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480 lines
12 KiB
C++
480 lines
12 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/mini_col.h"
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#include "nel/misc/aabbox.h"
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#include "nel/3d/quad_grid.h"
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using namespace NLMISC;
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using namespace std;
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namespace NL3D
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{
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static const sint QuadDepth= 10;
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// Element for grid lookup.
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static const sint GridSize=512;
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static const float GridEltSize=2;
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// ***************************************************************************
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CMiniCol::CMiniCol()
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{
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_RadMin= 100;
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_RadMax= 125;
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_Grid.create(GridSize, GridEltSize);
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}
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// ***************************************************************************
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void CMiniCol::addFaces(const std::vector<CTriangle> &faces, uint16 zoneId, uint16 patchId)
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{
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for(sint i=0;i<(sint)faces.size();i++)
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{
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const CTriangle &f= faces[i];
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CAABBox box;
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box.setCenter(f.V0);
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box.extend(f.V1);
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box.extend(f.V2);
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CFace node;
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node.Face= f;
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node.Plane.make(f.V0, f.V1, f.V2);
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node.ZoneId= zoneId;
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node.PatchId=patchId;
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_Grid.insert(box.getMin(), box.getMax(), node);
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}
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}
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// ***************************************************************************
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void CMiniCol::addLandscapePart(uint16 zoneId, uint16 patchId)
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{
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vector<CTriangle> faces;
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_Landscape->buildCollideFaces(zoneId, patchId, faces);
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addFaces(faces, zoneId, patchId);
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}
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// ***************************************************************************
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void CMiniCol::removeLandScapePart(uint16 zoneId, uint16 patchId, const CBSphere &sphere)
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{
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// Build the AAbox which englobe the bsphere of the patch.
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CAABBox bb;
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bb.setCenter(sphere.Center);
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float l= sphere.Radius;
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bb.setHalfSize(CVector(l,l,l));
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// For optimisation, select only faces which are IN the bbox of the patch.
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_Grid.select(bb.getMin(), bb.getMax());
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CQuadGrid<CFace>::CIterator iFace;
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for(iFace= _Grid.begin();iFace!=_Grid.end();)
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{
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if((*iFace).isFromPatch(zoneId, patchId))
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iFace= _Grid.erase(iFace);
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else
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iFace++;
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}
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}
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// ***************************************************************************
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void CMiniCol::init(CLandscape *land, float radMin, float radDelta)
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{
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_Landscape= land;
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_RadMin= radMin;
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_RadMax= radMin+radDelta;
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}
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// ***************************************************************************
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void CMiniCol::addZone(uint16 zoneId)
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{
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CZoneIdent newZone;
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// landscape must have been inited.
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nlassert(_Landscape);
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const CZone *zone= _Landscape->getZone(zoneId);
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// zone must be loaded into landscape.
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nlassert(zone);
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// Fill the newzone.
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newZone.ZoneId= zoneId;
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newZone.Sphere.Center= zone->getZoneBB().getCenter();
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newZone.Sphere.Radius= zone->getZoneBB().getRadius();
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newZone.Patchs.resize(zone->getNumPatchs());
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for(sint i=0;i<zone->getNumPatchs();i++)
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{
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newZone.Patchs[i].Sphere= zone->getPatchBSphere(i);
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}
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// Add it to the set (if not already done...).
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_Zones.insert(newZone);
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}
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// ***************************************************************************
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void CMiniCol::removeZone(uint16 zoneId)
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{
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CZoneIdent delZone;
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// First, delete all patch from the grid.
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//=======================================
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// Fill the key part only.
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delZone.ZoneId= zoneId;
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// Find the zone (or quit).
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TZoneSet::iterator itZone;
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itZone= _Zones.find(delZone);
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if(itZone==_Zones.end())
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return;
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CZoneIdent &zone= const_cast<CZoneIdent&>(*itZone);
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for(sint i=0;i<(sint)zone.Patchs.size();i++)
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{
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CPatchIdent &pa= zone.Patchs[i];
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if(pa.Inserted)
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{
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// Reject the patch.
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removeLandScapePart(uint16(zone.ZoneId), uint16(i), pa.Sphere);
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pa.Inserted= false;
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zone.NPatchInserted--;
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}
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}
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// Then, delete it.
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//=================
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_Zones.erase(delZone);
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}
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// ***************************************************************************
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void CMiniCol::setCenter(const CVector& center)
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{
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CBSphere BMin(center, _RadMin), BMax(center, _RadMax);
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// For all zones, test if must insert patchs..
