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421 lines
14 KiB
421 lines
14 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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#ifndef plDistributor_inc |
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#define plDistributor_inc |
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#include "../plMath/plRandom.h" |
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#include "plDistTree.h" |
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class INode; |
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class Mesh; |
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class TriObject; |
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class BitmapTex; |
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class plLayerTex; |
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class plExportProgressBar; |
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class plMaxNode; |
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class plDistTree; |
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// To Use: |
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// |
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// First you must set the interface |
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// Second, you must set the node(s) to be replicated. |
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// If multiple replicants, they will be randomly selected at each plant site. |
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// Set the spacing. Default is 10 or so, but shouldn't be counted on. |
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// Set the spacing range. Set it to less than half the spacing to prevent |
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// replicants piling up on each other. |
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// Rather than increasing the spacing range (which causes pileup), you can increase |
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// the randomness of placement with the overall probability factor. Reducing it |
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// means fewer grid points will be used, so placement seems more random |
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// |
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// Options: |
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// PolarRange - defines the cone about the surface normal to randomly fill for up direction |
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// PolarBunch - defines tendency to bunch around the center of PolarRange cone, |
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// with zero being uniform distribution, and one being all on cone axis. |
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// AlignmentVector - defines a world space preferred up orientation. |
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// AlignmentWeight - blend factor between random normal (from polar stuff) and |
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// above AlignmentVector. |
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// ScaleRange - defines range of non-uniform scale to apply to each replicant. |
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// ProbabilityTexmap - A BitmapTex which maps the probability of an instance |
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// taking root at any point on the surface. Various interpretations of the |
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// map available (see ProbabilityChan). If the surface mesh doesn't have |
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// the appropriate uvw mapping for the map, the map will be ignored. |
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// ProbabilityChan - defines interpretation of texel value from ProbTexmap |
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// into a probability. ColorChan enum types are pretty self-explanatory. |
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// In all cases, a higher texel channel value means more likely of a |
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// replicant taking root there. |
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// |
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// Finally, call Distrubute() with a node containing a surface to be populated. |
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// |
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// Modifying. Were actually creating the new node instances, but then we just |
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// want to re-pack them into clusters anyway. So all we really need is to |
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// know which template (fRepNodes) and what transform to use for it. We can |
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// use that to make our clusters, without bogging Max down with adding and |
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// deleting a gazillion INodes. |
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class plDistribInstance |
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{ |
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public: |
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INode* fNode; |
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Matrix3 fNodeTM; |
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Matrix3 fObjectTM; |
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INode* fBone; |
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BOOL fRigid; |
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Box3 fFade; |
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Point3 fFlex; |
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Mesh* fMesh; |
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}; |
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class plDistribInstTab : public Tab<plDistribInstance> |
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{ |
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}; |
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class plMeshCache |
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{ |
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public: |
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Mesh* fMesh; |
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Point3 fFlex; |
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plMeshCache() {} |
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}; |
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class plMeshCacheTab : public Tab<plMeshCache> |
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{ |
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}; |
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class plDistributor |
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{ |
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public: |
