mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-10 09:19:01 +00:00
594 lines
17 KiB
C++
594 lines
17 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/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
#include "nel/misc/hierarchical_timer.h"
|
|
#include "nel/misc/polygon.h"
|
|
#include "nel/3d/shadow_poly_receiver.h"
|
|
#include "nel/3d/shadow_map.h"
|
|
#include "nel/3d/driver.h"
|
|
#include "nel/3d/camera_col.h"
|
|
|
|
|
|
using namespace std;
|
|
using namespace NLMISC;
|
|
|
|
namespace NL3D {
|
|
|
|
|
|
// ***************************************************************************
|
|
CShadowPolyReceiver::CShadowPolyReceiver(uint quadGridSize, float quadGridCellSize)
|
|
{
|
|
_Vertices.reserve(64);
|
|
_FreeVertices.reserve(64);
|
|
_FreeTriangles.reserve(64);
|
|
_Triangles.reserve(64);
|
|
|
|
_TriangleGrid.create(quadGridSize, quadGridCellSize);
|
|
|
|
_VB.setVertexFormat(CVertexBuffer::PositionFlag);
|
|
_VB.setName("CShadowPolyReceiver");
|
|
// lock volatile, to avoid cpu stall when rendering multiple shadows in the same polyReceiver
|
|
_VB.setPreferredMemory(CVertexBuffer::RAMVolatile, false);
|
|
_RenderTriangles.setPreferredMemory(CIndexBuffer::RAMVolatile, false);
|
|
_RenderTriangles.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
|
|
NL_SET_IB_NAME(_RenderTriangles, "CShadowPolyReceiver");
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
uint CShadowPolyReceiver::addTriangle(const NLMISC::CTriangle &tri)
|
|
{
|
|
uint id;
|
|
|
|
// Look for a free triangle entry.
|
|
if(_FreeTriangles.empty())
|
|
{
|
|
_Triangles.push_back(TTriangleGrid::CIterator());
|
|
id= (uint)_Triangles.size()-1;
|
|
// enlarge render size.
|
|
_RenderTriangles.setNumIndexes((uint32)_Triangles.size() * 3);
|
|
}
|
|
else
|
|
{
|
|
id= _FreeTriangles.back();
|
|
_FreeTriangles.pop_back();
|
|
}
|
|
|
|
// Allocate vertices, reusing same ones.
|
|
CTriangleId triId;
|
|
CVector v[3];
|
|
v[0]= tri.V0;
|
|
v[1]= tri.V1;
|
|
v[2]= tri.V2;
|
|
for(uint i=0;i<3;i++)
|
|
{
|
|
// Find the vertex in the map.
|
|
TVertexMap::iterator it;
|
|
it= _VertexMap.find(v[i]);
|
|
// if not found, allocate it
|
|
if(it==_VertexMap.end())
|
|
{
|
|
triId.Vertex[i]= allocateVertex(v[i]);
|
|
}
|
|
// else get its id
|
|
else
|
|
{
|
|
triId.Vertex[i]= it->second;
|
|
}
|
|
|
|
// increment the reference of this vertex
|
|
incVertexRefCount(triId.Vertex[i]);
|
|
}
|
|
|
|
// Insert the triangle in the quadGrid.
|
|
CAABBox bb;
|
|
bb.setCenter(tri.V0);
|
|
bb.extend(tri.V1);
|
|
bb.extend(tri.V2);
|
|
// insert in QuadGrid and store iterator for future remove
|
|
_Triangles[id]= _TriangleGrid.insert(bb.getMin(), bb.getMax(), triId);
|
|
|
|
return id;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CShadowPolyReceiver::removeTriangle(uint id)
|
|
{
|
|
nlassert(id<_Triangles.size());
|
|
// Must not be NULL iterator.
|
|
nlassert(_Triangles[id]!=_TriangleGrid.end());
|
|
|
|
// Release Vertices
|
|
const CTriangleId &triId= *_Triangles[id];
|
|
releaseVertex(triId.Vertex[0]);
|
|
releaseVertex(triId.Vertex[1]);
|
|
releaseVertex(triId.Vertex[2]);
|
|
|
|
// Delete Triangle.
