khanat-opennel-code/code/nel/src/3d/scene_group.cpp
2014-06-05 15:51:25 +02:00

1571 lines
43 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/3d/scene_group.h"
#include "nel/misc/stream.h"
#include "nel/misc/matrix.h"
#include "nel/3d/scene.h"
#include "nel/3d/transform_shape.h"
#include "nel/3d/mesh_instance.h"
#include "nel/3d/shape_bank.h"
#include "nel/3d/u_instance_group.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/3d/index_buffer.h"
#include "nel/3d/text_context.h"
#include "nel/3d/water_model.h"
#include "nel/3d/water_shape.h"
#include "nel/misc/polygon.h"
#include "nel/misc/path.h"
using namespace NLMISC;
using namespace std;
namespace NL3D
{
// ---------------------------------------------------------------------------
// CInstance
// ---------------------------------------------------------------------------
// ***************************************************************************
CInstanceGroup::CInstance::CInstance ()
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
DontAddToScene = false;
AvoidStaticLightPreCompute= false;
StaticLightEnabled= false;
DontCastShadow= false;
LocalAmbientId= 0xFF;
DontCastShadowForInterior= false;
DontCastShadowForExterior= false;
Visible= true;
}
// ***************************************************************************
void CInstanceGroup::CInstance::serial (NLMISC::IStream& f)
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
/*
Version 7:
- Visible
Version 6:
- DontCastShadowForExterior
Version 5:
- DontCastShadowForInterior
Version 4:
- LocalAmbientId.
Version 3:
- StaticLight.
Version 2:
- gameDev data.
Version 1:
- Clusters
*/
// Serial a version number
sint version=f.serialVersion (7);
// Visible
if (version >= 7)
f.serial(Visible);
// DontCastShadowForExterior
if (version >= 6)
f.serial(DontCastShadowForExterior);
else
DontCastShadowForExterior= false;
// DontCastShadowForInterior
if (version >= 5)
f.serial(DontCastShadowForInterior);
else
DontCastShadowForInterior= false;
// Serial the LocalAmbientId.
if (version >= 4)
{
f.serial(LocalAmbientId);
}
else if(f.isReading())
{
LocalAmbientId= 0xFF;
}
// Serial the StaticLight
if (version >= 3)
{
f.serial (AvoidStaticLightPreCompute);
f.serial (DontCastShadow);
f.serial (StaticLightEnabled);
f.serial (SunContribution);
nlassert(CInstanceGroup::NumStaticLightPerInstance==2);
f.serial (Light[0]);
f.serial (Light[1]);
}
else if(f.isReading())
{
AvoidStaticLightPreCompute= false;
StaticLightEnabled= false;
DontCastShadow= false;
}
// Serial the gamedev data
if (version >= 2)
{
f.serial (InstanceName);
f.serial (DontAddToScene);
}
// Serial the clusters
if (version >= 1)
f.serialCont (Clusters);
// Serial the name
f.serial (Name);
// Serial the position vector
f.serial (Pos);
// Serial the rotation vector
f.serial (Rot);
// Serial the scale vector
f.serial (Scale);
// Serial the parent location in the vector (-1 if no parent)
f.serial (nParent);
}
// ---------------------------------------------------------------------------
// CInstanceGroup
// ---------------------------------------------------------------------------
// ***************************************************************************
uint CInstanceGroup::getNumInstance () const
{
return (uint)_InstancesInfos.size();
}
// ***************************************************************************
const string& CInstanceGroup::getShapeName (uint instanceNb) const
{
// Return the name of the n-th instance
return _InstancesInfos[instanceNb].Name;
}
// ***************************************************************************
const string& CInstanceGroup::getInstanceName (uint instanceNb) const
{
// Return the name of the n-th instance
return _InstancesInfos[instanceNb].InstanceName;
}
// ***************************************************************************
const CVector& CInstanceGroup::getInstancePos (uint instanceNb) const
{
// Return the position vector of the n-th instance
return _InstancesInfos[instanceNb].Pos;
}
// ***************************************************************************
const CQuat& CInstanceGroup::getInstanceRot (uint instanceNb) const
{
// Return the rotation vector of the n-th instance
return _InstancesInfos[instanceNb].Rot;
}
// ***************************************************************************
const CVector& CInstanceGroup::getInstanceScale (uint instanceNb) const
{
// Return the scale vector of the n-th instance
return _InstancesInfos[instanceNb].Scale;
}
// ***************************************************************************
void CInstanceGroup::getInstanceMatrix(uint instanceNb,NLMISC::CMatrix &dest) const
{
dest.identity();
dest.translate(getInstancePos(instanceNb));
dest.rotate(getInstanceRot(instanceNb));
dest.scale(getInstanceScale(instanceNb));
}
// ***************************************************************************
sint32 CInstanceGroup::getInstanceParent (uint instanceNb) const
{
// Return the scale vector of the n-th instance
return _InstancesInfos[instanceNb].nParent;
}
// ***************************************************************************