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enum ColorChan |
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{ |
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kRed = 0x1, |
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kGreen = 0x2, |
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kBlue = 0x4, |
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kAlpha = 0x8, |
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kAverageRedGreen = kRed | kGreen, |
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kAverageRedGreenTimesAlpha = kRed | kGreen | kAlpha, |
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kAverage = kRed | kGreen | kBlue, |
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kAverageTimesAlpha = kAverage | kAlpha, |
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kMax = 0x100, |
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kMaxColor = kMax | kRed | kGreen | kBlue, |
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kMaxColorTimesAlpha = kMaxColor | kAlpha, |
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kMaxRedGreen = kMax | kRed | kGreen, |
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kMaxRedGreenTimesAlpha = kMaxRedGreen | kAlpha |
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}; |
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enum |
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{ |
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kLockNone = 0x0, |
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kLockX = 0x1, |
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kLockY = 0x2, |
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kLockZ = 0x4 |
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}; |
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enum |
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{ |
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kWgtMapChan = 66, |
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kNormMapChan = 67 |
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}; |
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enum IsoType |
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{ |
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kIsoNone, |
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kIsoLow, |
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kIsoMedium, |
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kIsoHigh, |
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kIsoMax = kIsoHigh |
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}; |
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enum ConformType |
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{ |
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kConformNone, |
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kConformAll, |
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kConformHeight, |
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kConformCheck, |
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kConformBase |
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}; |
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protected: |
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mutable INode* fSurfNode; |
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mutable Mesh* fSurfMesh; |
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mutable TriObject* fSurfObjToDelete; |
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mutable INodeTab fRepNodes; |
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mutable plDistTree* fDistTree; |
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mutable plDistTree fMeshTree; |
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Interface* fInterface; |
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IsoType fIsolation; |
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ConformType fConformity; |
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BOOL fFaceNormals; |
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float fSpacing; |
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float fRndPosRadius; |
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Point3 fAlignVec; |
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float fAlignWgt; |
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float fOffsetMin; |
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float fOffsetMax; |
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Point3 fAngProbVec; |
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float fAngProbLo; |
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float fAngProbHi; |
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float fAngProbTrans; |
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float fAltProbLo; |
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float fAltProbHi; |
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float fAltProbTrans; |
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float fPolarRange; |
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float fTanPolarRange; |
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float fAzimuthRange; |
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float fOverallProb; |
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float fPolarBunch; |
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ULONG fScaleLock; |
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Point3 fScaleLo; |
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Point3 fScaleHi; |
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BitmapTex* fProbBitmapTex; |
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plLayerTex* fProbLayerTex; |
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ColorChan fProbColorChan; |
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float fProbRemapFromLo; |
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float fProbRemapFromHi; |
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float fProbRemapToLo; |
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float fProbRemapToHi; |
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float fMaxConform; // in feet |
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Box3 fFade; |
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INode* fBone; |
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BOOL fRigid; |
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// Temps used during processing. |
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mutable Matrix3 fSurfToWorld; |
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mutable Matrix3 fWorldToSurf; |
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mutable Matrix3 fSurfToWorldVec; |
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mutable Matrix3 fWorldToSurfVec; |
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mutable Point3 fSurfAlignVec; |
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mutable Point3 fSurfAngProbVec; |
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mutable plRandom fRand; |
