266 lines
8.3 KiB
C++
266 lines
8.3 KiB
C++
////////////////////////////////////////////////////////////////////////////
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//
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// Crytek Engine Source File.
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// Copyright (C), Crytek Studios, 2002.
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// -------------------------------------------------------------------------
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// File name: statobjphys.cpp
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// Version: v1.00
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// Created: 28/5/2001 by Vladimir Kajalin
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// Compilers: Visual Studio.NET
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// Description: make physical representation
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// -------------------------------------------------------------------------
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// History:
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//
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////////////////////////////////////////////////////////////////////////////
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#include "stdafx.h"
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#include "StatObj.h"
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#include "MeshIdx.h"
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#include "3dengine.h"
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/////////////////////////////////////////////////////////////////////////////////////
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// Buffer optimizer
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/////////////////////////////////////////////////////////////////////////////////////
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int CStatObj::FindInPosBuffer(const Vec3d & opt, Vec3d * _vbuff, int _vcount, list2<int> * pHash)
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{
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for(int i=0; i<pHash->Count(); i++)
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{
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if(
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IsEquivalent(*((Vec3d*)(&_vbuff[(*pHash)[i]].x)), *((Vec3d*)(&opt.x)), VEC_EPSILON)
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)
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return (*pHash)[i];
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}
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return -1;
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}
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void CStatObj::CompactPosBuffer(Vec3d * _vbuff, int * _vcount, list2<int> * pindices)
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{
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int before = *_vcount; assert(before);
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if(!before)
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GetConsole()->Exit("Error: CStatObj::CompactPosBuffer: Input vertex count is zero");
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Vec3d * tmp_buff = new Vec3d[*_vcount];
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int tmp_count = 0;
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pindices->Clear();
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list2<int> pos_hash_table[256];//[256];
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for(uint v=0; v<(uint)(*_vcount); v++)
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{
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list2<int> * pHash = &pos_hash_table[(unsigned char)(_vbuff[v].x*100)];//[(unsigned char)(_vbuff[v].y*100)];
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int find = FindInPosBuffer( _vbuff[v], tmp_buff, tmp_count, pHash);
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if(find<0)
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{
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tmp_buff[tmp_count] = _vbuff[v];
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pindices->Add(tmp_count);
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pos_hash_table[(unsigned char)(_vbuff[v].x*100)]/*[(unsigned char)(_vbuff[v].y*100)]*/.Add(tmp_count);
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tmp_count++;
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}
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else
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{
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int u = (uint)find;
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pindices->Add(u);
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}
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}
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* _vcount = tmp_count;
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memcpy( _vbuff, tmp_buff, tmp_count*sizeof(Vec3d));
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delete [] tmp_buff;
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}
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// This function prepares 3 additional meshes:
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// usual physical representation(mat_phys or bounce koeff),
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// obstruct physical representation(mat_obstruct)
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// and occlusion volume(mat_occl).
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// Register physical stuff in physics engine.
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void CStatObj::Physicalize()
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{
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bool bShowINfo = (m_pTriData->m_nFaceCount>10000);
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if(bShowINfo)
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GetLog()->UpdateLoadingScreen(" Creating buffer for physics ...");
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// get phys material id's from game code
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IPhysMaterialEnumerator * pPhysMaterialEnumerator = ((C3DEngine*)Get3DEngine())->m_pPhysMaterialEnumerator;
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int i=0;
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for(i=0; pPhysMaterialEnumerator && i<m_pTriData->m_lstMatTable.Count(); i++)
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m_pTriData->m_lstMatTable[i].nGamePhysMatId = pPhysMaterialEnumerator->EnumPhysMaterial(m_pTriData->m_lstMatTable[i].sScriptMaterial);
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// find mat id's
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int nPhysMatID = -1;
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int nObstrMatID = -1;
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int nOcclMatID = -1;
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{
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// find phys material id
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for(int m=0; m<m_pTriData->m_lstMatTable.Count(); m++)
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if(strstr(m_pTriData->m_lstMatTable[m].sScriptMaterial,"mat_phys"))
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{
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nPhysMatID = m;
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break;
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}
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// find obstruct material id
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for(int m=0; m<m_pTriData->m_lstMatTable.Count(); m++)
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if(strstr(m_pTriData->m_lstMatTable[m].sScriptMaterial,"mat_obstruct"))
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{
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nObstrMatID = m;
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break;
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}
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// find occlusion material id
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for(int m=0; m<m_pTriData->m_lstMatTable.Count(); m++)
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if(strstr(m_pTriData->m_lstMatTable[m].sScriptMaterial,"mat_occl"))
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{
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nOcclMatID = m;
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break;
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}
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}
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#define MESH_PHYSIC 0
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#define MESH_OBSTRUCT 1
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#define MESH_OCCLUSION 2
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for(int nMesh = 0; nMesh<=2; nMesh++)
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{ // fill physics indices
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list2<int> lstPhysIndices;
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list2<unsigned char> lstFaceMaterials;
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if(nMesh == MESH_PHYSIC)
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{ // find all physicalized faces