const CInstanceGroup::CInstance &CInstanceGroup::getInstance(uint instanceNb) const
{
return _InstancesInfos[instanceNb];
}
// ***************************************************************************
CInstanceGroup::CInstance &CInstanceGroup::getInstance(uint instanceNb)
{
return _InstancesInfos[instanceNb];
}
// ***************************************************************************
CTransformShape *CInstanceGroup::getTransformShape(uint instanceNb) const
{
if(instanceNb>_Instances.size())
return NULL;
return _Instances[instanceNb];
}
// ***************************************************************************
CInstanceGroup::CInstanceGroup()
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
_IGSurfaceLight.setOwner(this);
_GlobalPos = CVector(0,0,0);
_Root = NULL;
_ClusterSystemForInstances = NULL;
_ParentClusterSystem = NULL;
_RealTimeSunContribution= true;
_AddToSceneState = StateNotAdded;
_TransformName = NULL;
_AddRemoveInstance = NULL;
_IGAddBeginCallback = NULL;
_UserIg= NULL;
}
// ***************************************************************************
CInstanceGroup::~CInstanceGroup()
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
}
// ***************************************************************************
void CInstanceGroup::build (const CVector &vGlobalPos, const TInstanceArray& array,
const std::vector<CCluster>& Clusters,
const std::vector<CPortal>& Portals,
const std::vector<CPointLightNamed> &pointLightList,
const CIGSurfaceLight::TRetrieverGridMap *retrieverGridMap,
float igSurfaceLightCellSize)
{
_GlobalPos = vGlobalPos;
// Copy the array
_InstancesInfos = array;
_Portals = Portals;
_ClusterInfos = Clusters;
// Link portals and clusters
uint32 i, j, k;
for (i = 0; i < _Portals.size(); ++i)
{
for (j = 0; j < _ClusterInfos.size(); ++j)
{
bool bPortalInCluster = true;
for (k = 0; k < _Portals[i]._Poly.size(); ++k)
if (!_ClusterInfos[j].isIn (_Portals[i]._Poly[k]) )
{
bPortalInCluster = false;
break;
}
if (bPortalInCluster)
{
_Portals[i].setCluster(&_ClusterInfos[j]);
_ClusterInfos[j].link (&_Portals[i]);
}
}
}
// Create Meta Cluster if needed
/*
CCluster clusterTemp;
bool mustAdd = false;
for (i = 0; i < _Portals.size(); ++i)
if (_Portals[i].getNbCluster() == 1)
{
mustAdd = true;
break;
}
if (mustAdd)
{
CCluster clusterTemp;
_ClusterInfos.push_back(clusterTemp);
CCluster *pMetaCluster = &_ClusterInfos[_ClusterInfos.size()-1];
pMetaCluster->setMetaCluster();
for (i = 0; i < _Portals.size(); ++i)
if (_Portals[i].getNbCluster() == 1)
{
_Portals[i].setCluster(pMetaCluster);
pMetaCluster->link(&_Portals[i]);
}
}*/
// Build the list of light. NB: sort by LightGroupName the array.
std::vector<uint> plRemap;
buildPointLightList(pointLightList, plRemap);
// Build IgSurfaceLight
// clear
_IGSurfaceLight.clear();
if(retrieverGridMap)
{
//build
_IGSurfaceLight.build(*retrieverGridMap, igSurfaceLightCellSize, plRemap);
}
}
// ***************************************************************************
void CInstanceGroup::build (const CVector &vGlobalPos, const TInstanceArray& array,
const std::vector<CCluster>& Clusters,
const std::vector<CPortal>& Portals)
{
// empty pointLightList
std::vector<CPointLightNamed> pointLightList;
build(vGlobalPos, array, Clusters, Portals, pointLightList);
}
// ***************************************************************************
void CInstanceGroup::retrieve (CVector &vGlobalPos, TInstanceArray& array,
std::vector<CCluster>& Clusters,
std::vector<CPortal>& Portals,
std::vector<CPointLightNamed> &pointLightList) const
{
// Just copy infos. NB: light information order have change but is still valid
vGlobalPos= _GlobalPos;
array= _InstancesInfos;
Portals= _Portals;
Clusters= _ClusterInfos;
// Must reset links to all portals and clusters.
uint i;
for(i=0; i<Portals.size(); i++)
Portals[i].resetClusterLinks();
for(i=0; i<Clusters.size(); i++)
Clusters[i].resetPortalLinks();
pointLightList= getPointLightList();
}
// ***************************************************************************
void CInstanceGroup::serial (NLMISC::IStream& f)
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
// Serial a header
f.serialCheck (NELID("TPRG"));
/*
Version 5:
_ _RealTimeSunContribution
Version 4:
_ IGSurfaceLight
Version 3:
- PointLights
*/
// Serial a version number
sint version=f.serialVersion (5);
// _RealTimeSunContribution
if (version >= 5)
{
f.serial(_RealTimeSunContribution);
}
else if(f.isReading())
{
_RealTimeSunContribution= true;
}
// Serial the IGSurfaceLight
if (version >= 4)
{
f.serial(_IGSurfaceLight);
}
else if(f.isReading())
{
_IGSurfaceLight.clear();
}
// Serial the PointLights info
if (version >= 3)
{
f.serial(_PointLightArray);
}
else if(f.isReading())
{
_PointLightArray.clear();
}
if (version >= 2)
f.serial(_GlobalPos);
if (version >= 1)
{
f.serialCont (_ClusterInfos);
f.serialCont (_Portals);
// Links
if (f.isReading())
{
uint32 i, j;
for (i = 0; i < _ClusterInfos.size(); ++i)
{
uint32 nNbPortals;
f.serial (nNbPortals);
_ClusterInfos[i]._Portals.resize (nNbPortals);
// Recreate clusters to portals links
for (j = 0; j < nNbPortals; ++j)
{
