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212 lines
5.8 KiB
212 lines
5.8 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 "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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