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640 lines
21 KiB
C++
640 lines
21 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Virtual mesh implementation. Cached terrain collision model
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//
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//=============================================================================
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#include "cbase.h"
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#include "convert.h"
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#include "ivp_surface_manager.hxx"
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#include "ivp_surman_polygon.hxx"
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#include "ivp_template_surbuild.hxx"
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#include "ivp_compact_surface.hxx"
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#include <ivp_compact_ledge.hxx>
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#include <ivp_ray_solver.hxx>
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#include <ivp_compact_ledge_solver.hxx>
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#include "ivp_surbuild_pointsoup.hxx"
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#include "ivp_surbuild_ledge_soup.hxx"
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#include "physics_trace.h"
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#include "collisionutils.h"
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#include "datamanager.h"
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#include "utlbuffer.h"
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#include "ledgewriter.h"
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#include "tier1/mempool.h"
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#include "tier0/memdbgon.h"
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class CPhysCollideVirtualMesh;
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CTSPool< CUtlVector<CPhysCollideVirtualMesh *> > g_MeshFrameLocksPool;
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CThreadLocalPtr< CUtlVector<CPhysCollideVirtualMesh *> > g_pMeshFrameLocks;
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// This is the surfacemanager class for IVP that implements the required functions by layering CPhysCollideVirtualMesh
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class IVP_SurfaceManager_VirtualMesh : public IVP_SurfaceManager
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{
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public:
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void add_reference_to_ledge(const IVP_Compact_Ledge *ledge);
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void remove_reference_to_ledge(const IVP_Compact_Ledge *ledge);
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void insert_all_ledges_hitting_ray(IVP_Ray_Solver *ray_solver, IVP_Real_Object *object);
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void get_radius_and_radius_dev_to_given_center(const IVP_U_Float_Point *center, IVP_FLOAT *radius, IVP_FLOAT *radius_deviation) const;
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virtual IVP_SURMAN_TYPE get_type() { return IVP_SURMAN_POLYGON; }
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// assume mesh is never a single triangle
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virtual const IVP_Compact_Ledge *get_single_convex() const;
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void get_mass_center(IVP_U_Float_Point *mass_center_out) const;
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void get_rotation_inertia( IVP_U_Float_Point *rotation_inertia_out ) const;
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void get_all_ledges_within_radius(const IVP_U_Point *observer_os, IVP_DOUBLE radius,
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const IVP_Compact_Ledge *root_ledge, IVP_Real_Object *other_object, const IVP_Compact_Ledge *other_reference_ledge,
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IVP_U_BigVector<IVP_Compact_Ledge> *resulting_ledges);
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void get_all_terminal_ledges(IVP_U_BigVector<IVP_Compact_Ledge> *resulting_ledges);
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IVP_SurfaceManager_VirtualMesh( CPhysCollideVirtualMesh *pMesh );
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virtual ~IVP_SurfaceManager_VirtualMesh();
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private:
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CPhysCollideVirtualMesh *m_pMesh;
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};
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// These are the managed objects for the LRU of terrain collisions
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// These get created/destroyed dynamically by a resourcemanager
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// These contain the uncompressed collision models for each displacement patch
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// The idea is to have only the necessary instances of these in memory at any given time - never all of them
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class CMeshInstance
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{
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public:
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// resourcemanager
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static unsigned int EstimatedSize( const virtualmeshlist_t &list );
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static CMeshInstance *CreateResource( const virtualmeshlist_t &list );
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static unsigned int ComputeRootLedgeSize( const byte *pHull );
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void DestroyResource() { delete this; }
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unsigned int Size() { return m_memSize; }
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CMeshInstance *GetData() { return this; }
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const triangleledge_t *GetLedges() { return (triangleledge_t *)m_pMemory; }
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inline int HullCount() { return m_hullCount; }
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const IVP_Compact_Ledge *GetOuterHull() { return (m_hullCount==1) ? (const IVP_Compact_Ledge *)(m_pMemory + m_hullOffset) : NULL; }
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int GetRootLedges( IVP_Compact_Ledge **pLedges, int outCount )
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{
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int hullOffset = m_hullOffset;
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int count = min(outCount, (int)m_hullCount);