sint32 nPortalNb;
f.serial (nPortalNb);
_ClusterInfos[i]._Portals[j] = &_Portals[nPortalNb];
_Portals[nPortalNb].setCluster (&_ClusterInfos[i]);
}
}
}
else // We are writing to the stream
{
uint32 i, j;
for (i = 0; i < _ClusterInfos.size(); ++i)
{
uint32 nNbPortals = (uint32)_ClusterInfos[i]._Portals.size();
f.serial (nNbPortals);
for (j = 0; j < nNbPortals; ++j)
{
sint32 nPortalNb = (sint32)(_ClusterInfos[i]._Portals[j] - &_Portals[0]);
f.serial (nPortalNb);
}
}
}
}
// Serial the array
f.serialCont (_InstancesInfos);
}
// ***************************************************************************
void CInstanceGroup::createRoot (CScene& scene)
{
_Root = (CTransform*)scene.createModel (TransformId);
_Root->setDontUnfreezeChildren (true);
setPos (CVector(0,0,0));
}
// ***************************************************************************
void CInstanceGroup::setTransformNameCallback (ITransformName *pTN)
{
_TransformName = pTN;
}
// ***************************************************************************
void CInstanceGroup::setAddRemoveInstanceCallback(IAddRemoveInstance *callback)
{
_AddRemoveInstance = callback;
}
// ***************************************************************************
void CInstanceGroup::setIGAddBeginCallback(IIGAddBegin *callback)
{
_IGAddBeginCallback = callback;
}
// ***************************************************************************
bool CInstanceGroup::addToScene (CScene& scene, IDriver *driver, uint selectedTexture)
{
// Init the scene lights
_PointLightArray.initAnimatedLightIndex (scene);
uint32 i, j;
// Test if portals are linked to their 2 clusters
for (i = 0; i < _Portals.size(); ++i)
for (j = 0; j < 2; ++j)
{
if (_Portals[i]._Clusters[j] == NULL)
{
nlwarning("Portal %d (name:%s) is not linked to 2 clusters. Instance Group Not Added To Scene.", i, _Portals[i].getName().c_str());
}
}
_Instances.resize (_InstancesInfos.size(), NULL);
if (_IGAddBeginCallback)
_IGAddBeginCallback->startAddingIG((uint)_InstancesInfos.size());
// Creation and positionning of the new instance
vector<CInstance>::iterator it = _InstancesInfos.begin();
// Water surface may have a callback when they are created, and this callback need their position
// Their position isn't set right now however, so must call that callback later
IWaterSurfaceAddedCallback *oldCallback = scene.getWaterCallback();
scene.setWaterCallback(NULL);
for (i = 0; i < _InstancesInfos.size(); ++i, ++it)
{
// Get the shape name
string shapeName;
getShapeName (i, shapeName);
if (!shapeName.empty ())
{
if (!_InstancesInfos[i].DontAddToScene)
{
// TMP FIX : some pacs_prim files where exported ...
if (nlstricmp(NLMISC::CFile::getExtension(shapeName), "pacs_prim") == 0)
{
nlwarning("Can't read %s (not a shape)", shapeName.c_str());
_Instances[i] = NULL;
}
else
{
_Instances[i] = scene.createInstance (shapeName);
}
if( _Instances[i] == NULL )
{
nlwarning("Not found '%s' file", shapeName.c_str());
}
}
}
}
scene.setWaterCallback(oldCallback);
return addToSceneWhenAllShapesLoaded (scene, driver, selectedTexture);
}
// ***************************************************************************
void CInstanceGroup::getShapeName (uint instanceIndex, std::string &shapeName) const
{
const CInstance &rInstanceInfo = _InstancesInfos[instanceIndex];
shapeName = rInstanceInfo.Name;
// If there is a callback added to this instance group then transform
// the name of the shape to load.
if (_TransformName != NULL && !rInstanceInfo.InstanceName.empty())
{
shapeName = _TransformName->transformName (instanceIndex, rInstanceInfo.InstanceName, rInstanceInfo.Name);
}
toLower(shapeName);
if (!shapeName.empty() && shapeName.find('.') == std::string::npos)
shapeName += ".shape";
}
// ***************************************************************************
// Private method
bool CInstanceGroup::addToSceneWhenAllShapesLoaded (CScene& scene, IDriver *driver, uint selectedTexture)
{
uint32 i, j;
vector<CInstance>::iterator it = _InstancesInfos.begin();
for (i = 0; i < _InstancesInfos.size(); ++i, ++it)
{
CInstance &rInstanceInfo = *it;
if (!rInstanceInfo.DontAddToScene)
{
if (_Instances[i])
{
_Instances[i]->setPos (rInstanceInfo.Pos);
_Instances[i]->setRotQuat (rInstanceInfo.Rot);
_Instances[i]->setScale (rInstanceInfo.Scale);
_Instances[i]->setPivot (CVector::Null);
if(rInstanceInfo.Visible)
_Instances[i]->show();
else
_Instances[i]->hide();
if (scene.getWaterCallback())
{
CWaterModel *wm = dynamic_cast<CWaterModel *>(_Instances[i]);
if (wm)
{
const CWaterShape *ws = safe_cast<const CWaterShape *>((const IShape *) wm->Shape);
scene.getWaterCallback()->waterSurfaceAdded(ws->getShape(), wm->getMatrix(), ws->isSplashEnabled(), ws->getUseSceneWaterEnvMap(0) || ws->getUseSceneWaterEnvMap(1));
}
}
// Static Light Setup
if( rInstanceInfo.StaticLightEnabled )
{
// Count lights.
uint numPointLights;
for(numPointLights= 0; numPointLights<CInstanceGroup::NumStaticLightPerInstance; numPointLights++)
{
if(rInstanceInfo.Light[numPointLights]==0xFF)
break;
}
// Max allowed.
numPointLights= min(numPointLights, (uint)NL3D_MAX_LIGHT_CONTRIBUTION);
// Get pl ptrs.
