDarkColor * ( 1.f - scale );
if( origColors )
colors[ count ] *= origColors[ count ];
if( multColor )
colors[ count ] *= *multColor;
}
}
void plDrawableGenerator::IFillSpan( UInt32 vertCount, hsPoint3 *positions, hsVector3 *normals,
hsPoint3 *uvws, UInt32 uvwsPerVtx,
hsColorRGBA *origColors, hsBool fauxShade, const hsColorRGBA* multColor,
UInt32 numIndices, UInt16 *indices,
hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
plGeometrySpan* span )
{
hsTArray<hsVector3> myNormals;
/// Calculate normals if we don't have them
if( normals == nil )
{
int i;
hsVector3 normal, v1, v2;
myNormals.SetCount( vertCount );
for( i = 0; i < vertCount; i++ )
myNormals[ i ].Set( 0, 0, 0 );
for( i = 0; i < numIndices; i += 3 )
{
v1.Set( &positions[ indices[ i + 1 ] ], &positions[ indices[ i ] ] );
v2.Set( &positions[ indices[ i + 2 ] ], &positions[ indices[ i ] ] );
normal = v1 % v2;
myNormals[ indices[ i ] ] += normal;
myNormals[ indices[ i + 1 ] ] += normal;
myNormals[ indices[ i + 2 ] ] += normal;
}
for( i = 0; i < vertCount; i++ )
myNormals[ i ].Normalize();
normals = myNormals.AcquireArray();
}
if( uvws == nil )
uvwsPerVtx = 0;
span->BeginCreate( material, localToWorld, plGeometrySpan::UVCountToFormat( (UInt8)uvwsPerVtx ) );
if( !origColors && !fauxShade )
span->AddVertexArray( vertCount, positions, normals, nil, uvws, uvwsPerVtx );
else
{
hsTArray<hsColorRGBA> colArray;
hsColorRGBA* colors;
if( fauxShade )
{
colArray.SetCount(vertCount);
IQuickShadeVerts( vertCount, normals, colArray.AcquireArray(), origColors, multColor );
colors = colArray.AcquireArray();
}
else // just use the origColors
{
colors = origColors;
}
hsTArray<UInt32> tempColors;
int i;
UInt8 a, r, g, b;
tempColors.SetCount( vertCount );
for( i = 0; i < vertCount; i++ )
{
hsColorRGBA *color = &colors[ i ];
a = (UInt8)( color->a >= 1 ? 255 : color->a <= 0 ? 0 : color->a * 255.0 );
r = (UInt8)( color->r >= 1 ? 255 : color->r <= 0 ? 0 : color->r * 255.0 );
g = (UInt8)( color->g >= 1 ? 255 : color->g <= 0 ? 0 : color->g * 255.0 );
b = (UInt8)( color->b >= 1 ? 255 : color->b <= 0 ? 0 : color->b * 255.0 );
tempColors[ i ] = ( a << 24 ) | ( r << 16 ) | ( g << 8 ) | ( b );
}
span->AddVertexArray( vertCount, positions, normals, tempColors.AcquireArray(), uvws, uvwsPerVtx );
}
span->AddIndexArray( numIndices, indices );
span->EndCreate();
}
//// RegenerateDrawable ////////////////////////////////////////////////////////
// Static function that refills an existing drawable based on the vertex/index
// data given. That data had better match the data the drawable was first filled
// with (i.e. vertex/index count
hsBool plDrawableGenerator::RegenerateDrawable( UInt32 vertCount, hsPoint3 *positions, hsVector3 *normals,
hsPoint3 *uvws, UInt32 uvwsPerVtx,
hsColorRGBA *origColors, hsBool fauxShade, const hsColorRGBA* multColor,
UInt32 numIndices, UInt16 *indices,
hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
UInt32 diIndex, plDrawableSpans *destDraw )
{
plDISpanIndex spanList = destDraw->GetDISpans( diIndex );
if( spanList.GetCount() != 1 )
{
hsAssert(false, "Don't know how to distribute this geometry over multiple spans");
return false;
}
plGeometrySpan* span = destDraw->GetGeometrySpan(spanList[0]);
if( (span->fNumVerts != vertCount)
||(span->fNumIndices != numIndices) )
{
hsAssert(false, "Mismatched data coming in for a refill");
return false;
}
IFillSpan( vertCount, positions, normals,
uvws, uvwsPerVtx,
origColors, fauxShade, multColor,
numIndices, indices,
material, localToWorld, blended,
span );
destDraw->RefreshDISpans( diIndex );
return true;
}
//// GenerateDrawable ////////////////////////////////////////////////////////
// Static function that creates a new drawable based on the vertex/index
// data given.