|
|
_TriangleGrid.erase(_Triangles[id]);
|
|
_Triangles[id]= _TriangleGrid.end();
|
|
// Append to free list.
|
|
_FreeTriangles.push_back(id);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
uint CShadowPolyReceiver::allocateVertex(const CVector &v)
|
|
{
|
|
uint id;
|
|
|
|
// if not valid double, will crash cause map<float,...> crash when float are not valid
|
|
nlassert(isValidDouble(v.x) && isValidDouble(v.y) && isValidDouble(v.z));
|
|
|
|
// Look for a free vertex entry.
|
|
if(_FreeVertices.empty())
|
|
{
|
|
// Add the vertex, and init refCount to 0.
|
|
_Vertices.push_back(v);
|
|
id= (uint)_Vertices.size()-1;
|
|
|
|
// Resize the VBuffer at max possible
|
|
_VB.setNumVertices((uint32)_Vertices.size());
|
|
}
|
|
else
|
|
{
|
|
id= _FreeVertices.back();
|
|
_FreeVertices.pop_back();
|
|
// init entry
|
|
_Vertices[id]= v;
|
|
_Vertices[id].RefCount= 0;
|
|
}
|
|
|
|
// insert in the map (should not be here)
|
|
_VertexMap.insert( make_pair(v, id) );
|
|
|
|
return id;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CShadowPolyReceiver::releaseVertex(uint id)
|
|
{
|
|
nlassert(id<_Vertices.size());
|
|
// dec ref
|
|
nlassert(_Vertices[id].RefCount>0);
|
|
_Vertices[id].RefCount--;
|
|
// no more used?
|
|
if(_Vertices[id].RefCount==0)
|
|
{
|
|
// Free it.
|
|
_FreeVertices.push_back(id);
|
|
// Remove it from map.
|
|
TVertexMap::iterator it= _VertexMap.find(_Vertices[id]);
|
|
if (it!=_VertexMap.end())
|
|
_VertexMap.erase(it);
|
|
else
|
|
nlwarning("vertex %u doesn't exist in _VertexMap, this should not happen", id);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CShadowPolyReceiver::incVertexRefCount(uint id)
|
|
{
|
|
nlassert(id<_Vertices.size());
|
|
nlassert(_Vertices[id].RefCount < NL3D_SPR_MAX_REF_COUNT);
|
|
_Vertices[id].RefCount++;
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
inline void CShadowPolyReceiver::renderSelection(IDriver *drv, CMaterial &shadowMat, const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta)
|
|
{
|
|
uint i, j;
|
|
// For all triangles, reset vertices flags.
|
|
TTriangleGrid::CIterator it;
|
|
for(it=_TriangleGrid.begin();it!=_TriangleGrid.end();it++)
|
|
{
|
|
CTriangleId &triId= *it;
|
|
for(i=0;i<3;i++)
|
|
{
|
|
_Vertices[triId.Vertex[i]].Flags= 0;
|
|
_Vertices[triId.Vertex[i]].VBIdx= -1;
|
|
}
|
|
}
|
|
|
|
// Compute the world Clip Volume
|
|
static std::vector<CPlane> worldClipPlanes;
|
|
CMatrix worldMat;
|
|
// set -casterPos, because to transform a plane, we must do plane * M-1
|
|
worldMat.setPos(-casterPos);
|
|
// Allow max bits of planes clip.
