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749 lines
25 KiB
749 lines
25 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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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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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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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 ); |
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normals.Append( normal ); |
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} |
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} |
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/// Generate indices |
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for( i = 0, start = 0; i < numDivisions; i++, start += numDivisions ) |
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{ |
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for( j = 0; j < numDivisions - 1; j++ ) |
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{ |
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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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} |
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indices.Append( start + j ); |
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indices.Append( start ); |
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indices.Append( start + numDivisions ); |
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indices.Append( start + j ); |
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indices.Append( start + numDivisions ); |
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indices.Append( start + j + numDivisions ); |
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} |
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/// Create a drawable for it |
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drawable = plDrawableGenerator::GenerateDrawable( points.GetCount(), points.AcquireArray(), normals.AcquireArray(), |
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nil, 0, |
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nil, true, multColor, |
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indices.GetCount(), indices.AcquireArray(), |
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material, localToWorld, blended, retIndex, toAddTo ); |
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return drawable; |
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} |
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//// GenerateBoxDrawable ///////////////////////////////////////////////////// |
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plDrawableSpans *plDrawableGenerator::GenerateBoxDrawable( hsScalar width, hsScalar height, hsScalar depth, |
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hsGMaterial *material, 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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{ |
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hsVector3 xVec, yVec, zVec; |
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hsPoint3 pt; |
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xVec.Set( width, 0, 0 ); |
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yVec.Set( 0, height, 0 ); |
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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 ); |
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} |
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//// GenerateBoxDrawable ///////////////////////////////////////////////////// |
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// Version that takes a corner and three vectors, for x, y and z edges. |
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#define CALC_NORMAL( nA, xVec, yVec, zVec ) { hsVector3 n = (xVec) + (yVec) + (zVec); n = -n; n.Normalize(); nA.Append( n ); } |
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plDrawableSpans *plDrawableGenerator::GenerateBoxDrawable( const hsPoint3 &corner, const hsVector3 &xVec, const hsVector3 &yVec, const hsVector3 &zVec, |
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hsGMaterial *material, 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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{ |
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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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hsTArray<hsPoint3> uvws; |
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hsPoint3 point; |
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plDrawableSpans *drawable; |
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float mults[ 8 ][ 3 ] = { { -1, -1, -1 }, { 1, -1, -1 }, { 1, 1, -1 }, { -1, 1, -1 }, |
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{ -1, -1, 1 }, { 1, -1, 1 }, { 1, 1, 1 }, { -1, 1, 1 } }; |
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/// Generate points and normals |
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points.Expand( 8 ); |
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normals.Expand( 8 ); |
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point = corner; points.Append( point ); |
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point += xVec; points.Append( point ); |
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point += yVec; points.Append( point ); |
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point = corner + yVec; points.Append( point ); |
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point = corner + zVec; points.Append( point ); |
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point += xVec; points.Append( point ); |
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point += yVec; points.Append( point ); |
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point = corner + zVec + yVec; points.Append( point ); |
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CALC_NORMAL( normals, xVec, yVec, zVec ); |
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CALC_NORMAL( normals, -xVec, yVec, zVec ); |
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CALC_NORMAL( normals, -xVec, -yVec, zVec ); |
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CALC_NORMAL( normals, xVec, -yVec, zVec ); |
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CALC_NORMAL( normals, xVec, yVec, -zVec ); |
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CALC_NORMAL( normals, -xVec, yVec, -zVec ); |
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CALC_NORMAL( normals, -xVec, -yVec, -zVec ); |
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CALC_NORMAL( normals, xVec, -yVec, -zVec ); |
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uvws.Expand( 8 ); |
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uvws.Append( hsPoint3( 0.f, 1.f, 0.f ) ); |
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uvws.Append( hsPoint3( 1.f, 1.f, 0.f ) ); |
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uvws.Append( hsPoint3( 1.f, 0.f, 0.f ) ); |
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uvws.Append( hsPoint3( 0.f, 0.f, 0.f ) ); |
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uvws.Append( hsPoint3( 1.f, 1.f, 0.f ) ); |
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uvws.Append( hsPoint3( 1.f, 0.f, 0.f ) ); |
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uvws.Append( hsPoint3( 0.f, 0.f, 0.f ) ); |
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uvws.Append( hsPoint3( 0.f, 1.f, 0.f ) ); |