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for ( int i = 0; i < count; i++ )
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{
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pLedges[i] = (IVP_Compact_Ledge *)(m_pMemory + hullOffset);
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hullOffset += sizeof(IVP_Compact_Ledge) + (sizeof(IVP_Compact_Triangle) * pLedges[i]->get_n_triangles());
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}
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return count;
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}
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// locals
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CMeshInstance() { m_pMemory = 0; }
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~CMeshInstance();
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private:
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void Init( const virtualmeshlist_t &list );
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int m_memSize;
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char *m_pMemory;
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unsigned short m_hullOffset;
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byte m_hullCount;
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byte m_pad;
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};
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CMeshInstance::~CMeshInstance()
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{
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if ( m_pMemory )
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{
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ivp_free_aligned( m_pMemory );
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m_pMemory = NULL;
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}
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}
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unsigned int CMeshInstance::EstimatedSize( const virtualmeshlist_t &list )
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{
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int ledgeSize = sizeof(triangleledge_t) * list.triangleCount;
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int pointSize = sizeof(IVP_Compact_Poly_Point) * list.vertexCount;
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int hullSize = ComputeRootLedgeSize(list.pHull);
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return ledgeSize + pointSize + hullSize;
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}
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// computes the unpacked size of the array of root ledges
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unsigned int CMeshInstance::ComputeRootLedgeSize( const byte *pData )
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{
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if ( !pData )
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return 0;
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virtualmeshhull_t *pHeader = (virtualmeshhull_t *)pData;
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packedhull_t *pHull = (packedhull_t *)(pHeader+1);
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unsigned int size = pHeader->hullCount * sizeof(IVP_Compact_Ledge);
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for ( int i = 0; i < pHeader->hullCount; i++ )
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{
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size += sizeof(IVP_Compact_Triangle) * pHull[i].triangleCount;
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}
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return size;
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}
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CMeshInstance *CMeshInstance::CreateResource( const virtualmeshlist_t &list )
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{
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CMeshInstance *pMesh = new CMeshInstance;
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pMesh->Init( list );
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return pMesh;
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}
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// flat memory footprint has triangleledges (ledge + 2 triangles for terrain), then has verts, then optional convex hull
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void CMeshInstance::Init( const virtualmeshlist_t &list )
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{
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int ledgeSize = sizeof(triangleledge_t) * list.triangleCount;
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int pointSize = sizeof(IVP_Compact_Poly_Point) * list.vertexCount;
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int memSize = ledgeSize + pointSize + ComputeRootLedgeSize(list.pHull);
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m_memSize = memSize;
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m_hullCount = 0;
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m_pMemory = (char *)ivp_malloc_aligned( memSize, 16 );
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Assert( (int(m_pMemory) & 15) == 0 ); // make sure it is aligned
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IVP_Compact_Poly_Point *pPoints = (IVP_Compact_Poly_Point *)&m_pMemory[ledgeSize];
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triangleledge_t *pLedges = (triangleledge_t *) m_pMemory;
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memset( m_pMemory, 0, memSize );
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int i;
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for ( i = 0; i < list.vertexCount; i++ )
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{
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ConvertPositionToIVP( list.pVerts[i], pPoints[i] );
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}
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for ( i = 0; i < list.triangleCount; i++ )
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{
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Vector v0 = list.pVerts[list.indices[i*3+0]];
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Vector v1 = list.pVerts[list.indices[i*3+1]];
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Vector v2 = list.pVerts[list.indices[i*3+2]];
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Assert( v0 != v1 && v1 != v2 && v0 != v2 );
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CVPhysicsVirtualMeshWriter::InitTwoSidedTriangleLege( &pLedges[i], pPoints, list.indices[i*3+0], list.indices[i*3+1], list.indices[i*3+2], 0 );
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}
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Assert( list.triangleCount > 0 && list.triangleCount <= MAX_VIRTUAL_TRIANGLES );