CPointLight *pls[CInstanceGroup::NumStaticLightPerInstance];
for(uint j=0; j<numPointLights;j++)
{
uint plId= rInstanceInfo.Light[j];
pls[j]= (CPointLight*)(&_PointLightArray.getPointLights()[plId]);
}
// get frozenAmbientlight.
CPointLight *frozenAmbientlight;
if(rInstanceInfo.LocalAmbientId == 0xFF)
// must take the sun one.
frozenAmbientlight= NULL;
else
// ok, take the local ambient one.
frozenAmbientlight= (CPointLight*)(&_PointLightArray.getPointLights()[rInstanceInfo.LocalAmbientId]);
// Setup the instance.
_Instances[i]->freezeStaticLightSetup(pls, numPointLights, rInstanceInfo.SunContribution, frozenAmbientlight);
}
// Driver not NULL ?
if (driver)
{
// Flush shape's texture with this driver
_Instances[i]->Shape->flushTextures (*driver, selectedTexture);
}
}
}
else
{
_Instances[i] = NULL;
}
}
// Setup the hierarchy
// We just have to set the traversal HRC (Hierarchy)
if (_Root == NULL)
{
createRoot (scene);
}
it = _InstancesInfos.begin();
for (i = 0; i < _InstancesInfos.size(); ++i, ++it)
if (!_InstancesInfos[i].DontAddToScene && _Instances[i] != NULL)
{
CInstance &rInstanceInfo = *it;
if( rInstanceInfo.nParent != -1 ) // Is the instance get a parent
_Instances[rInstanceInfo.nParent]->hrcLinkSon( _Instances[i] );
else
_Root->hrcLinkSon( _Instances[i] );
}
// Attach the root of the instance group to the root of the hierarchy traversal
scene.getRoot()->hrcLinkSon( _Root );
// Cluster / Portals
// -----------------
CClipTrav *pClipTrav = &scene.getClipTrav();
_ClipTrav = pClipTrav;
// Create the MOT links (create the physical clusters)
_ClusterInstances.resize (_ClusterInfos.size());
for (i = 0; i < _ClusterInstances.size(); ++i)
{
_ClusterInstances[i] = (CCluster*)scene.createModel (ClusterId);
_ClusterInstances[i]->Group = this;
_ClusterInstances[i]->_Portals = _ClusterInfos[i]._Portals;
_ClusterInstances[i]->_LocalVolume = _ClusterInfos[i]._LocalVolume;
_ClusterInstances[i]->_LocalBBox = _ClusterInfos[i]._LocalBBox;
_ClusterInstances[i]->_Volume = _ClusterInfos[i]._Volume;
_ClusterInstances[i]->_BBox = _ClusterInfos[i]._BBox;
_ClusterInstances[i]->FatherVisible = _ClusterInfos[i].FatherVisible;
_ClusterInstances[i]->VisibleFromFather = _ClusterInfos[i].VisibleFromFather;
_ClusterInstances[i]->FatherAudible = _ClusterInfos[i].FatherAudible;
_ClusterInstances[i]->AudibleFromFather = _ClusterInfos[i].AudibleFromFather;
_ClusterInstances[i]->Name = _ClusterInfos[i].Name;
_ClusterInstances[i]->setSoundGroup(_ClusterInfos[i].getSoundGroup());
_ClusterInstances[i]->setEnvironmentFx(_ClusterInfos[i].getEnvironmentFx());
pClipTrav->registerCluster (_ClusterInstances[i]);
_ClusterInstances[i]->clipUnlinkFromAll();
}
// Relink portals with newly created clusters
for (i = 0; i < _Portals.size(); ++i)
for (j = 0; j < 2; ++j)
{
if (_Portals[i]._Clusters[j])
{
sint32 nClusterNb;
nClusterNb = (sint32)(_Portals[i]._Clusters[j] - &_ClusterInfos[0]);
_Portals[i]._Clusters[j] = _ClusterInstances[nClusterNb];
}
}
// Link shapes to clusters
for (i = 0; i < _Instances.size(); ++i)
if (_Instances[i] != NULL && !_InstancesInfos[i].DontAddToScene)
{
if (_InstancesInfos[i].Clusters.size() > 0)
{
_Instances[i]->clipUnlinkFromAll();
for (j = 0; j < _InstancesInfos[i].Clusters.size(); ++j)
_ClusterInstances[_InstancesInfos[i].Clusters[j]]->clipAddChild( _Instances[i] );
// For the first time we have to set all the instances to NOT move (and not be rebinded)
_Instances[i]->freeze();
_Instances[i]->setClusterSystem (this);
}
else
{
// These instances are not attached to a cluster at this level so we cannot freeze them
// Moreover we must set their clustersystem they will be tested against
_Instances[i]->setClusterSystem (_ClusterSystemForInstances);
}
}
_Root->freeze();
// HRC OBS like
for (i = 0; i < _ClusterInstances.size(); ++i)
{
_ClusterInstances[i]->setWorldMatrix (_Root->getMatrix());
for (j = 0; j < _ClusterInstances[i]->getNbPortals(); ++j)
{
CPortal *pPortal = _ClusterInstances[i]->getPortal(j);
pPortal->setWorldMatrix (_Root->getMatrix());
}
// Re affect the cluster to the accelerator if not the root
if (!_ClusterInstances[i]->isRoot())
{
_ClipTrav->unregisterCluster(_ClusterInstances[i]);
_ClipTrav->registerCluster (_ClusterInstances[i]);
}
}
// Link the instance group to the parent
linkToParent (scene.getGlobalInstanceGroup());
// Attach the clusters to the root of the instance group
for (i = 0; i < _ClusterInstances.size(); ++i)
_Root->hrcLinkSon( _ClusterInstances[i] );
// Default: freezeHRC all instances.
