khanat-code-old/code/nel/tools/pacs/build_rbank/build_surf.h
2016-01-24 17:08:32 +01:00

655 lines
13 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_BUILD_SURF_H
#define NL_BUILD_SURF_H
#include <vector>
#include "nel/misc/debug.h"
#include "nel/misc/file.h"
#include "nel/3d/zone.h"
#include "nel/3d/patch.h"
#include "nel/3d/mesh.h"
#include "nel/3d/landscape.h"
#include "nel/3d/quad_tree.h"
#include "nel/3d/quad_grid.h"
#include "nel/misc/vector.h"
#include "nel/misc/aabbox.h"
#include "nel/misc/geom_ext.h"
#include "nel/misc/polygon.h"
#include "nel/pacs/surface_quad.h"
#include "nel/pacs/retrievable_surface.h"
#include "prim_checker.h"
extern std::string OutputRootPath;
extern std::string OutputDirectory;
extern std::string OutputPath;
extern std::string TessellationPath;
extern std::string IGBoxes;
extern uint TessellateLevel;
extern bool ReduceSurfaces;
extern bool SmoothBorders;
extern bool ComputeElevation;
extern bool ComputeLevels;
extern std::vector<std::string> ZoneNames;
extern std::string ZoneExt;
extern std::string ZoneNHExt;
extern std::string ZoneLookUpPath;
extern bool ProcessAllPasses;
extern bool CheckPrims;
extern bool TessellateZones;
extern bool MoulineZones;
extern bool TessellateAndMoulineZones;
extern bool ProcessRetrievers;
extern std::string PreprocessDirectory;
extern float WaterThreshold;
extern bool UseZoneSquare;
extern std::string ZoneUL;
extern std::string ZoneDR;
extern std::string GlobalRetriever;
extern std::string RetrieverBank;
extern std::string GlobalUL;
extern std::string GlobalDR;
extern bool ProcessGlobal;
extern bool Verbose;
extern bool CheckConsistency;
extern CPrimChecker PrimChecker;
std::string getZoneNameById(uint16 id);
uint16 getZoneIdByName(std::string &name);
NLMISC::CAABBox getZoneBBoxById(uint16 id);
uint16 getZoneIdByPos(NLMISC::CVector &pos);
NL3D::CMesh *generateMeshFromBBox(const NLMISC::CAABBox &bbox, NLMISC::CRGBA color = NLMISC::CRGBA(255, 128, 0));
namespace NLPACS
{
class CSurfElement;
class CComputableSurfaceBorder;
class CComputableSurface;
class CPatchTessellation;
class CZoneTessellation;
/**/
const sint32 UnaffectedSurfaceId = -1;
/**
* CSurfElement is an element of an iso-criteria surface. It is basically a CTriangle, and
* contains the various criteria values such as incline class, landscape material ...
* \author Benjamin Legros
* \author Nevrax France
* \date 2001
*/
class CSurfElement
{
public:
/**
*
*/
uint32 ElemId;
/**
* The support of the surface element.
* The index to the 3 vertices of the triangle.
*/
uint32 Tri[3];
/**
* The element normal vector
*/
NLMISC::CVector Normal;
/**
* The area of the element
*/
float Area;
/**
* The zone id
*/
uint16 ZoneId;
/**
* The tessellation vertices
*/
std::vector<NLMISC::CVector> *Vertices;
/* Here the surface criteria.
Probably some normal quantization, material, flags ... */
uint8 WaterShape;
uint8 QuantHeight;
uint32 ForceMerge;
bool ForceInvalid;
bool IsBorder;
bool IsValid;
bool IsMergable;
bool ClusterHint;
bool IsUnderWater;
enum
{
NumNormalQuantas = 4,
NumOrientationQuantas = 4
};
/**
* The links to the neighboring elements.
* Each edge is related to the opposite vertex in the triangle */
CSurfElement *EdgeLinks[3];
/**
* A flag for each edge, set if the edge has already been evaluated (in
* the surface border computation.
*/
bool EdgeFlag[3];
/**
* The Id of the surface container.
*/
sint32 SurfaceId;
public:
/**
* Constructor.
* Creates a simple CSurfElement.
*/
CSurfElement()
{
ElemId = 0;
EdgeLinks[0] = NULL;
EdgeLinks[1] = NULL;
EdgeLinks[2] = NULL;
EdgeFlag[0] = false;
EdgeFlag[1] = false;
EdgeFlag[2] = false;
SurfaceId = UnaffectedSurfaceId;
IsBorder = false;
IsValid = false;
IsMergable = true;
ClusterHint = false;
ForceInvalid = false;
IsUnderWater = false;
WaterShape = 255;
QuantHeight = 0;
ForceMerge = 0;
ZoneId = 0;
}
/// Computes the bbox of the surface element.