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for(i=0; i<m_pTriData->m_nFaceCount; i++)
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{
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if( ((m_pTriData->m_lstMatTable[m_pTriData->m_pFaces[i].shader_id].m_Flags & MIF_PHYSIC) && nPhysMatID<0) ||
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m_pTriData->m_pFaces[i].shader_id == nPhysMatID )
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{
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for(int v=0; v<3; v++)
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lstPhysIndices.Add(m_pTriData->m_pFaces[i].v[v]);
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lstFaceMaterials.Add(m_pTriData->m_lstMatTable[m_pTriData->m_pFaces[i].shader_id].nGamePhysMatId);
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if(m_pTriData->m_pFaces[i].shader_id == nPhysMatID)
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{ // remove face from list (it's not needed for rendering)
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if(m_pTriData->m_nFaceCount>1)
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m_pTriData->m_pFaces[i] = m_pTriData->m_pFaces[m_pTriData->m_nFaceCount-1];
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m_pTriData->m_nFaceCount--;
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i--;
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}
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}
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}
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}
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else if(nMesh == MESH_OBSTRUCT)
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{ // find all obstruct faces
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if(nObstrMatID>=0)
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{ // find all obstruct faces
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for(i=0; i<m_pTriData->m_nFaceCount; i++)
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{
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if(m_pTriData->m_pFaces[i].shader_id == nObstrMatID)
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{
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for(int v=0; v<3; v++)
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lstPhysIndices.Add(m_pTriData->m_pFaces[i].v[v]);
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lstFaceMaterials.Add(m_pTriData->m_lstMatTable[m_pTriData->m_pFaces[i].shader_id].nGamePhysMatId);
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// remove face from list (it's not needed for rendering)
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if(m_pTriData->m_nFaceCount>1)
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m_pTriData->m_pFaces[i] = m_pTriData->m_pFaces[m_pTriData->m_nFaceCount-1];
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m_pTriData->m_nFaceCount--;
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i--;
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}
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}
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}
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}
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else if(nMesh == MESH_OCCLUSION)
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{
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if(nOcclMatID>=0)
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{ // find all occlusion faces
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for(i=0; i<m_pTriData->m_nFaceCount; i++)
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{
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if(m_pTriData->m_pFaces[i].shader_id == nOcclMatID)
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{
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for(int v=0; v<3; v++)
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lstPhysIndices.Add(m_pTriData->m_pFaces[i].v[v]);
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lstFaceMaterials.Add(m_pTriData->m_lstMatTable[m_pTriData->m_pFaces[i].shader_id].nGamePhysMatId);
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// remove face from list (it's not needed for rendering)
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if(m_pTriData->m_nFaceCount>1)
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m_pTriData->m_pFaces[i] = m_pTriData->m_pFaces[m_pTriData->m_nFaceCount-1];
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m_pTriData->m_nFaceCount--;
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i--;
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}
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}
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}
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}
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if(lstPhysIndices.Count())
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{
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Vec3d * pExVerts = new Vec3d[lstPhysIndices.Count()];
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for(i=0; i<lstPhysIndices.Count();i++)
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pExVerts[i] = m_pTriData->m_pVerts[lstPhysIndices[i]];
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if(bShowINfo)
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GetLog()->UpdateLoadingScreen(" Compacting buffer ...");
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int init_count = lstPhysIndices.Count();
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CompactPosBuffer(pExVerts, &init_count, &lstPhysIndices);
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if(bShowINfo)
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GetLog()->UpdateLoadingScreen(" Creating OBB tree ...");
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if(GetPhysicalWorld() && (nMesh==MESH_PHYSIC || nMesh==MESH_OBSTRUCT))
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{
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IGeomManager *pGeoman = GetPhysicalWorld()->GetGeomManager();
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Vec3d ptmin=pExVerts[0],ptmax=pExVerts[0],sz;
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for(int i=1;i<lstPhysIndices.Count();i++)
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{
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ptmin.x = min(ptmin.x,pExVerts[i].x);
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ptmax.x = max(ptmax.x,pExVerts[i].x);
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ptmin.y = min(ptmin.y,pExVerts[i].y);
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ptmax.y = max(ptmax.y,pExVerts[i].y);
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ptmin.z = min(ptmin.z,pExVerts[i].z);
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ptmax.z = max(ptmax.z,pExVerts[i].z);
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}
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int nMinTrisPerNode=2, nMaxTrisPerNode=4;
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sz = ptmax-ptmin;
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int flags = mesh_multicontact1 | mesh_uchar_ids;
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float tol = 0.05f;
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flags |= lstPhysIndices.Count()<=60 ? mesh_SingleBB : mesh_OBB|mesh_AABB;
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if (strstr(m_szGeomName,"wheel"))
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{
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flags |= mesh_approx_cylinder;
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tol = 1.0f;
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} //else
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//flags |= mesh_approx_box;
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if (lstPhysIndices.Count()<600 && max(max(sz.x,sz.y),sz.z)>6) // make more dense OBBs for large (wrt terrain grid) objects
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nMinTrisPerNode = nMaxTrisPerNode = 1;
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m_arrPhysGeomInfo[nMesh] = pGeoman->RegisterGeometry(pGeoman->CreateMesh((vectorf*)&pExVerts[0], &lstPhysIndices[0],
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(short*)&lstFaceMaterials[0], lstPhysIndices.Count()/3, flags, true, true, tol, nMinTrisPerNode,nMaxTrisPerNode, 2.5f));
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}
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if(nOcclMatID>=0 && nMesh==MESH_OCCLUSION)
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{
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m_lstOcclVolVerts.AddList(pExVerts,init_count);
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m_lstOcclVolInds.AddList(lstPhysIndices);
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}
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delete [] pExVerts;
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}
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}
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if(bShowINfo)
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GetLog()->UpdateLoadingScreenPlus("ok");
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#undef MESH_PHYSIC
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#undef MESH_OBSTRUCT
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#undef MESH_OCCLUSION
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}
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