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TZoneSet::iterator itZone;
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for(itZone= _Zones.begin();itZone!=_Zones.end();itZone++)
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{
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CZoneIdent &zone= const_cast<CZoneIdent&>(*itZone);
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// Tests must be done in 2D...
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BMin.Center.z= zone.Sphere.Center.z;
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BMax.Center.z= zone.Sphere.Center.z;
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// Must test first if the zone is IN the area.
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//=============================================
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bool zoneIn= false;
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if(zone.NPatchInserted==0)
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{
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if(BMin.intersect(zone.Sphere))
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zoneIn= true;
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}
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else
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zoneIn= true;
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// Then for all patchs, must test if the patch must be inserted, or rejected.
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//=============================================
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if(zoneIn)
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{
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for(sint i=0;i<(sint)zone.Patchs.size();i++)
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{
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CPatchIdent &pa= zone.Patchs[i];
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// Tests must be done in 2D...
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BMin.Center.z= pa.Sphere.Center.z;
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BMax.Center.z= pa.Sphere.Center.z;
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if(pa.Inserted)
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{
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// Reject the patch, if entirely OUT the max radius.
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if(!BMax.intersect(pa.Sphere))
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{
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removeLandScapePart(uint16(zone.ZoneId), uint16(i), pa.Sphere);
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pa.Inserted= false;
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zone.NPatchInserted--;
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}
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}
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else
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{
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// Insert the pacth, if only partially IN the min radius.
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if(BMin.intersect(pa.Sphere))
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{
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addLandscapePart(uint16(zone.ZoneId), uint16(i));
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pa.Inserted= true;
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zone.NPatchInserted++;
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}
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}
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}
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}
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}
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}
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// ***************************************************************************
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bool CMiniCol::snapToGround(CVector &pos, float hup, float hbot)
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{
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CVector b1,b2;
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bool found=false;
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float height=0.f;
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// Select quad nodes which contains pos.
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b1=b2=pos;
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b1.z-= hbot;
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b2.z+= hup;
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// Select.
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_Grid.select(b1,b2);
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// For each face, test if it is under pos, then test if height is correct.
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CQuadGrid<CFace>::CIterator iFace;
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for(iFace= _Grid.begin();iFace!=_Grid.end();iFace++)
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{
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CTriangle &pFace= (*iFace).Face;
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CPlane &pPlane= (*iFace).Plane;
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// Order is important.
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CVector &p0= pFace.V0;
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CVector &p1= pFace.V1;
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CVector &p2= pFace.V2;
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// TOIMP: This is VERY SLOW!!! (hope that the quadtree will help, but it still very slow...).
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// Yoyo Debug, test, if the point may be IN the bbox.
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/*CAABBox bbFace;
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bbFace.setCenter(p0);
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bbFace.extend(p1);
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bbFace.extend(p2);
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CVector bext=p0;
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bext.z= maxof(p0.z, p1.z, p2.z)+hbot;
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bbFace.extend(bext);
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bext.z= minof(p0.z, p1.z, p2.z)-hup;
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bbFace.extend(bext);
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if(!bbFace.include(pos))
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continue;*/
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// Test if the face enclose the pos in X/Y plane.
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// NB: compute and using a BBox to do a rapid test is not a very good idea, since it will
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// add an overhead which is NOT negligeable compared to the following test.
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float a,b,c; // 2D cartesian coefficients of line in plane X/Y.
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// Line p0-p1.
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a= -(p1.y-p0.y);
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b= (p1.x-p0.x);
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c= -(p0.x*a + p0.y*b);
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if( (a*pos.x + b*pos.y + c) < 0) continue;
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// Line p1-p2.
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a= -(p2.y-p1.y);
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b= (p2.x-p1.x);
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c= -(p1.x*a + p1.y*b);
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if( (a*pos.x + b*pos.y + c) < 0) continue;
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// Line p2-p0.
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a= -(p0.y-p2.y);
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b= (p0.x-p2.x);
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c= -(p2.x*a + p2.y*b);
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if( (a*pos.x + b*pos.y + c) < 0) continue;
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// Compute the possible height.
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CVector tmp;
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// intersect the vertical line with the plane.
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tmp= pPlane.intersect(pos, pos-CVector(0,0,100));
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/*
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// CTriangle intersect() method.
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CVector tmp;
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if(pFace.intersect(b1, b2, tmp, pPlane))
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*/
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{
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float h= tmp.z;
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// Test if it would fit in the wanted field.
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if(h>pos.z+hup) continue;
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if(h<pos.z-hbot) continue;
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// OK!!
