Files
FC1/ResourceCompilerPC/StatCGFCompiler/StatObjPhysics.cpp
romkazvo 34d6c5d489 123
2023-08-07 19:29:24 +08:00

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C++

////////////////////////////////////////////////////////////////////////////
//
// Crytek Engine Source File.
// Copyright (C), Crytek Studios, 2002.
// -------------------------------------------------------------------------
// File name: StatCGFCompiler.cpp
// Version: v1.00
// Created: 5/11/2002 by Vladimir Kajalin
// Compilers: Visual Studio.NET
// Description:
// -------------------------------------------------------------------------
// History:
//
////////////////////////////////////////////////////////////////////////////
#include "StdAfx.h"
#include "StatCGFCompiler.h"
#include "MeshIdx.h"
#include "SerializeBuffer.h"
#define MESH_PHYSIC 0
#define MESH_OBSTRUCT 1
#define MESH_OCCLUSION 2
/////////////////////////////////////////////////////////////////////////////////////
// Buffer optimizer
/////////////////////////////////////////////////////////////////////////////////////
int CSimpleStatObj::FindInPosBuffer(const Vec3d & opt, Vec3d * _vbuff, int _vcount, list2<int> * pHash)
{
for(int i=0; i<pHash->Count(); i++)
{
if(
IsEquivalent(*((Vec3d*)(&_vbuff[(*pHash)[i]].x)), *((Vec3d*)(&opt.x)), VEC_EPSILON)
)
return (*pHash)[i];
}
return -1;
}
void CSimpleStatObj::CompactPosBuffer(Vec3d * _vbuff, int * _vcount, list2<int> * pindices)
{
int before = *_vcount; assert(before);
if(!before)
m_pLog->ThrowError("Error: CSimpleStatObj::CompactPosBuffer: Input vertex count is zero");
Vec3d * tmp_buff = new Vec3d[*_vcount];
int tmp_count = 0;
pindices->Clear();
list2<int> pos_hash_table[256];//[256];
for(uint v=0; v<(uint)(*_vcount); v++)
{
list2<int> * pHash = &pos_hash_table[(unsigned char)(_vbuff[v].x*100)];//[(unsigned char)(_vbuff[v].y*100)];
int find = FindInPosBuffer( _vbuff[v], tmp_buff, tmp_count, pHash);
if(find<0)
{
tmp_buff[tmp_count] = _vbuff[v];
pindices->Add(tmp_count);
pos_hash_table[(unsigned char)(_vbuff[v].x*100)]/*[(unsigned char)(_vbuff[v].y*100)]*/.Add(tmp_count);
tmp_count++;
}
else
{
int u = (uint)find;
pindices->Add(u);
}
}
* _vcount = tmp_count;
memcpy( _vbuff, tmp_buff, tmp_count*sizeof(Vec3d));
delete [] tmp_buff;
}
// This function prepares 3 additional meshes:
// usual physical representation(mat_phys or bounce koeff),
// obstruct physical representation(mat_obstruct)
// and occlusion volume(mat_occl).
// Register physical stuff in physics engine.
void CSimpleStatObj::Physicalize()
{
bool bShowINfo = (m_pTriData->m_nFaceCount>10000);
if(bShowINfo)
m_pLog->Log(" Creating buffer for physics ...");
// get phys material id's from game code
/* IPhysMaterialEnumerator * pPhysMaterialEnumerator = ((C3DEngine*)Get3DEngine())->m_pPhysMaterialEnumerator;
int i=0;
for(i=0; pPhysMaterialEnumerator && i<m_pTriData->m_lstMatTable.Count(); i++)
m_pTriData->m_lstMatTable[i].nGamePhysMatId = pPhysMaterialEnumerator->EnumPhysMaterial(m_pTriData->m_lstMatTable[i].sScriptMaterial);
*/
// find mat id's
int nPhysMatID = -1;
int nObstrMatID = -1;
int nOcclMatID = -1;
int nLeavesMatID= -1;
{
// find phys material id
for(int m=0; m<m_pTriData->m_lstMatTable.Count(); m++)