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/// Generate indices |
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indices.Expand( 36 ); |
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indices.Append( 0 ); indices.Append( 1 ); indices.Append( 2 ); |
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indices.Append( 0 ); indices.Append( 2 ); indices.Append( 3 ); |
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indices.Append( 1 ); indices.Append( 0 ); indices.Append( 4 ); |
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indices.Append( 1 ); indices.Append( 4 ); indices.Append( 5 ); |
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indices.Append( 2 ); indices.Append( 1 ); indices.Append( 5 ); |
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indices.Append( 2 ); indices.Append( 5 ); indices.Append( 6 ); |
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indices.Append( 3 ); indices.Append( 2 ); indices.Append( 6 ); |
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indices.Append( 3 ); indices.Append( 6 ); indices.Append( 7 ); |
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indices.Append( 0 ); indices.Append( 3 ); indices.Append( 7 ); |
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indices.Append( 0 ); indices.Append( 7 ); indices.Append( 4 ); |
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indices.Append( 7 ); indices.Append( 6 ); indices.Append( 5 ); |
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indices.Append( 7 ); indices.Append( 5 ); indices.Append( 4 ); |
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/// Create a drawable for it |
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drawable = plDrawableGenerator::GenerateDrawable( points.GetCount(), points.AcquireArray(), normals.AcquireArray(), |
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uvws.AcquireArray(), 1, |
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nil, true, multColor, |
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indices.GetCount(), indices.AcquireArray(), |
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material, localToWorld, blended, retIndex, toAddTo ); |
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return drawable; |
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} |
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//// GenerateBoundsDrawable ////////////////////////////////////////////////// |
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plDrawableSpans *plDrawableGenerator::GenerateBoundsDrawable( hsBounds3Ext *bounds, |
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hsGMaterial *material, 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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{ |
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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; |
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plDrawableSpans *drawable; |
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float mults[ 8 ][ 3 ] = { { -1, -1, -1 }, { 1, -1, -1 }, { 1, 1, -1 }, { -1, 1, -1 }, |
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{ -1, -1, 1 }, { 1, -1, 1 }, { 1, 1, 1 }, { -1, 1, 1 } }; |
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/// Generate points and normals |
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points.Expand( 8 ); |
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normals.Expand( 8 ); |
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hsPoint3 min = bounds->GetMins(); |
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hsPoint3 max = bounds->GetMaxs(); |
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for( i = 0; i < 8; i++ ) |
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{ |
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points.Append( hsPoint3( mults[ i ][ 0 ] > 0 ? max.fX : min.fX, |
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mults[ i ][ 1 ] > 0 ? max.fY : min.fY, |
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mults[ i ][ 2 ] > 0 ? max.fZ : min.fZ ) ); |
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normals.Append( hsVector3( mults[ i ][ 0 ], mults[ i ][ 1 ], mults[ i ][ 2 ] ) ); |
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} |
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/// Generate indices |
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indices.Expand( 36 ); |
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indices.Append( 0 ); indices.Append( 1 ); indices.Append( 2 ); |
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indices.Append( 0 ); indices.Append( 2 ); indices.Append( 3 ); |
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indices.Append( 1 ); indices.Append( 0 ); indices.Append( 4 ); |
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indices.Append( 1 ); indices.Append( 4 ); indices.Append( 5 ); |
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indices.Append( 2 ); indices.Append( 1 ); indices.Append( 5 ); |
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indices.Append( 2 ); indices.Append( 5 ); indices.Append( 6 ); |
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indices.Append( 3 ); indices.Append( 2 ); indices.Append( 6 ); |
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indices.Append( 3 ); indices.Append( 6 ); indices.Append( 7 ); |
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indices.Append( 0 ); indices.Append( 3 ); indices.Append( 7 ); |
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indices.Append( 0 ); indices.Append( 7 ); indices.Append( 4 ); |
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indices.Append( 7 ); indices.Append( 6 ); indices.Append( 5 ); |
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indices.Append( 7 ); indices.Append( 5 ); indices.Append( 4 ); |
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/// Create a drawable for it |
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drawable = plDrawableGenerator::GenerateDrawable( points.GetCount(), points.AcquireArray(), normals.AcquireArray(), |
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nil, 0, |
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nil, true, multColor, |
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indices.GetCount(), indices.AcquireArray(), |
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material, localToWorld, blended, retIndex, toAddTo ); |
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return drawable; |
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} |
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//// GenerateConicalDrawable ///////////////////////////////////////////////// |
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|
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plDrawableSpans *plDrawableGenerator::GenerateConicalDrawable( hsScalar radius, hsScalar height, 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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{ |
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hsVector3 direction; |
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|
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|
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direction.Set( 0, 0, height ); |
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|
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return GenerateConicalDrawable( hsPoint3( 0, 0, 0 ), direction, radius, material, localToWorld, blended, |
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multColor, retIndex, toAddTo ); |