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if(!found)
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{
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found=true;
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height=h;
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}
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else
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{
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height= max(height,h);
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}
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}
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}
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if(found)
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pos.z= height;
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return found;
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}
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// ***************************************************************************
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bool CMiniCol::getGroundNormal(const CVector &pos, CVector &normal, float hup, float hbot)
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{
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CVector b1,b2;
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bool found=false;
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float height=0.0;
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// Select quad nodes which contains pos.
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b1=b2=pos;
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b1.z-= hbot;
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b2.z+= hup;
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// Select.
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_Grid.select(b1,b2);
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// For each face, test if it is under pos, then test if height is correct.
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CQuadGrid<CFace>::CIterator iFace;
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for(iFace= _Grid.begin();iFace!=_Grid.end();iFace++)
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{
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CTriangle &pFace= (*iFace).Face;
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CPlane &pPlane= (*iFace).Plane;
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// Order is important.
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CVector &p0= pFace.V0;
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CVector &p1= pFace.V1;
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CVector &p2= pFace.V2;
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// TOIMP: This is VERY SLOW!!! (hope that the quadtree will help, but it still very slow...).
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// Yoyo Debug, test, if the point may be IN the bbox.
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CAABBox bbFace;
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bbFace.setCenter(p0);
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bbFace.extend(p1);
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bbFace.extend(p2);
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CVector bext=p0;
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bext.z= maxof(p0.z, p1.z, p2.z)+hbot;
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bbFace.extend(bext);
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bext.z= minof(p0.z, p1.z, p2.z)-hup;
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bbFace.extend(bext);
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if(!bbFace.include(pos))
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continue;
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// Test if the face enclose the pos in X/Y plane.
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// NB: compute and using a BBox to do a rapid test is not a very good idea, since it will
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// add an overhead which is NOT negligeable compared to the following test.
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float a,b,c; // 2D cartesian coefficients of line in plane X/Y.
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// Line p0-p1.
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a= -(p1.y-p0.y);
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b= (p1.x-p0.x);
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c= -(p0.x*a + p0.y*b);
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if( (a*pos.x + b*pos.y + c) < 0) continue;
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// Line p1-p2.
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a= -(p2.y-p1.y);
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b= (p2.x-p1.x);
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c= -(p1.x*a + p1.y*b);
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if( (a*pos.x + b*pos.y + c) < 0) continue;
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// Line p2-p0.
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a= -(p0.y-p2.y);
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b= (p0.x-p2.x);
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c= -(p2.x*a + p2.y*b);
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if( (a*pos.x + b*pos.y + c) < 0) continue;
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// Compute the possible height.
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CVector tmp;
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// intersect the vertical line with the plane.
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tmp= pPlane.intersect(pos, pos-CVector(0,0,100));
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float h= tmp.z;
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// Test if it would fit in the wanted field.
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if(h>pos.z+hup) continue;
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if(h<pos.z-hbot) continue;
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// OK!!
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if(!found)
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{
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found=true;
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height=h;
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normal= pPlane.getNormal();
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}
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else
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{
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if(h>height)
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{
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normal= pPlane.getNormal();
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height= h;
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}
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}
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}
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return found;
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}
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// ***************************************************************************
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bool CMiniCol::testMove(const CVector &prec, CVector &cur)
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{
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CVector dir= cur-prec;
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dir.normalize();
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// Angle max.
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float anglemax= 65; // 65 degrees.
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anglemax= (float)tan( anglemax*Pi/180);
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// Must not go to near of a wall.
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CVector test= cur+dir*0.5;
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float norm= (test-prec).norm();
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norm*=anglemax;
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if(!snapToGround(test, norm, norm))
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{
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cur= prec;
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return false;
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}
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else
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{
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// Must test and snap the current position.
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norm= (cur-prec).norm();
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norm*=anglemax;
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if(!snapToGround(cur, norm, norm))
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{
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cur= prec;
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return false;
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}
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}
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return true;
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}
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// ***************************************************************************
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void CMiniCol::getFaces(std::vector<CTriangle> &triresult, const CAABBox &bbox)
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{
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triresult.clear();
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// Select.
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_Grid.select(bbox.getMin(),bbox.getMax());
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// For each face, test if it is under pos, then test if height is correct.
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CQuadGrid<CFace>::CIterator iFace;
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for(iFace= _Grid.begin();iFace!=_Grid.end();iFace++)
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{
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CTriangle &face= (*iFace).Face;
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if(bbox.intersect(face.V0, face.V1, face.V2))
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{
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triresult.push_back(face);
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}
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}
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}
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} // NL3D
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