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mutable float fCosAngProbHi; |
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mutable float fCosAngProbHiTrans; |
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mutable float fCosAngProbLo; |
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mutable float fCosAngProbLoTrans; |
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void ISetAngProbCosines() const; |
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BOOL ISetSurfaceNode(INode* node) const; |
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BOOL IGetMesh(INode* node, TriObject*& objToDelete, Mesh*& retMesh) const; |
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BOOL INeedMeshTree() const; |
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void IMakeMeshTree() const; |
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void IFindFaceSet(const Box3& box, Tab<Int32>& faces) const; |
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BOOL IProjectVertex(const Point3& pt, const Point3& dir, float maxDist, Tab<Int32>&faces, Point3& projPt) const; |
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BOOL IConform(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const; |
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BOOL IConformHeight(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const; |
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BOOL IConformAll(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const; |
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BOOL IConformCheck(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const; |
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BOOL IConformBase(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const; |
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Matrix3 IOTM(int iRepNode) const; |
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Matrix3 IInvOTM(int iRepNode) const; |
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Matrix3 IGenerateTransform(int iRepNode, int iFace, const Point3& pt, const Point3& bary) const; |
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hsBool IProbablyDoIt(int iFace, Point3& del, const Point3& bary) const; |
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hsBool IFailsAltProb(int iFace, const Point3& bary) const; |
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hsBool IFailsAngProb(int iFace, const Point3& bary) const; |
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hsBool IFailsProbBitmap(int iFace, const Point3& bary) const; |
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Box3 ISetupGrid(const Point3& p0, const Point3& p1, const Point3& p2) const; |
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Point3& IPerturbPoint(Point3& pt) const; |
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int ISelectRepNode() const; |
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Point3 IPerpAxis(const Point3& p) const; |
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Point3 IGetSurfaceNormal(int iFace, const Point3& bary) const; |
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BOOL ISpaceClear(int iRepNode, const Matrix3& l2w, Box3& clearBox, plMeshCacheTab& cache) const; |
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void IReserveSpace(const Box3& clearBox) const; |
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void IReplicate(Matrix3& l2w, int iRep, plDistribInstTab& reps, plMeshCache& mCache) const; |
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void IDistributeOverFace(int iFace, plDistribInstTab& reps, plMeshCacheTab& cache) const; |
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BOOL IDistributeOverMesh(plDistribInstTab& reps, plMeshCacheTab& cache, plExportProgressBar& bar) const; |
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void IClear(); |
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BOOL IValidateSettings(INode* surfNode, plMeshCacheTab& cache) const; |
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BOOL ISetupNormals(plMaxNode* node, Mesh* mesh, BOOL radiateNorm) const; |
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BOOL IDuplicate2Sided(plMaxNode* node, Mesh* mesh) const; |
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BOOL ISetupSkinWeights(plMaxNode* node, Mesh* mesh, const Point3& flex) const; |
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BOOL IReadyRepNodes(plMeshCacheTab& cache) const; |
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public: |
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plDistributor(); |
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virtual ~plDistributor(); |
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void SetTheInterface(Interface* i) { fInterface = i; } |
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Interface* GetTheInterface() const { return fInterface; } |
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BOOL Distribute(INode* surfNode, plDistribInstTab& replicants, plMeshCacheTab& cache, plExportProgressBar& bar) const; |
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void Reset(); |
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UInt32 GetRandSeed() const; |
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void SetRandSeed(int seed); |
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void ClearReplicateNodes(); |
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void AddReplicateNode(INode* node); |
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int GetNumReplicateNodes() const { return fRepNodes.Count(); } |
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INode* GetReplicateNode(int i) const { return fRepNodes[i]; } |
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INode* GetSurfaceNode() const { return fSurfNode; } |
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void SetSpacing(float f) { fSpacing = f; } |
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float GetSpacing() const { return fSpacing; } |
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void SetSpacingRange(float f) { fRndPosRadius = f; } |
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float GetSpacingRange() const { return fRndPosRadius; } |
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void SetAlignmentVec(const Point3& v) { fAlignVec = v; } |
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Point3 GetAlignmentVec() const { return fAlignVec; } |
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void SetAlignmentWeight(float w) { fAlignWgt = w / 100.f; } |
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float GetAlignmentWeight() const { return fAlignWgt * 100.f; } |
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void SetPolarRange(float deg); |
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float GetPolarRange() const { return hsScalarRadToDeg(fPolarRange); } |
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void SetAzimuthRange(float deg) { fAzimuthRange = hsScalarDegToRad(deg); } |