freezeHRC();
// Register the instanceGroup for light animation
// -----------------
// If some PointLight to animate
if(_PointLightArray.getPointLights().size() > 0)
scene.addInstanceGroupForLightAnimation(this);
_AddToSceneState = StateAdded;
if (_AddRemoveInstance)
_AddRemoveInstance->instanceGroupAdded();
return true;
}
// ***************************************************************************
bool CInstanceGroup::addToSceneAsync (CScene& scene, IDriver *driver, uint selectedTexture)
{
// Init the scene lights
_PointLightArray.initAnimatedLightIndex (scene);
uint32 i;
_AddToSceneState = StateAdding;
_AddToSceneTempScene = &scene;
_AddToSceneTempDriver = driver;
_AddToSceneTempSelectTexture = selectedTexture;
_Instances.resize (_InstancesInfos.size(), NULL);
if (_IGAddBeginCallback)
_IGAddBeginCallback->startAddingIG((uint)_InstancesInfos.size());
// Creation and positionning of the new instance
vector<CInstance>::iterator it = _InstancesInfos.begin();
set<string> allShapesToLoad;
_AddToSceneSignal = false;
bool loadAsyncStarted = false;
for (i = 0; i < _InstancesInfos.size(); ++i, ++it)
{
CInstance &rInstanceInfo = *it;
if (!rInstanceInfo.DontAddToScene)
{
string shapeName = rInstanceInfo.Name;
if (_TransformName != NULL && !rInstanceInfo.InstanceName.empty())
{
shapeName = _TransformName->transformName (i, rInstanceInfo.InstanceName, rInstanceInfo.Name);
}
toLower(shapeName);
if (!shapeName.empty() && shapeName.find('.') == std::string::npos)
shapeName += ".shape";
if (allShapesToLoad.find(shapeName) == allShapesToLoad.end())
{
allShapesToLoad.insert (shapeName);
if (scene.getShapeBank()->getPresentState(shapeName) != CShapeBank::Present)
{
// Load it from file asynchronously
scene.getShapeBank()->loadAsync (shapeName, scene.getDriver(), rInstanceInfo.Pos, &_AddToSceneSignal, selectedTexture);
loadAsyncStarted = true;
}
}
}
}
if (!loadAsyncStarted)
_AddToSceneSignal = true;
else
_AddToSceneSignal = false;
//CAsyncFileManager::getInstance().signal (&_AddToSceneSignal);
return true;
}
// ***************************************************************************
void CInstanceGroup::stopAddToSceneAsync ()
{
if (_AddToSceneState != StateAdding)
return;
vector<CInstance>::iterator it = _InstancesInfos.begin();
CAsyncFileManager::getInstance().cancelSignal (&_AddToSceneSignal);
for (uint32 i = 0; i < _InstancesInfos.size(); ++i, ++it)
{
CInstance &rInstanceInfo = *it;
if (!rInstanceInfo.DontAddToScene)
{
string shapeName;
bool getShapeName = true;
if (_TransformName != NULL && !rInstanceInfo.InstanceName.empty())
{
shapeName = _TransformName->transformName (i, rInstanceInfo.InstanceName, rInstanceInfo.Name);
if (shapeName != rInstanceInfo.Name)
getShapeName = false;
}
if (getShapeName)
{
if (rInstanceInfo.Name.find('.') == std::string::npos)
shapeName = rInstanceInfo.Name + ".shape";
else // extension has already been added
shapeName = rInstanceInfo.Name;
}
toLower(shapeName);
_AddToSceneTempScene->getShapeBank()->cancelLoadAsync (shapeName);
}
}
_AddToSceneState = StateNotAdded;
}
// ***************************************************************************
CInstanceGroup::TState CInstanceGroup::getAddToSceneState ()
{
// If we are adding but we have finished loading shapes (all shapes are here)
if (_AddToSceneState == StateAdding)
{
if (_AddToSceneSignal)
{
addToScene (*_AddToSceneTempScene, _AddToSceneTempDriver, _AddToSceneTempSelectTexture);
}
}
return _AddToSceneState;
}
// ***************************************************************************
// Search in the hierarchy of ig the most low level (child) ig that contains the clusters that
// are flagged to be visible from father or which father is visible
bool CInstanceGroup::linkToParent (CInstanceGroup *pFather)
{
uint32 i, j;
bool ret;
/*
for (i = 0; i < pFather->_ClusterInstances.size(); ++i)
{
for(j = 0; j < pFather->_ClusterInstances[i]->Children.size(); ++j)
{
if (linkToParent(pFather->_ClusterInstances[i]->Children[j]->Group))
return true;
}
}
*/
ret = false;
if (this != pFather)
{
for (j = 0; j < this->_ClusterInstances.size(); ++j)
{
if ((this->_ClusterInstances[j]->FatherVisible) ||
(this->_ClusterInstances[j]->VisibleFromFather))
{
for (i = 0; i < pFather->_ClusterInstances .size(); ++i)
{
// If my cluster j is in the cluster i of the father
if (pFather->_ClusterInstances[i]->isIn(this->_ClusterInstances[j]->getBBox()))
{
if (this->_ClusterInstances[j]->Father != pFather->_ClusterInstances[i]) // and not already son of the father cluster ?