NLMISC::CAABBox getBBox() const;
/**
* Computes the various criteria values (associated to quantas)
*/
void computeQuantas(CZoneTessellation *zoneTessel);
/**
* Removes properly all links to the CSurfElement.
*/
void removeLinks()
{
uint i, j;
for (i=0; i<3; ++i)
{
if (EdgeLinks[i] != NULL)
for (j=0; j<3; ++j)
if (EdgeLinks[i]->EdgeLinks[j] == this)
EdgeLinks[i]->EdgeLinks[j] = NULL;
EdgeLinks[i] = NULL;
}
}
/**
* Get zone Id on edge
*/
sint32 getZoneIdOnEdge(uint edge) const
{
return (EdgeLinks[edge] != NULL ? EdgeLinks[edge]->ZoneId : -1);
}
void serial(NLMISC::IStream &f, std::vector<CSurfElement> &tessellation)
{
f.serial(ElemId);
f.serial(Tri[0], Tri[1], Tri[2]);
f.serial(Normal);
f.serial(ZoneId);
if (f.isReading())
{
sint32 s;
uint i;
for (i=0; i<3; ++i)
{
f.serial(s);
EdgeLinks[i] = (s >= 0 ? &tessellation[s] : NULL);
}
}
else
{
sint32 s;
uint i;
for (i=0; i<3; ++i)
{
s = (EdgeLinks[i] != NULL ? EdgeLinks[i]->ElemId : -1);
f.serial(s);
}
}
}
};
/**
* CComputableSurfaceBorder separates geometrically 2 distinct CComputableSurface objects
* \author Benjamin Legros
* \author Nevrax France
* \date 2001
*/
class CComputableSurfaceBorder
{
public:
std::vector<NLMISC::CVector> Vertices;
sint32 Left;
sint32 Right;
float Length;
sint8 Edge;
bool DontSmooth;
public:
/// Constructor.
CComputableSurfaceBorder(sint32 left = 0, sint32 right = 0, sint edge=-1) : Left(left), Right(right), Edge(edge), DontSmooth(false) {}
/// Dump the vertices that constitue the border.
void dump();
/// Smoothes the border (and so reduces the number of vertices).
void smooth(float val);
/// Computes the length of the border
void computeLength()
{
sint n;
Length = 0.0;
for (n=0; n<(sint)Vertices.size()-1; ++n)
{
Length += (Vertices[n+1]-Vertices[n]).norm();
}
}
};
/**
* CComputableSurface is a compact connex set of CSurfElement.
* \author Benjamin Legros
* \author Nevrax France
* \date 2001
*/
class CComputableSurface
{
public:
public:
/// The Id of the surface
sint32 SurfaceId;
/// The references on the elements that belong to the surface
std::vector<CSurfElement *> Elements;
/// The object that stores all the borders used in the computed area
std::vector<CComputableSurfaceBorder> *BorderKeeper;
/// The border in the surface, by id
std::vector<uint16> BorderIds;
bool IsUnderWater;
bool ClusterHint;
float Area;
float WaterHeight;
uint8 QuantHeight;
/// The BBox of the whole zone (in which the surface should be contained.)
NLMISC::CAABBox BBox;
/// The height storage quad tree
CSurfaceQuadTree HeightQuad;
/// The center of the surface
NLMISC::CVector Center;
public:
/**
* Constructor.
* Builds an empty surface.
*/
CComputableSurface() : SurfaceId(UnaffectedSurfaceId), BorderKeeper(NULL), ClusterHint(false) {}
/**
* Flood fills the surface elements to find iso-criteria surfaces.
* Every linked surface element which has the same quantas values and a surfaceid == -1
* are marked and recursively called.
*/
template<class A>
void floodFill(CSurfElement *first, sint32 surfId, const A &cmp, CZoneTessellation *zoneTessel)
{
if (Verbose)
{
nldebug("flood fill surface %d", surfId);
}
std::vector<CSurfElement *> stack;
sint i;
stack.push_back(first);
first->SurfaceId = surfId;
SurfaceId = surfId;
ClusterHint = first->ClusterHint;
QuantHeight = first->QuantHeight;
uint waterShape = first->WaterShape;
IsUnderWater = first->IsUnderWater;
//WaterHeight = IsUnderWater ? zoneTessel->WaterShapes[first->WaterShape].Vertices[0].z : 123456.0f;
bool tamere;
WaterHeight = IsUnderWater ? PrimChecker.waterHeight(first->WaterShape, tamere)+WaterThreshold : 123456.0f;
uint32 currentZoneId = first->ZoneId;
Area = 0.0;
while (!stack.empty())
{
CSurfElement *pop = stack.back();
stack.pop_back();
Elements.push_back(pop);
Area += pop->Area;
for (i=0; i<3; ++i)
{
if (pop->EdgeLinks[i] != NULL && pop->EdgeLinks[i]->SurfaceId == UnaffectedSurfaceId && cmp.equal(first, pop->EdgeLinks[i]))
{
pop->EdgeLinks[i]->SurfaceId = SurfaceId;
stack.push_back(pop->EdgeLinks[i]);
}
}
}
if (Verbose)
{
nldebug("%d elements added", Elements.size());
}
Center = NLMISC::CVector::Null;
for (i=0; i<(sint)Elements.size(); ++i)
{
std::vector<NLMISC::CVector> &vertices = *Elements[i]->Vertices;
Center += (vertices[Elements[i]->Tri[0]]+vertices[Elements[i]->Tri[1]]+vertices[Elements[i]->Tri[2]]);
}
Center /= (float)(Elements.size()*3);
}
/// Builds the border of the CComputableSurface.