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float GetAzimuthRange() const { return hsScalarRadToDeg(fAzimuthRange); } |
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void SetOverallProb(float percent) { fOverallProb = percent/100.f; } |
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float GetOverallProb() const { return fOverallProb * 100.f; } |
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void SetAngleProbVec(const Point3& v) { fAngProbVec = v; } |
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Point3 GetAngleProbVec() const { return fAngProbVec; } |
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void SetAngleProbHi(float deg) { fAngProbHi = deg; } |
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float GetAngleProbHi() const { return fAngProbHi; } |
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void SetAngleProbLo(float deg) { fAngProbLo = deg; } |
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float GetAngleProbLo() const { return fAngProbLo; } |
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void SetAngleProbTransition(float deg) { fAngProbTrans = deg; } |
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float GetAngleProbTransition() const { return fAngProbTrans; } |
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void SetMinAltitude(float feet) { fAltProbLo = feet; } |
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float GetMinAltitude() const { return fAltProbLo; } |
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void SetMaxAltitude(float feet) { fAltProbHi = feet; } |
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float GetMaxAltitude() const { return fAltProbHi; } |
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void SetAltitudeTransition(float feet) { fAltProbTrans = feet; } |
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float GetAltitudeTransition() const { return fAltProbTrans; } |
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void SetPolarBunch(float b) { fPolarBunch = b/100.f; } |
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float GetPolarBunch() const { return fPolarBunch * 100.f; } |
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void SetScaleRange(const Point3& lo, const Point3& hi) { fScaleLo = lo; fScaleHi = hi; } |
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Point3 GetScaleRangeMin() const { return fScaleLo; } |
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Point3 GetScaleRangeMax() const { return fScaleHi; } |
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void SetProbabilityBitmapTex(BitmapTex* t); |
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BitmapTex* GetProbabilityBitmapTex() const { return fProbBitmapTex; } |
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void SetProbabilityLayerTex(plLayerTex* t); |
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plLayerTex* GetProbabilityLayerTex() const { return fProbLayerTex; } |
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void SetProbabilityChan(ColorChan c) { fProbColorChan = c; } |
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ColorChan GetProbabilityChan() const { return fProbColorChan; } |
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void SetProbabilityRemapFromLo(float f) { fProbRemapFromLo = f / 255.f; } |
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float GetProbabilityRemapFromLo() const { return fProbRemapFromLo * 255.f; } |
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void SetProbabilityRemapFromHi(float f) { fProbRemapFromHi = f / 255.f; } |
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float GetProbabilityRemapFromHi() const { return fProbRemapFromHi * 255.f; } |
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void SetProbabilityRemapToLo(float f) { fProbRemapToLo = f / 255.f; } |
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float GetProbabilityRemapToLo() const { return fProbRemapToLo * 255.f; } |
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void SetProbabilityRemapToHi(float f) { fProbRemapToHi = f / 255.f; } |
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float GetProbabilityRemapToHi() const { return fProbRemapToHi * 255.f; } |
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// We don't really know what fades are, they're just something we're handed that |
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// we stamp on every distribInstance we generate. See plDistribComponent.h. |
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void SetFade(const Box3& fade) { fFade = fade; } |
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Box3 GetFade() const { return fFade; } |
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void SetBone(INode* b) { fBone = b; } |
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INode* GetBone() const { return fBone; } |
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void SetRigid(BOOL b) { fRigid = b; } |
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BOOL GetRigid() const { return fRigid; } |
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void SetScaleLock(ULONG f) { fScaleLock = f; } |
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ULONG GetScaleLock() const { return fScaleLock; } |
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void SetDistTree(plDistTree* dt) { fDistTree = dt; } |
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plDistTree* GetDistTree() const { return fDistTree; } |
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void SetIsolation(IsoType t) { fIsolation = t; } |
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IsoType GetIsolation() const { return fIsolation; } |
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void SetConformity(ConformType t) { fConformity = t; } |
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ConformType GetConformity() const { return fConformity; } |
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void SetMaxConform(float feet) { fMaxConform = feet; } |
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float GetMaxConform() const { return fMaxConform; } |
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void SetMinOffset(float feet) { fOffsetMin = feet; } |
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float GetMinOffset() const { return fOffsetMin; } |
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void SetMaxOffset(float feet) { fOffsetMax = feet; } |
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float GetMaxOffset() const { return fOffsetMax; } |
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void SetFaceNormals(BOOL on=true) { fFaceNormals = on; } |
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BOOL GetFaceNormals() const { return fFaceNormals; } |
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}; |
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#endif // plDistributor_inc
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