|
|
worldClipPlanes.resize(min((uint)shadowMap->LocalClipPlanes.size(), (uint)NL3D_SPR_NUM_CLIP_PLANE));
|
|
// Transform into world
|
|
for(i=0;i<worldClipPlanes.size();i++)
|
|
{
|
|
worldClipPlanes[i]= shadowMap->LocalClipPlanes[i] * worldMat;
|
|
}
|
|
|
|
uint currentTriIdx= 0;
|
|
{
|
|
// Volatile: must resize before lock
|
|
_VB.setNumVertices((uint32)_Vertices.size());
|
|
_RenderTriangles.setNumIndexes((uint32)_Triangles.size() * 3);
|
|
|
|
// lock volatile, to avoid cpu stall
|
|
CVertexBufferReadWrite vba;
|
|
_VB.lock(vba);
|
|
CIndexBufferReadWrite iba;
|
|
_RenderTriangles.lock (iba);
|
|
TIndexType *triPtr = (TIndexType *) iba.getPtr();
|
|
|
|
// For All triangles, clip them.
|
|
uint currentVbIdx= 0;
|
|
for(it=_TriangleGrid.begin();it!=_TriangleGrid.end();it++)
|
|
{
|
|
CTriangleId &triId= *it;
|
|
uint triFlag= NL3D_SPR_NUM_CLIP_PLANE_MASK;
|
|
|
|
// for all vertices, clip them
|
|
for(i=0;i<3;i++)
|
|
{
|
|
uint vid= triId.Vertex[i];
|
|
uint vertexFlags= _Vertices[vid].Flags;
|
|
|
|
// if this vertex is still not computed
|
|
if(!vertexFlags)
|
|
{
|
|
// For all planes of the Clip Volume, clip this vertex.
|
|
for(j=0;j<worldClipPlanes.size();j++)
|
|
{
|
|
// out if in front
|
|
bool out= worldClipPlanes[j]*_Vertices[vid] > 0;
|
|
|
|
vertexFlags|= ((uint)out)<<j;
|
|
}
|
|
|
|
// add the bit flag to say "computed".
|
|
vertexFlags|= NL3D_SPR_NUM_CLIP_PLANE_SHIFT;
|
|
|
|
// store
|
|
_Vertices[vid].Flags= vertexFlags;
|
|
}
|
|
|
|
// And all vertex bits.
|
|
triFlag&= vertexFlags;
|
|
}
|
|
|
|
// if triangle not clipped, add the triangle
|
|
if( (triFlag & NL3D_SPR_NUM_CLIP_PLANE_MASK)==0 )
|
|
{
|
|
// Add the 3 vertices to the VB, and to the index buffer.
|
|
for(i=0;i<3;i++)
|
|
{
|
|
uint vid= triId.Vertex[i];
|
|
sint vbId= _Vertices[vid].VBIdx;
|
|
|
|
// if not yet inserted in the VB, do it.
|
|
if(vbId==-1)
|
|
{
|
|
// allocate a new place in the VBuffer
|
|
vbId= currentVbIdx++;
|
|
_Vertices[vid].VBIdx= vbId;
|
|
// set the coord
|
|
vba.setVertexCoord(vbId, _Vertices[vid]+vertDelta);
|
|
}
|
|
|
|
// add the index to the tri list.
|
|
triPtr[currentTriIdx++]= (TIndexType) vbId;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// **** Render
|
|
drv->activeVertexBuffer(_VB);
|
|
drv->activeIndexBuffer(_RenderTriangles);
|
|
drv->renderTriangles(shadowMat, 0, currentTriIdx/3);
|
|
// TestYoyo. Show in Red triangles selected
|
|
/*static CMaterial tam;
|
|
tam.initUnlit();
|
|
tam.setColor(CRGBA(255,0,0,128));
|
|
tam.setZFunc(CMaterial::always);
|
|
tam.setZWrite(false);
|
|
tam.setBlend(true);
|
|
tam.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
|
|
tam.setDoubleSided(true);
|
|
drv->renderTriangles(tam, &_RenderTriangles[0], currentTriIdx/3);*/
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CShadowPolyReceiver::computeClippedTrisWithPolyClip(const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta, const NLMISC::CPolygon2D &poly, std::vector<CRGBAVertex> &destTris, bool colorUpfacingVertices)
|
|
{
|
|
nlctassert(sizeof(CRGBAVertex) == 12 + 4); // ensure padding works as expected
|
|
destTris.clear();
|
|
selectPolygon(poly);
|
|
if (_TriangleGrid.begin() == _TriangleGrid.end()) return;
|
|
uint i, j;
|
|
|
|
|
|
static std::vector<CVector> vertexNormals; // normal for each vertex
|
|
static std::vector<uint8> vertexNormalsUndefined; // normal for each vertex
|
|
static std::vector<CTriangleId *> visibleTris; // triangles that passed the clip
|
|
vertexNormals.resize(_Vertices.size());
|
|
vertexNormalsUndefined.resize(_Vertices.size(), 1);
|
|
visibleTris.clear();
|
|
|
|
// For all triangles, reset vertices flags.