void buildBorders(CZoneTessellation *zoneTessel);
/// Check Surface Consistency
bool checkConsistency();
private:
void followBorder(CZoneTessellation *zoneTessel, CSurfElement *first, uint edge, uint sens, std::vector<NLMISC::CVector> &vstore, bool &loop);
};
/**
* CZoneTessellation is the whole tessellation of a given CZone.
* \author Benjamin Legros
* \author Nevrax France
* \date 2001
*/
class CZoneTessellation
{
private:
std::vector<CSurfElement> _Tessellation;
std::vector<NLMISC::CVector> _Vertices;
protected:
std::vector<uint16> _ZoneIds;
std::vector<const NL3D::CZone*> _ZonePtrs;
public:
class CMergeForceBox
{
public:
NLMISC::CAABBox MergeBox;
uint32 MergeId;
void serial(NLMISC::IStream &f) { f.serial(MergeBox, MergeId); }
};
public:
/// The zone valid tessellation elements.
std::vector<CSurfElement *> Elements;
///
NLMISC::CAABBox BBox;
NLMISC::CAABBox OriginalBBox;
NLMISC::CAABBox BestFittingBBox;
// Yoyo: if zone is empty, we must not apply the Translation delta to zone
bool BestFittingBBoxSetuped;
///
NLMISC::CVector Translation;
///
sint32 CentralZoneId;
std::vector<NLMISC::CPolygon> WaterShapes;
NL3D::CQuadGrid<uint32> WaterGrid;
/**
* The tessellation refinement. The size of the tessellation is equal to 2m/Refinement
* (say, for instance, a refinement of 2 means a 1m large tessellation.)
*/
sint16 Refinement;
/**
* The surfaces composing the tessellation.
*/
std::vector<CComputableSurface> Surfaces;
std::vector<CComputableSurface> ExtSurfaces;
/**
* The borders for the whole CZone.
*/
std::vector<CComputableSurfaceBorder> Borders;
/**
* The box that force merge into surface
*/
std::vector<CMergeForceBox> ForceMerge;
/**
* Flags
*/
std::vector<uint8> VerticesFlags;
public:
/**
* Constructor
* Creates an empty tessellation.
*/
CZoneTessellation() {}
/**
* Clear
*/
void clear();
/**
* Sets a zone tessellation up for building later.
*/
bool setup(uint16 zoneId, sint16 refinement, const NLMISC::CVector &translation);
/**
* Adds a zone light tessellation to the quad tree container.
*/
void addToContainer(const NL3D::CZone &zone);
NL3D::CMesh *generateCollisionMesh();
/**
* Builds the whole zone tessellation (with linkage) from the given zone.
*/
void build();
/**
* Sets the water polygons up.
*/
void addWaterShape(const NLMISC::CPolygon &poly)
{
WaterShapes.push_back(poly);
}
/**
* Compile the whole zone tessellation and creates surfaces
*/
void compile();
/**
* Generates a CMesh from the tessellation.
*/
NL3D::CMesh *generateMesh();
/**
* Generates borders for the whole zone tessellation.
* \param smooth how much to smooth the borders
*/
void generateBorders(float smooth);
/**
*
*/
NLMISC::CAABBox computeBBox() const;
/**
* Save tessellation
*/
void saveTessellation(NLMISC::COFile &output);
/**
* Load tessellation
*/
void loadTessellation(NLMISC::CIFile &input);
private:
void checkSameLandscapeHmBinds(const NL3D::CLandscape &landscape, const NL3D::CLandscape &landscapeNoHm);
};
class CSurfElemCompareSimple
{
public:
bool equal(const CSurfElement *a, const CSurfElement *b) const
{
return a->IsValid == b->IsValid &&
a->ForceInvalid == b->ForceInvalid;
}
};
class CSurfElemCompareNormal
{
public:
bool equal(const CSurfElement *a, const CSurfElement *b) const
{
return b->IsValid &&
a->ClusterHint == b->ClusterHint &&
a->ZoneId == b->ZoneId &&
a->IsUnderWater == b->IsUnderWater &&
a->WaterShape == b->WaterShape &&
a->QuantHeight == b->QuantHeight;
}
};
}; // NLPACS
#endif // NL_BUILD_SURF_H
/* End of build_surf.h */