if(strstr(m_pTriData->m_lstMatTable[m].sScriptMaterial,"mat_phys"))
{
nPhysMatID = m;
break;
}
// find obstruct material id
for(int m=0; m<m_pTriData->m_lstMatTable.Count(); m++)
if(strstr(m_pTriData->m_lstMatTable[m].sScriptMaterial,"mat_obstruct"))
{
nObstrMatID = m;
break;
}
// find leaves material id
for(int m=0; m<m_pTriData->m_lstMatTable.Count(); m++)
if(strstr(m_pTriData->m_lstMatTable[m].sScriptMaterial,"mat_leaves"))
{
nLeavesMatID = m;
break;
}
// find occlusion material id
for(int m=0; m<m_pTriData->m_lstMatTable.Count(); m++)
if(strstr(m_pTriData->m_lstMatTable[m].sScriptMaterial,"mat_occl"))
{
nOcclMatID = m;
break;
}
}
for(int nMesh = 0; nMesh<=2; nMesh++)
{ // fill physics indices
list2<int> lstPhysIndices;
list2<unsigned char> lstFaceMaterials;
if(nMesh == MESH_PHYSIC)
{ // find all physicalized faces
for(int i=0; i<m_pTriData->m_nFaceCount; i++)
{
if( ((m_pTriData->m_lstMatTable[m_pTriData->m_pFaces[i].shader_id].m_Flags & MIF_PHYSIC) && nPhysMatID<0) ||
m_pTriData->m_pFaces[i].shader_id == nPhysMatID )
{
for(int v=0; v<3; v++)
lstPhysIndices.Add(m_pTriData->m_pFaces[i].v[v]);
lstFaceMaterials.Add((unsigned char)m_pTriData->m_pFaces[i].shader_id);
if(m_pTriData->m_pFaces[i].shader_id == nPhysMatID)
{ // remove face from list (it's not needed for rendering)
if(m_pTriData->m_nFaceCount>1)
m_pTriData->m_pFaces[i] = m_pTriData->m_pFaces[m_pTriData->m_nFaceCount-1];
m_pTriData->m_nFaceCount--;
i--;
}
}
}
}
else if(nMesh == MESH_OBSTRUCT)
{ // find all obstruct faces
if(nObstrMatID>=0 || nLeavesMatID>=0)
{ // find all obstruct faces
for(int i=0; i<m_pTriData->m_nFaceCount; i++)
{
if( m_pTriData->m_pFaces[i].shader_id == nObstrMatID ||
m_pTriData->m_pFaces[i].shader_id == nLeavesMatID )
{
for(int v=0; v<3; v++)
lstPhysIndices.Add(m_pTriData->m_pFaces[i].v[v]);
lstFaceMaterials.Add((unsigned char)m_pTriData->m_pFaces[i].shader_id);
if(m_pTriData->m_pFaces[i].shader_id == nObstrMatID)
{ // remove face from list (it's not needed for rendering)
if(m_pTriData->m_nFaceCount>1)
m_pTriData->m_pFaces[i] = m_pTriData->m_pFaces[m_pTriData->m_nFaceCount-1];
m_pTriData->m_nFaceCount--;
i--;
}
}
}
}
}
else if(nMesh == MESH_OCCLUSION)
{
if(nOcclMatID>=0)
{ // find all occlusion faces
for(int i=0; i<m_pTriData->m_nFaceCount; i++)
{
if(m_pTriData->m_pFaces[i].shader_id == nOcclMatID)
{
for(int v=0; v<3; v++)
lstPhysIndices.Add(m_pTriData->m_pFaces[i].v[v]);
lstFaceMaterials.Add((unsigned char)m_pTriData->m_pFaces[i].shader_id);
// remove face from list (it's not needed for rendering)
if(m_pTriData->m_nFaceCount>1)
m_pTriData->m_pFaces[i] = m_pTriData->m_pFaces[m_pTriData->m_nFaceCount-1];
m_pTriData->m_nFaceCount--;
i--;
}
}
}
}
if(lstPhysIndices.Count())// && lstPhysIndices.Count()<600) // 200 tris limit for physics set by Cevat
{
Vec3d * pExVerts;
int init_count;
if (m_pTriData->m_lstGeomNames.Count()>0 && strstr(m_pTriData->m_lstGeomNames[0],"cloth")!=0)
{
pExVerts = m_pTriData->m_pVerts;
init_count = m_pTriData->m_nVertCount;
}
else
{
pExVerts = new Vec3d[lstPhysIndices.Count()];
for(int i=0; i<lstPhysIndices.Count();i++)
pExVerts[i] = m_pTriData->m_pVerts[lstPhysIndices[i]];
if(bShowINfo)
m_pLog->Log(" Compacting buffer ...");
init_count = lstPhysIndices.Count();