|
|
TTriangleGrid::CIterator it;
|
|
for(it=_TriangleGrid.begin();it!=_TriangleGrid.end();it++)
|
|
{
|
|
CTriangleId &triId= *it;
|
|
for(i=0;i<3;i++)
|
|
{
|
|
_Vertices[triId.Vertex[i]].Flags= 0;
|
|
}
|
|
}
|
|
|
|
// Compute the world Clip Volume
|
|
static std::vector<CPlane> worldClipPlanes;
|
|
CMatrix worldMat;
|
|
// set -casterPos, because to transform a plane, we must do plane * M-1
|
|
worldMat.setPos(-casterPos);
|
|
// Allow max bits of planes clip.
|
|
worldClipPlanes.resize(min((uint)shadowMap->LocalClipPlanes.size(), (uint)NL3D_SPR_NUM_CLIP_PLANE));
|
|
// Transform into world
|
|
for(i=0;i<worldClipPlanes.size();i++)
|
|
{
|
|
worldClipPlanes[i]= shadowMap->LocalClipPlanes[i] * worldMat;
|
|
}
|
|
|
|
static NLMISC::CPolygon clippedTri;
|
|
|
|
CVector triNormal;
|
|
|
|
|
|
// For All triangles, clip them.
|
|
for(it=_TriangleGrid.begin();it!=_TriangleGrid.end();it++)
|
|
{
|
|
CTriangleId &triId= *it;
|
|
uint triFlag= NL3D_SPR_NUM_CLIP_PLANE_MASK;
|
|
|
|
|
|
CVectorId *vid[3] = { &_Vertices[triId.Vertex[0]],
|
|
&_Vertices[triId.Vertex[1]],
|
|
&_Vertices[triId.Vertex[2]]
|
|
};
|
|
|
|
// for all vertices, clip them
|
|
for(i=0;i<3;i++)
|
|
{
|
|
|
|
// if this vertex is still not computed
|
|
if(!vid[i]->Flags)
|
|
{
|
|
// For all planes of the Clip Volume, clip this vertex.
|
|
for(j=0;j<worldClipPlanes.size();j++)
|
|
{
|
|
// out if in front
|
|
bool out= worldClipPlanes[j]* *vid[i] > 0;
|
|
|
|
vid[i]->Flags |= ((uint)out)<<j;
|
|
}
|
|
// add the bit flag to say "computed".
|
|
vid[i]->Flags |= NL3D_SPR_NUM_CLIP_PLANE_SHIFT;
|
|
}
|
|
|
|
vertexNormalsUndefined[triId.Vertex[i]] = 1; // invalidate normal for next pass
|
|
|
|
// And all vertex bits.
