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286 lines
7.9 KiB
286 lines
7.9 KiB
/*==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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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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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 "plAvMeshSmooth.h" |
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#include "plGeometrySpan.h" |
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#include "plAccessGeometry.h" |
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#include "plAccessTriSpan.h" |
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#include "hsFastMath.h" |
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class EdgeBin |
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{ |
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public: |
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UInt16 fVtx; |
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UInt16 fCount; |
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EdgeBin() : fVtx(0), fCount(0) {} |
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}; |
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void plAvMeshSmooth::FindEdges(UInt32 maxVtxIdx, UInt32 nTris, UInt16* idxList, hsTArray<UInt16>& edgeVerts) |
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{ |
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hsTArray<EdgeBin>* bins = TRACKED_NEW hsTArray<EdgeBin>[maxVtxIdx+1]; |
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hsBitVector edgeVertBits; |
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// For each vert pair (edge) in idxList |
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int i; |
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for( i = 0; i < nTris; i++ ) |
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{ |
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int j; |
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for( j = 0; j < 3; j++ ) |
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{ |
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int jPlus = j < 2 ? j+1 : 0; |
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int idx0 = idxList[i*3 + j]; |
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int idx1 = idxList[i*3 + jPlus]; |
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int lo, hi; |
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// Look in the LUT for the lower index. |
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if( idx0 < idx1 ) |
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{ |
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lo = idx0; |
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hi = idx1; |
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} |
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else |
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{ |
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lo = idx1; |
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hi = idx0; |
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} |
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hsTArray<EdgeBin>& loBin = bins[lo]; |
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// In that bucket, look for the higher index. |
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int k; |
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for( k = 0; k < loBin.GetCount(); k++ ) |
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{ |
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if( loBin[k].fVtx == hi ) |
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break; |
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} |
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// If we find it, increment it's count, |
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// else add it. |
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if( k < loBin.GetCount() ) |
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{ |
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loBin[k].fCount++; |
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} |
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else |
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{ |
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EdgeBin* b = loBin.Push(); |
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b->fVtx = hi; |
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b->fCount = 1; |
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} |
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} |
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} |
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// For each bucket in the LUT, |
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for( i = 0; i < maxVtxIdx+1; i++ ) |
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{ |
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hsTArray<EdgeBin>& loBin = bins[i]; |
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// For each higher index |
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int j; |
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for( j = 0; j < loBin.GetCount(); j++ ) |
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{ |
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// If the count is one, it's an edge, so set the edge bit for both indices (hi and lo) |
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if( 1 == loBin[j].fCount ) |
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{ |
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edgeVertBits.SetBit(i); |
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edgeVertBits.SetBit(loBin[j].fVtx); |
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} |
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} |
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} |
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// Now translate the bitvector to a list of indices. |
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for( i = 0; i < maxVtxIdx+1; i++ ) |
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{ |
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if( edgeVertBits.IsBitSet(i) ) |
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edgeVerts.Append(i); |
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} |
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delete [] bins; |
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} |
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void plAvMeshSmooth::FindEdges(hsTArray<XfmSpan>& spans, hsTArray<UInt16>* edgeVerts) |
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{ |
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int i; |
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for( i = 0; i < spans.GetCount(); i++ ) |
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{ |
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fAccGeom.AccessSpanFromGeometrySpan(spans[i].fAccSpan, spans[i].fSpan); |
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if( !spans[i].fAccSpan.HasAccessTri() ) |
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continue; |
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plAccessTriSpan& triSpan = spans[i].fAccSpan.AccessTri(); |
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UInt32 nTris = triSpan.TriCount(); |
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UInt16* idxList = triSpan.fTris; |
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UInt32 maxVertIdx = triSpan.VertCount()-1; |
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FindEdges(maxVertIdx, nTris, idxList, edgeVerts[i]); |
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} |
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} |
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// A little note about why we need to pass in so much to do this. |
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// If the input geometryspans were in local space (ForceLocal), then |
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// all we would need to do is ignore any transforms they might have, |
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// and life is grand. |
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// But for reasons I don't pretend to understand, we can't do that, so |
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// here, to smooth the delta meshes, we transform both them and the base "snap-to" |
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// meshes into their respective local spaces, and then look for matches. This works |
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// because the base and delta meshes are constrained, not to be coincident in world space, |