CompactPosBuffer(pExVerts, &init_count, &lstPhysIndices);
}
if(bShowINfo)
m_pLog->Log(" Creating OBB tree ...");
if(/*GetPhysicalWorld() && */(nMesh==MESH_PHYSIC || nMesh==MESH_OBSTRUCT))
{
// IGeomManager *pGeoman = GetPhysicalWorld()->GetGeomManager();
Vec3d ptmin=pExVerts[0],ptmax=pExVerts[0],sz;
for(int i=1;i<init_count;i++)
{
ptmin.x = min(ptmin.x,pExVerts[i].x);
ptmax.x = max(ptmax.x,pExVerts[i].x);
ptmin.y = min(ptmin.y,pExVerts[i].y);
ptmax.y = max(ptmax.y,pExVerts[i].y);
ptmin.z = min(ptmin.z,pExVerts[i].z);
ptmax.z = max(ptmax.z,pExVerts[i].z);
}
int nMinTrisPerNode=2, nMaxTrisPerNode=4;
sz = ptmax-ptmin;
int flags = mesh_multicontact1 | mesh_uchar_ids;
float tol = 0.05f;
flags |= lstPhysIndices.Count()<=60 ? mesh_SingleBB : mesh_OBB|mesh_AABB;
if (strstr(m_pGeomName,"wheel"))
{
flags |= mesh_approx_cylinder;
tol = 1.0f;
} else
flags |= mesh_approx_box | mesh_approx_sphere;
if (lstPhysIndices.Count()<600 && max(max(sz.x,sz.y),sz.z)>6) // make more dense OBBs for large (wrt terrain grid) objects
nMinTrisPerNode = nMaxTrisPerNode = 1;
// assert(0);
// serialize data here
///// m_arrPhysGeomInfo[nMesh] = pGeoman->RegisterGeometry(pGeoman->CreateMesh((vectorf*)
// &pExVerts[0], &lstPhysIndices[0],
///// (short*)&lstFaceMaterials[0],
// lstPhysIndices.Count()/3,
// flags,
// true,
// true,
// tol,
// nMinTrisPerNode,
// nMaxTrisPerNode,
///// 2.5f));
m_lstProxyVerts[nMesh].AddList(pExVerts,init_count);
m_lstProxyInds[nMesh].AddList(lstPhysIndices);
m_vProxyBoxMin[nMesh] = ptmin;
m_vProxyBoxMax[nMesh] = ptmax;
m_lstProxyFaceMaterials[nMesh].AddList(lstFaceMaterials);
}
if(nOcclMatID>=0 && nMesh==MESH_OCCLUSION)
{
m_lstProxyVerts[MESH_OCCLUSION].AddList(pExVerts,init_count);
m_lstProxyInds[MESH_OCCLUSION].AddList(lstPhysIndices);
}
if (pExVerts!=m_pTriData->m_pVerts)
delete [] pExVerts;
}
else if(lstPhysIndices.Count())
{
m_pLog->Log("Error: CSimpleStatObj::Physicalize: proxy geometry contains more than 200 polygons - skipped");
}
}
if(bShowINfo)
m_pLog->LogPlus("ok");
}
void CSimpleStatObj::InitGeometry()
{
// copy helpers
m_lstHelpers.AddList(*m_pTriData->GetHelpers());
// copy lsources
for(int i=0; i<m_pTriData->GetLightSourcesList()->Count(); i++)
m_lstLSources.Add(*m_pTriData->GetLightSourcesList()->GetAt(i));
m_vBoxMin = m_pTriData->m_vBoxMin;
m_vBoxMax = m_pTriData->m_vBoxMax;
}
void CSimpleStatObj::Serialize(int & nPos, uchar * pSerBuf, bool bSave)
{
assert(bSave);
SaveBuffer("StatObj", 8, pSerBuf, nPos);
for(int i=0; i<3; i++)
{
m_lstProxyVerts[i].SaveToBuffer(pSerBuf,nPos);
m_lstProxyInds[i].SaveToBuffer(pSerBuf,nPos);
SaveBuffer(m_vProxyBoxMin[i], sizeof(m_vProxyBoxMin[i]), pSerBuf, nPos);
SaveBuffer(m_vProxyBoxMax[i], sizeof(m_vProxyBoxMax[i]), pSerBuf, nPos);
m_lstProxyFaceMaterials[i].SaveToBuffer(pSerBuf,nPos);
}
SaveBuffer(&m_vBoxMin, sizeof(m_vBoxMin), pSerBuf, nPos);
SaveBuffer(&m_vBoxMax, sizeof(m_vBoxMax), pSerBuf, nPos);
m_lstHelpers.SaveToBuffer(pSerBuf,nPos);
m_lstLSources.SaveToBuffer(pSerBuf,nPos);
}
bool CSimpleStatObj::IsPhysicsExist()
{
return (m_lstProxyInds[MESH_PHYSIC].Count() || m_lstProxyInds[MESH_OBSTRUCT].Count());
}
//"Objects\Natural\Bushes\beach_bush_yellow.cgf" /GeomName= /Stripify=1 /LoadAdditinalInfo=0 /KeepInLocalSpace=0 /StaticCGF=1 /refresh