{
// unlink from parent
this->_ClusterInstances[j]->unlinkFromParent();
// relink to the new father found
pFather->_ClusterInstances[i]->Children.push_back(this->_ClusterInstances[j]);
this->_ClusterInstances[j]->Father = pFather->_ClusterInstances[i];
}
ret = true;
}
}
}
}
}
// store new parent
if(ret)
_ParentClusterSystem= pFather;
return ret;
}
// ***************************************************************************
bool CInstanceGroup::removeFromScene (CScene& scene)
{
uint32 i, j, k;
// Remove shapes
for (i = 0; i < _Instances.size(); ++i)
{
CTransformShape *pTShape = _Instances[i];
if(pTShape)
{
// For security, unfreeze any StaticLightSetup setuped.
pTShape->unfreezeStaticLightSetup();
// delete the instance
scene.deleteInstance (pTShape);
_Instances[i] = NULL;
}
}
// Relink portals with old clusters
for (i = 0; i < _Portals.size(); ++i)
for (k = 0; k < 2; ++k)
{
if (_Portals[i]._Clusters[k])
{
for (j = 0; j < _ClusterInstances.size(); ++j)
if( _Portals[i]._Clusters[k] == _ClusterInstances[j] )
break;
nlassert (j!=_ClusterInstances.size());
_Portals[i]._Clusters[k] = &_ClusterInfos[j];
}
}
// Remove clusters
CClipTrav *pClipTrav = &scene.getClipTrav();
for (i = 0; i < _ClusterInstances.size(); ++i)
{
pClipTrav->unregisterCluster (_ClusterInstances[i]);
scene.deleteModel (_ClusterInstances[i]);
}
scene.deleteModel (_Root);
_Root = NULL;
// UnRegister the instanceGroup for light animation
// -----------------
// If some PointLight to animate
if(_PointLightArray.getPointLights().size() > 0)
scene.removeInstanceGroupForLightAnimation(this);
if (_AddRemoveInstance)
_AddRemoveInstance->instanceGroupRemoved();
return true;
}
// ***************************************************************************
void CInstanceGroup::getLights( set<string> &LightNames )
{
LightNames.clear();
for( uint32 i = 0; i < _Instances.size(); ++i )
{
CMeshInstance *pMI = dynamic_cast<CMeshInstance*>(_Instances[i]);
if( pMI != NULL )
{
uint32 nNbLM = pMI->getNbLightMap();
for( uint32 j = 0; j < nNbLM; ++j )
{
string sTmp;
pMI->getLightMapName( j, sTmp );
set<string>::iterator itSet = LightNames.find(sTmp);
if( itSet == LightNames.end() )
LightNames.insert( sTmp );
}
}
}
}
// ***************************************************************************
void CInstanceGroup::getBlendShapes( set<string> &BlendShapeNames )
{
BlendShapeNames.clear();
for( uint32 i = 0; i < _Instances.size(); ++i )
{
CMeshBaseInstance *pMBI = dynamic_cast<CMeshBaseInstance*>(_Instances[i]);
if (pMBI != NULL)
{
uint32 nNbBS = pMBI->getNbBlendShape();
for( uint32 j = 0; j < nNbBS; ++j )
{
string sTmp;
pMBI->getBlendShapeName( j, sTmp );
set<string>::iterator itSet = BlendShapeNames.find(sTmp);
if( itSet == BlendShapeNames.end() )
BlendShapeNames.insert( sTmp );
}
}
}
}
// ***************************************************************************
void CInstanceGroup::setBlendShapeFactor( const string &BlendShapeName, float rFactor )
{
for( uint32 i = 0; i < _Instances.size(); ++i )
{
CMeshBaseInstance *pMI = dynamic_cast<CMeshBaseInstance*>(_Instances[i]);
if( pMI != NULL )
{
pMI->setBlendShapeFactor( BlendShapeName, rFactor );
}
}
}
// ***************************************************************************
void CInstanceGroup::addCluster(CCluster *pCluster)
{
_ClusterInstances.push_back(pCluster);
}
// ***************************************************************************
void CInstanceGroup::setClusterSystemForInstances(CInstanceGroup *pIG)
{
_ClusterSystemForInstances = pIG;
for (uint32 i = 0; i < _Instances.size(); ++i)
if (_Instances[i] && _InstancesInfos[i].Clusters.size() == 0)
_Instances[i]->setClusterSystem (_ClusterSystemForInstances);
}
// ***************************************************************************
void CInstanceGroup::getDynamicPortals (std::vector<std::string> &names)
{
for (uint32 i = 0; i < _Portals.size(); ++i)
if (_Portals[i].getName() != "")
names.push_back (_Portals[i].getName());
}
// ***************************************************************************
void CInstanceGroup::setDynamicPortal (std::string& name, bool opened)
{
for (uint32 i = 0; i < _Portals.size(); ++i)
if (_Portals[i].getName() == name)
_Portals[i].open (opened);
}
// ***************************************************************************
bool CInstanceGroup::getDynamicPortal (std::string& name)
{
for (uint32 i = 0; i < _Portals.size(); ++i)
if (_Portals[i].getName() == name)
return _Portals[i].isOpened ();
return false;
}
// ***************************************************************************
void CInstanceGroup::setPos (const CVector &pos)
{
if (_Root != NULL)
/// \todo Make this work (precision): _Root->setPos (_GlobalPos+pos);
_Root->setPos (pos);
}
// ***************************************************************************
void CInstanceGroup::setRotQuat (const CQuat &quat)
{
if (_Root != NULL)
_Root->setRotQuat (quat);
}
// ***************************************************************************
CVector CInstanceGroup::getPos ()
{
if (_Root != NULL)
return _Root->getPos ();
else
return CVector(0.0f, 0.0f, 0.0f);
}
// ***************************************************************************
CQuat CInstanceGroup::getRotQuat ()
{
if (_Root != NULL)
return _Root->getRotQuat ();
else
return CQuat();
}
// ***************************************************************************
void CInstanceGroup::linkRoot (CScene &/* scene */, CTransform *father)
{
if(_Root)
{
father->hrcLinkSon( _Root );
}
}
// ***************************************************************************
void CInstanceGroup::freezeHRC()
{
// For all instances.
for (uint i=0; i < _Instances.size(); i++)
{
if(_Instances[i])
_Instances[i]->freezeHRC();
}
// and for root.