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// but to be coincident in the local space relative to Max pivot. |
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// The funny painful thing is that later, when we go to use these smoothed delta meshes, |
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// again we need to coerce them into a neutral space. At that time, we'll use the |
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// morph target mesh's local space. Whatever. |
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void plAvMeshSmooth::Smooth(hsTArray<XfmSpan>& srcSpans, hsTArray<XfmSpan>& dstSpans) |
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{ |
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hsTArray<UInt16>* dstEdgeVerts = TRACKED_NEW hsTArray<UInt16>[dstSpans.GetCount()]; |
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FindEdges(dstSpans, dstEdgeVerts); |
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hsTArray<UInt16>* srcEdgeVerts = TRACKED_NEW hsTArray<UInt16>[srcSpans.GetCount()]; |
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FindEdges(srcSpans, srcEdgeVerts); |
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int i; |
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for( i = 0; i < dstSpans.GetCount(); i++ ) |
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{ |
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plAccessTriSpan& dstTriSpan = dstSpans[i].fAccSpan.AccessTri(); |
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int j; |
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for( j = 0; j < dstEdgeVerts[i].GetCount(); j++ ) |
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{ |
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hsPoint3 dstPos = IPositionToNeutral(dstSpans[i], dstEdgeVerts[i][j]); |
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hsVector3 dstNorm = INormalToNeutral(dstSpans[i], dstEdgeVerts[i][j]); |
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hsColorRGBA dstDiff; |
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if( dstTriSpan.HasDiffuse() ) |
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dstDiff = dstTriSpan.DiffuseRGBA(dstEdgeVerts[i][j]); |
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else |
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dstDiff.Set(1.f, 1.f, 1.f, 1.f); |
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hsScalar maxDot = fMinNormDot; |
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hsPoint3 smoothPos = dstPos; |
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hsVector3 smoothNorm = dstNorm; |
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hsColorRGBA smoothDiff = dstDiff; |
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int k; |
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for( k = 0; k < srcSpans.GetCount(); k++ ) |
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{ |
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int m; |
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for( m = 0; m < srcEdgeVerts[k].GetCount(); m++ ) |
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{ |
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hsPoint3 srcPos = IPositionToNeutral(srcSpans[k], srcEdgeVerts[k][m]); |
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hsVector3 srcNorm = INormalToNeutral(srcSpans[k], srcEdgeVerts[k][m]); |
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hsScalar dist = hsVector3(&dstPos, &srcPos).MagnitudeSquared(); |
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if( dist <= fDistTolSq ) |
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{ |
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smoothPos = srcPos; |
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hsScalar currDot = srcNorm.InnerProduct(dstNorm); |
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if( currDot > maxDot ) |
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{ |
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maxDot = currDot; |
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smoothNorm = srcNorm; |
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if( srcSpans[k].fAccSpan.AccessTri().HasDiffuse() ) |
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smoothDiff = srcSpans[k].fAccSpan.AccessTri().DiffuseRGBA(srcEdgeVerts[k][m]); |
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else |
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smoothDiff = dstDiff; |
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} |
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} |
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} |
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} |
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if( fFlags & kSmoothPos ) |
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dstTriSpan.Position(dstEdgeVerts[i][j]) = IPositionToSpan(dstSpans[i], smoothPos); |
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if( fFlags & kSmoothNorm ) |
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dstTriSpan.Normal(dstEdgeVerts[i][j]) = INormalToSpan(dstSpans[i], smoothNorm); |
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if( (fFlags & kSmoothDiffuse) && dstTriSpan.HasDiffuse() ) |
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dstTriSpan.Diffuse32(dstEdgeVerts[i][j]) = smoothDiff.ToARGB32(); |
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} |
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} |
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delete [] srcEdgeVerts; |
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delete [] dstEdgeVerts; |
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} |
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hsPoint3 plAvMeshSmooth::IPositionToNeutral(XfmSpan& span, int i) const |
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{ |
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return span.fSpanToNeutral * span.fAccSpan.AccessTri().Position(i); |
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} |
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hsVector3 plAvMeshSmooth::INormalToNeutral(XfmSpan& span, int i) const |
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{ |
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hsVector3 ret = span.fNormSpanToNeutral * span.fAccSpan.AccessTri().Normal(i); |
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hsFastMath::Normalize(ret); |
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return ret; |
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} |
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hsPoint3 plAvMeshSmooth::IPositionToSpan(XfmSpan& span, const hsPoint3& wPos) const |
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{ |
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return span.fNeutralToSpan * wPos; |
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} |
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hsVector3 plAvMeshSmooth::INormalToSpan(XfmSpan& span, const hsVector3& wNorm) const |
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{ |
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hsVector3 ret = span.fNormNeutralToSpan * wNorm; |
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hsFastMath::Normalize(ret); |
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return ret; |
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} |
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void plAvMeshSmooth::SetAngle(hsScalar degs) |
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{ |
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fMinNormDot = hsCosine(hsScalarDegToRad(degs)); |
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} |
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hsScalar plAvMeshSmooth::GetAngle() const |
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{ |
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return hsScalarRadToDeg(hsACosine(fMinNormDot)); |
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} |
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void plAvMeshSmooth::SetDistTol(hsScalar dist) |
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{ |
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fDistTolSq = dist * dist; |
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} |
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hsScalar plAvMeshSmooth::GetDistTol() const |
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{ |
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return hsSquareRoot(fDistTolSq); |
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} |