plDrawableSpans *plDrawableGenerator::GenerateDrawable( UInt32 vertCount, hsPoint3 *positions, hsVector3 *normals,
hsPoint3 *uvws, UInt32 uvwsPerVtx,
hsColorRGBA *origColors, hsBool fauxShade, const hsColorRGBA* multColor,
UInt32 numIndices, UInt16 *indices,
hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
hsTArray<UInt32> *retIndex, plDrawableSpans *toAddTo )
{
plDrawableSpans *newDraw;
hsTArray<plGeometrySpan *> spanArray;
plGeometrySpan *span;
// Set up props on the new drawable
if( toAddTo != nil )
newDraw = toAddTo;
else
{
newDraw = TRACKED_NEW plDrawableSpans;
// newDraw->SetNativeProperty( plDrawable::kPropVolatile, true );
if( blended )
{
newDraw->SetRenderLevel(plRenderLevel(plRenderLevel::kBlendRendMajorLevel, plRenderLevel::kDefRendMinorLevel));
newDraw->SetNativeProperty( plDrawable::kPropSortSpans | plDrawable::kPropSortFaces, true );
}
static int nameIdx = 0;
char buff[256];
sprintf(buff, "%s_%d", "GenDrawable", nameIdx++);
hsgResMgr::ResMgr()->NewKey( buff, newDraw, plLocation::kGlobalFixedLoc );
}
// Create a temp plGeometrySpan
spanArray.SetCount( 1 );
span = spanArray[ 0 ] = TRACKED_NEW plGeometrySpan;
IFillSpan( vertCount, positions, normals,
uvws, uvwsPerVtx,
origColors, fauxShade, multColor,
numIndices, indices,
material, localToWorld, blended,
span );
/// Now add the span to the new drawable, clear up the span's buffers and return!
UInt32 trash = UInt32(-1);
UInt32 idx = newDraw->AppendDISpans( spanArray, trash, false );
if( retIndex != nil )
retIndex->Append(idx);
return newDraw;
}
//// GenerateSphericalDrawable ///////////////////////////////////////////////
plDrawableSpans *plDrawableGenerator::GenerateSphericalDrawable( const hsPoint3& pos, hsScalar radius, hsGMaterial *material,
const hsMatrix44 &localToWorld, hsBool blended,
const hsColorRGBA* multColor,
hsTArray<UInt32> *retIndex, plDrawableSpans *toAddTo,
hsScalar qualityScalar )
{
hsTArray<hsPoint3> points;
hsTArray<hsVector3> normals;
hsTArray<UInt16> indices;
hsTArray<hsColorRGBA> colors;
hsPoint3 point;
hsVector3 normal;
int i, j, numDivisions, start;
float angle, z, x, y, internRad;
plDrawableSpans *drawable;
numDivisions = (int)( radius * qualityScalar / 10.f );
if( numDivisions < 5 )
numDivisions = 5;
else if( numDivisions > 30 )
numDivisions = 30;
/// Generate points
for( i = 0; i <= numDivisions; i++ )
{
angle = (float)i * ( hsScalarPI ) / (float)numDivisions;
hsFastMath::SinCosInRange( angle, internRad, z );
internRad *= radius;
for( j = 0; j < numDivisions; j++ )
{
angle = (float)j * ( 2 * hsScalarPI ) / (float)numDivisions;
hsFastMath::SinCosInRange( angle, x, y );
point.Set( pos.fX + x * internRad, pos.fY + y * internRad, pos.fZ + z * radius );
normal.Set( x * internRad, y * internRad, z * radius );
normal.Normalize();
points.Append( point );
normals.Append( normal );
}
}
/// Generate indices
for( i = 0, start = 0; i < numDivisions; i++, start += numDivisions )
{
for( j = 0; j < numDivisions - 1; j++ )
{
indices.Append( start + j );
indices.Append( start + j + 1 );
indices.Append( start + j + numDivisions + 1 );
indices.Append( start + j );
indices.Append( start + j + numDivisions + 1 );
indices.Append( start + j + numDivisions );
}
indices.Append( start + j );
indices.Append( start );
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 );
pt.Set( -width / 2.f, -height / 2.f, -depth / 2.f );
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;
}