_Root->freezeHRC();
}
// ***************************************************************************
void CInstanceGroup::unfreezeHRC()
{
// For all instances.
for (uint i=0; i < _Instances.size(); i++)
{
if(_Instances[i])
_Instances[i]->unfreezeHRC();
}
// and for root.
_Root->unfreezeHRC();
}
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CInstanceGroup::buildPointLightList(const std::vector<CPointLightNamed> &pointLightList,
std::vector<uint> &plRemap)
{
// build.
_PointLightArray.build(pointLightList, plRemap);
// remap Instance precalc lighted.
for(uint i=0; i<_InstancesInfos.size(); i++)
{
CInstance &inst= _InstancesInfos[i];
// If the instance has no precomputed lighting, skip
if(!inst.StaticLightEnabled)
continue;
// remap pointlights
for(uint l=0; l<CInstanceGroup::NumStaticLightPerInstance; l++)
{
// If NULL light, break and continue to next instance
if(inst.Light[l]== 0xFF)
break;
else
{
// Check good index.
nlassert(inst.Light[l] < _PointLightArray.getPointLights().size());
// Remap index, because of light sorting.
inst.Light[l]= uint8(plRemap[inst.Light[l]]);
}
}
// remap ambient light
if(inst.LocalAmbientId!=0xFF)
{
nlassert(inst.LocalAmbientId < _PointLightArray.getPointLights().size());
inst.LocalAmbientId= uint8(plRemap[inst.LocalAmbientId]);
}
}
}
// ***************************************************************************
void CInstanceGroup::setPointLightFactor(const CScene &scene)
{
_PointLightArray.setPointLightFactor(scene);
}
// ***************************************************************************
void CInstanceGroup::enableRealTimeSunContribution(bool enable)
{
_RealTimeSunContribution= enable;
}
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CInstanceGroup::displayDebugClusters(IDriver *drv, class CTextContext *txtCtx)
{
uint opacity= 50;
CRGBA colorCluster(255, 128, 255, uint8(opacity));
// portals are drawn twice
CRGBA colorPortal(128, 255, 128, uint8(opacity/2));
CMaterial clusterMat;
CMaterial portalMat;
CMaterial lineMat;
clusterMat.initUnlit();
clusterMat.setBlend(true);
clusterMat.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
clusterMat.setZWrite(false);
clusterMat.setDoubleSided(true);
clusterMat.setColor(colorCluster);
portalMat.initUnlit();
portalMat.setBlend(true);
portalMat.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
portalMat.setZWrite(false);
portalMat.setDoubleSided(true);
portalMat.setColor(colorPortal);
lineMat.initUnlit();
lineMat.setBlend(true);
lineMat.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
lineMat.setZWrite(false);
lineMat.setDoubleSided(true);
lineMat.setColor(CRGBA(0,0,0,uint8(opacity)));
// The geometry for each cluster
CVertexBuffer vb;
// too big cluster won't be rendered
const uint maxVertices= 10000;
vb.setVertexFormat(CVertexBuffer::PositionFlag);
vb.setNumVertices(maxVertices);
vb.setPreferredMemory(CVertexBuffer::RAMVolatile, false);
CIndexBuffer clusterTriangles;
CIndexBuffer clusterLines;
CIndexBuffer portalTriangles;
CIndexBuffer portalLines;
//
clusterTriangles.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
clusterLines.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
portalTriangles.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
portalLines.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
//
clusterTriangles.setNumIndexes(maxVertices*3);
clusterLines.setNumIndexes(maxVertices*2);
portalTriangles.setNumIndexes(maxVertices*3);
portalLines.setNumIndexes(maxVertices*2);
// setup identity matrix
drv->setupModelMatrix(CMatrix::Identity);
// For all clusters
uint i;
for(i=0;i<_ClusterInstances.size();i++)
{
CCluster *cluster= _ClusterInstances[i];
if(cluster)
{
uint numTotalVertices= 0;
// **** Build a set of polys representing the volume (slow but debug!)
static std::vector<CPolygon> polygons;
polygons.clear();
polygons.resize(cluster->_Volume.size());
// for each plane, build the associated polygon
uint j;
for(j=0;j<polygons.size();j++)
{
// Start with a big quad centered on bbox center
CPlane p= cluster->_Volume[j];
p.normalize();
CVector quadCenter= p.project(cluster->_BBox.getCenter());
// choose a basis on this plane
CMatrix mat;
mat.setArbitraryRotK(p.getNormal());
mat.setPos(quadCenter);
// Build the initial Big quad
CPolygon &poly= polygons[j];
poly.Vertices.resize(4);
float s= 10 * cluster->_BBox.getRadius();
poly.Vertices[0]= mat * CVector(-s,-s,0);
poly.Vertices[1]= mat * CVector(s,-s,0);
poly.Vertices[2]= mat * CVector(s,s,0);
poly.Vertices[3]= mat * CVector(-s,s,0);
// clip this poly against all the other (ie not me) planes
// This make this algo O(N2) but this is for debug....