|
|
triFlag&= vid[i]->Flags;
|
|
}
|
|
// if triangle not clipped, do finer clip then add resulting triangles
|
|
if( (triFlag & NL3D_SPR_NUM_CLIP_PLANE_MASK)==0 )
|
|
{
|
|
visibleTris.push_back(&triId);
|
|
}
|
|
}
|
|
|
|
uint numVisibleTris = (uint)visibleTris.size();
|
|
// compute normals if needed
|
|
if (colorUpfacingVertices)
|
|
{
|
|
for (uint triIndex = 0; triIndex < numVisibleTris; ++triIndex)
|
|
{
|
|
CTriangleId &triId= *visibleTris[triIndex];
|
|
CVectorId *vid[3] = { &_Vertices[triId.Vertex[0]],
|
|
&_Vertices[triId.Vertex[1]],
|
|
&_Vertices[triId.Vertex[2]]
|
|
};
|
|
// compute normal for this tri
|
|
triNormal = ((*vid[1] - *vid[0]) ^ (*vid[2] - *vid[0])).normed();
|
|
|
|
// for all vertices, clip them
|
|
for(i=0;i<3;i++)
|
|
{
|
|
sint vertIndex = triId.Vertex[i];
|
|
if (vertexNormalsUndefined[vertIndex])
|
|
{
|
|
vertexNormals[vertIndex] = triNormal;
|
|
vertexNormalsUndefined[vertIndex] = 0;
|
|
}
|
|
else
|
|
{
|
|
vertexNormals[vertIndex] += triNormal;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (colorUpfacingVertices)
|
|
{
|
|
for (uint triIndex = 0; triIndex < numVisibleTris; ++triIndex)
|
|
{
|
|
CTriangleId &triId= *visibleTris[triIndex];
|
|
// use CPlane 'uv cliping', store 'color' in 'U'
|
|
static std::vector<CVector> corner0;
|
|
static std::vector<CVector> corner1;
|
|
static std::vector<CUV> uv0;
|
|
static std::vector<CUV> uv1;
|
|
uv0.resize(3 + worldClipPlanes.size());
|
|
uv1.resize(3 + worldClipPlanes.size());
|
|
corner0.resize(3 + worldClipPlanes.size());
|
|
corner1.resize(3 + worldClipPlanes.size());
|
|
//
|
|
corner0[0] = _Vertices[triId.Vertex[0]];
|
|
corner0[1] = _Vertices[triId.Vertex[1]];
|
|
corner0[2] = _Vertices[triId.Vertex[2]];
|
|
//
|
|
uv0[0].set(vertexNormals[triId.Vertex[0]].z >= 0.f ? 1.f : 0.f, 0.f);
|
|
uv0[1].set(vertexNormals[triId.Vertex[1]].z >= 0.f ? 1.f : 0.f, 0.f);
|
|
uv0[2].set(vertexNormals[triId.Vertex[2]].z >= 0.f ? 1.f : 0.f, 0.f);
|
|
//
|
|
sint numVerts = 3;
|
|
//
|
|
for (uint k = 0; k < worldClipPlanes.size(); ++k)
|
|
{
|
|
numVerts = worldClipPlanes[k].clipPolygonBack(&corner0[0], &uv0[0], &corner1[0], &uv1[0], numVerts);
|
|
nlassert(numVerts <= (sint) corner1.size());
|
|
if (numVerts == 0) break;
|
|
uv0.swap(uv1);
|
|
corner0.swap(corner1);
|
|
}
|
|
for (sint k = 0; k < numVerts - 2; ++k)
|
|
{
|
|
uint8 alpha[3] =
|
|
{
|
|
(uint8) (255.f * uv0[0].U),
|
|
(uint8) (255.f * uv0[k + 1].U),
|
|
(uint8) (255.f * uv0[k + 2].U)
|
|
};
|
|
if (alpha[0] != 0 || alpha[1] != 0 || alpha[2] != 0)
|
|
{
|
|
destTris.push_back(CRGBAVertex(corner0[0] + vertDelta, CRGBA(255, 255, 255, alpha[0])));
|
|
destTris.push_back(CRGBAVertex(corner0[k + 1] + vertDelta, CRGBA(255, 255, 255, alpha[1])));
|
|
destTris.push_back(CRGBAVertex(corner0[k + 2] + vertDelta, CRGBA(255, 255, 255, alpha[2])));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (uint triIndex = 0; triIndex < numVisibleTris; ++triIndex)
|
|
{
|
|
CTriangleId &triId= *visibleTris[triIndex];
|
|
clippedTri.Vertices.resize(3);
|
|
clippedTri.Vertices[0] = _Vertices[triId.Vertex[0]];