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} |
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|
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//// GenerateConicalDrawable ///////////////////////////////////////////////// |
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|
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plDrawableSpans *plDrawableGenerator::GenerateConicalDrawable( hsPoint3 &apex, hsVector3 &direction, 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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{ |
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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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|
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int i, numDivisions; |
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float angle, x, y; |
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plDrawableSpans *drawable; |
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numDivisions = (int)( radius / 4.f ); |
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if( numDivisions < 6 ) |
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numDivisions = 6; |
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else if( numDivisions > 20 ) |
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numDivisions = 20; |
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|
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/// First, we need a few more vectors--specifically, the x and y vectors for the cone's base |
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hsPoint3 baseCenter = apex + direction; |
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hsVector3 xVec, yVec; |
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|
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xVec.Set( 1, 0, 0 ); |
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yVec = xVec % direction; |
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if( yVec.MagnitudeSquared() == 0 ) |
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{ |
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xVec.Set( 0, 1, 0 ); |
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yVec = xVec % direction; |
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hsAssert( yVec.MagnitudeSquared() != 0, "Weird funkiness when doing this!!!" ); |
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} |
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xVec = yVec % direction; |
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xVec.Normalize(); |
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yVec.Normalize(); |
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|
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/// Now generate points based on those |
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points.Expand( numDivisions + 2 ); |
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normals.Expand( numDivisions + 2 ); |
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|
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points.Append( apex ); |
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normals.Append( -direction ); |
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for( i = 0; i < numDivisions; i++ ) |
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{ |
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angle = (float)i * ( hsScalarPI * 2.f ) / (float)numDivisions; |
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hsFastMath::SinCosInRange( angle, x, y ); |
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|
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points.Append( baseCenter + ( xVec * x * radius ) + ( yVec * y * radius ) ); |
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normals.Append( ( xVec * x ) + ( yVec * y ) ); |
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} |
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|
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/// Generate indices |
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indices.Expand( ( numDivisions + 1 + numDivisions - 2 ) * 3 ); |
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for( i = 0; i < numDivisions - 1; i++ ) |
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{ |
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indices.Append( 0 ); |
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indices.Append( i + 2 ); |
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indices.Append( i + 1 ); |
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} |
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indices.Append( 0 ); |
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indices.Append( 1 ); |
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indices.Append( numDivisions ); |
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// Bottom cap |
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for( i = 3; i < numDivisions + 1; i++ ) |
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{ |
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indices.Append( i - 1 ); |
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indices.Append( i ); |
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indices.Append( 1 ); |
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} |
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|
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/// Create a drawable for it |
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drawable = plDrawableGenerator::GenerateDrawable( points.GetCount(), points.AcquireArray(), normals.AcquireArray(), |
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nil, 0, |
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nil, true, multColor, |
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indices.GetCount(), indices.AcquireArray(), |
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material, localToWorld, blended, retIndex, toAddTo ); |
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|
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return drawable; |
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} |
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|
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//// GenerateAxesDrawable //////////////////////////////////////////////////// |
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|
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plDrawableSpans *plDrawableGenerator::GenerateAxesDrawable( 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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{ |
|
hsTArray<hsPoint3> points; |
|
hsTArray<hsVector3> normals; |
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hsTArray<hsColorRGBA> colors; |
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hsTArray<UInt16> indices; |
|
|
|
int i; |
|
float size = 15; |
|
plDrawableSpans *drawable; |
|
|
|
|
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/// Generate points |
|
points.SetCount( 6 * 3 ); |
|
normals.SetCount( 6 * 3 ); |
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colors.SetCount( 6 * 3 ); |
|
|
|
points[ 0 ].Set( 0, 0, 0 ); |
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points[ 1 ].Set( size, -size * 0.1f, 0 ); |
|
points[ 2 ].Set( size, -size * 0.3f, 0 ); |
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points[ 3 ].Set( size * 1.3f, 0, 0 ); |
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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; |
|
} |
|
|
|
|
|
|