for(uint k=0;k<cluster->_Volume.size();k++)
{
if(j!=k)
{
poly.clip(&cluster->_Volume[k], 1);
}
}
// count the number of vertices / triangles / lines to add
if(poly.Vertices.size()>=3)
{
numTotalVertices+= (uint)poly.Vertices.size();
}
}
// **** count the number of portals vertices
for(j=0;j<cluster->_Portals.size();j++)
{
numTotalVertices+= (uint)cluster->_Portals[j]->_Poly.size();
}
// **** Draw those cluster polygons, and portals
// too big clusters won't be rendered
if(numTotalVertices<=maxVertices)
{
uint iVert= 0;
uint j;
// build the cluster geometry
clusterTriangles.setNumIndexes(maxVertices*3);
clusterLines.setNumIndexes(maxVertices*2);
// Locks
CVertexBufferReadWrite vba;
vb.lock (vba);
CIndexBufferReadWrite ibaCT;
clusterTriangles.lock (ibaCT);
CIndexBufferReadWrite ibaCL;
clusterLines.lock (ibaCL);
uint numTriIndexes = 0;
uint numLineIndexes = 0;
for(j=0;j<polygons.size();j++)
{
CPolygon &poly= polygons[j];
if(poly.Vertices.size()>=3)
{
uint k;
// add the vertices
for(k=0;k<poly.Vertices.size();k++)
vba.setVertexCoord(iVert+k, poly.Vertices[k]);
// add the triangles
for(k=0;k<poly.Vertices.size()-2;k++)
{
if (numTriIndexes<clusterTriangles.capacity())
{
ibaCT.setTri(numTriIndexes, iVert+0, iVert+k+1, iVert+k+2);
numTriIndexes += 3;
}
}
// add the lines
for(k=0;k<poly.Vertices.size();k++)
{
if (numLineIndexes<clusterLines.capacity())
{
ibaCL.setLine(numLineIndexes, iVert+k, iVert+ ((k+1)%poly.Vertices.size()) );
numLineIndexes += 2;
}
}
iVert+= (uint)poly.Vertices.size();
}
}
// Unlocks
ibaCT.unlock ();
ibaCL.unlock ();
clusterTriangles.setNumIndexes(numTriIndexes);
clusterLines.setNumIndexes(numLineIndexes);
// build the portal geometry
portalTriangles.setNumIndexes(maxVertices*3);
portalLines.setNumIndexes(maxVertices*2);
// Locks
CIndexBufferReadWrite ibaPT;
portalTriangles.lock (ibaPT);
CIndexBufferReadWrite ibaPL;
portalLines.lock (ibaPL);
numTriIndexes = 0;
numLineIndexes = 0;
for(j=0;j<cluster->_Portals.size();j++)
{
std::vector<CVector> &portalVerts= cluster->_Portals[j]->_Poly;
if(portalVerts.size()>=3)
{
uint k;
// add the vertices
for(k=0;k<portalVerts.size();k++)
vba.setVertexCoord(iVert+k, portalVerts[k]);
// add the triangles
for(k=0;k<portalVerts.size()-2;k++)
{
if (numTriIndexes<clusterTriangles.capacity())
{
ibaPT.setTri(numTriIndexes, iVert+0, iVert+k+1, iVert+k+2);
numTriIndexes += 3;
}
}
// add the lines
for(k=0;k<portalVerts.size();k++)
{
if (numTriIndexes<clusterTriangles.capacity())
{
ibaPL.setLine(numLineIndexes, iVert+k, iVert+ ((k+1)%portalVerts.size()) );
numLineIndexes += 2;
}
}
iVert+= (uint)portalVerts.size();
}
}
// Unlock
ibaPT.unlock ();
ibaPL.unlock ();
portalTriangles.setNumIndexes(numTriIndexes);
portalLines.setNumIndexes(numLineIndexes);
vba.unlock ();
// render 2 pass with or without ZBuffer (for clearness)
for(uint pass=0;pass<2;pass++)
{
if(pass==0)
{
clusterMat.setZFunc(CMaterial::always);
portalMat.setZFunc(CMaterial::always);
lineMat.setZFunc(CMaterial::always);
}
else
{
clusterMat.setZFunc(CMaterial::lessequal);
portalMat.setZFunc(CMaterial::lessequal);
lineMat.setZFunc(CMaterial::lessequal);
}
drv->activeVertexBuffer(vb);
drv->activeIndexBuffer(clusterTriangles);
drv->renderTriangles (clusterMat, 0, clusterTriangles.getNumIndexes()/3);
drv->activeIndexBuffer(clusterLines);
drv->renderLines (lineMat, 0, clusterLines.getNumIndexes()/2);
drv->activeIndexBuffer(portalTriangles);
drv->renderTriangles (portalMat, 0, portalTriangles.getNumIndexes()/3);
drv->activeIndexBuffer(portalLines);
drv->renderLines (lineMat, 0, portalLines.getNumIndexes()/2);
}
}
}
}
// **** For all clusters, Draw the cluster name at center of the cluster
if(txtCtx)
{
CComputedString computedStr;
// bkup fontSize
uint bkFontSize;
CMatrix fontMatrix;
bkFontSize= txtCtx->getFontSize();
// to be readable
txtCtx->setFontSize(24);
// the font matrix
fontMatrix.setRot(drv->getViewMatrix().inverted());
fontMatrix.normalize(CMatrix::YZX);
fontMatrix.scale(10);
// parse all clusters
for(i=0;i<_ClusterInstances.size();i++)
{
CCluster *cluster= _ClusterInstances[i];
if(cluster)
{
fontMatrix.setPos(cluster->_BBox.getCenter());
txtCtx->computeString(cluster->Name, computedStr);
computedStr.render3D(*drv, fontMatrix);
}
}
// restore fontsize
txtCtx->setFontSize(bkFontSize);
}
}
} // NL3D