|
|
clippedTri.Vertices[1] = _Vertices[triId.Vertex[1]];
|
|
clippedTri.Vertices[2] = _Vertices[triId.Vertex[2]];
|
|
clippedTri.clip(worldClipPlanes);
|
|
if (clippedTri.Vertices.size() >= 3)
|
|
{
|
|
for(uint k = 0; k < clippedTri.Vertices.size() - 2; ++k)
|
|
{
|
|
destTris.push_back(CRGBAVertex(clippedTri.Vertices[0] + vertDelta, CRGBA::White));
|
|
destTris.push_back(CRGBAVertex(clippedTri.Vertices[k + 1] + vertDelta, CRGBA::White));
|
|
destTris.push_back(CRGBAVertex(clippedTri.Vertices[k + 2] + vertDelta, CRGBA::White));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CShadowPolyReceiver::render(IDriver *drv, CMaterial &shadowMat, const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta)
|
|
{
|
|
|
|
// **** Fill Triangles that are hit by the Caster
|
|
// First select with quadGrid
|
|
CAABBox worldBB;
|
|
worldBB= shadowMap->LocalBoundingBox;
|
|
worldBB.setCenter(worldBB.getCenter() + casterPos);
|
|
_TriangleGrid.select(worldBB.getMin(), worldBB.getMax());
|
|
if (_TriangleGrid.begin() == _TriangleGrid.end()) return;
|
|
renderSelection(drv, shadowMat, shadowMap, casterPos, vertDelta);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CShadowPolyReceiver::selectPolygon(const NLMISC::CPolygon2D &poly)
|
|
{
|
|
static TTriangleGrid::TSelectionShape selectionShape;
|
|
_TriangleGrid.buildSelectionShape(selectionShape, poly);
|
|
_TriangleGrid.select(selectionShape);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CShadowPolyReceiver::renderWithPolyClip(IDriver *drv, CMaterial &shadowMat, const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta, const NLMISC::CPolygon2D &poly)
|
|
{
|
|
|
|
selectPolygon(poly);
|
|
renderSelection(drv, shadowMat, shadowMap, casterPos, vertDelta);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
float CShadowPolyReceiver::getCameraCollision(const CVector &start, const CVector &end, TCameraColTest testType, float radius)
|
|
{
|
|
// **** build the camera collision info
|
|
CCameraCol camCol;
|
|
if(testType==CameraColSimpleRay)
|
|
camCol.buildRay(start, end);
|
|
else
|
|
camCol.build(start, end, radius, testType==CameraColCone);
|
|
|
|
// select with quadGrid
|
|
if(testType==CameraColSimpleRay)
|
|
{
|
|
_TriangleGrid.selectRay(start, end);
|
|
}
|
|
else
|
|
{
|
|
_TriangleGrid.select(camCol.getBBox().getMin(), camCol.getBBox().getMax());
|
|
}
|
|
|
|
// **** For all triangles, test if intersect the camera collision
|
|
TTriangleGrid::CIterator it;
|
|
float sqrMinDist= FLT_MAX;
|
|
for(it=_TriangleGrid.begin();it!=_TriangleGrid.end();it++)
|
|
{
|
|
CTriangleId &triId= *it;
|
|
camCol.minimizeDistanceAgainstTri(
|
|
_Vertices[triId.Vertex[0]],
|
|
_Vertices[triId.Vertex[1]],
|
|
_Vertices[triId.Vertex[2]],
|
|
sqrMinDist);
|
|
}
|
|
|
|
// **** return the collision found, between [0,1]
|
|
if(sqrMinDist == FLT_MAX)
|
|
return 1;
|
|
else
|
|
{
|
|
float f= 1;
|
|
float d= camCol.getRayLen();
|
|
if(d>0)
|
|
{
|
|
f= sqrtf(sqrMinDist) / d;
|
|
f= min(f, 1.f);
|
|
}
|
|
return f;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
} // NL3D
|