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// if there's a hull, build it out too
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if ( list.pHull )
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{
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virtualmeshhull_t *pHeader = (virtualmeshhull_t *)list.pHull;
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m_hullCount = pHeader->hullCount;
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Assert( (ledgeSize + pointSize) < 65536 );
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m_hullOffset = ledgeSize + pointSize;
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byte *pMem = (byte *)m_pMemory + m_hullOffset;
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#if _DEBUG
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int hullSize = CVPhysicsVirtualMeshWriter::UnpackLedgeListFromHull( pMem, pHeader, pPoints );
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Assert((m_hullOffset+hullSize)==memSize);
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#else
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CVPhysicsVirtualMeshWriter::UnpackLedgeListFromHull( pMem, pHeader, pPoints );
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#endif
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}
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}
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// UNDONE: Tune / expose this constant 512K budget for terrain collision
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const int g_MeshSize = (2048 * 1024);
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static CDataManager<CMeshInstance, virtualmeshlist_t, CMeshInstance *, CThreadFastMutex> g_MeshManager( g_MeshSize );
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static int numIndices = 0, numTriangles = 0, numBaseTriangles = 0, numSplits = 0;
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//-----------------------------------------------------------------------------
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// Purpose: This allows for just-in-time procedural triangle soup data to be
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// instanced & cached as IVP collision data (compact ledges)
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//-----------------------------------------------------------------------------
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// NOTE: This is the permanent in-memory representation. It holds the compressed data
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// and the parameters necessary to request the proxy geometry as needed
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class CPhysCollideVirtualMesh : public CPhysCollide
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{
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public:
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// UNDONE: Unlike other CPhysCollide objects, operations the virtual mesh are
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// non-const because they may instantiate the cache. This causes problems with the interface.
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// Maybe the cache stuff should be mutable, but it amounts to the same kind of
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// hackery to cast away const.
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// get a surface manager
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virtual IVP_SurfaceManager *CreateSurfaceManager( short &collideType ) const
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{
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collideType = COLLIDE_VIRTUAL;
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// UNDONE: Figure out how to avoid this const_cast
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return new IVP_SurfaceManager_VirtualMesh(const_cast<CPhysCollideVirtualMesh *>(this));
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}
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virtual void GetAllLedges( IVP_U_BigVector<IVP_Compact_Ledge> &ledges ) const
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{
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const triangleledge_t *pLedges = const_cast<CPhysCollideVirtualMesh *>(this)->AddRef()->GetLedges();
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for ( int i = 0; i < m_ledgeCount; i++ )
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{
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ledges.add( const_cast<IVP_Compact_Ledge *>(&pLedges[i].ledge) );
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}
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const_cast<CPhysCollideVirtualMesh *>(this)->Release();
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}
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virtual unsigned int GetSerializationSize() const
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{
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if ( !m_pHull )
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return 0;
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return m_pHull->TotalSize();
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}
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virtual unsigned int SerializeToBuffer( char *pDest, bool bSwap = false ) const
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{
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unsigned int size = GetSerializationSize();
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if ( size )
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{
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memcpy( pDest, m_pHull, size );
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}
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return size;
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}
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virtual int GetVCollideIndex() const { return 0; }
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virtual void SetMassCenter( const Vector &massCenter ) {Assert(0); }
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virtual Vector GetOrthographicAreas() const { return Vector(1,1,1);}
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Vector GetMassCenter() const;
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virtual float GetSphereRadius() const;
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float GetSphereRadiusIVP() const;
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void Init( const char *pBuffer, unsigned int size )
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{
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}
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void GetAllLedgesWithinRadius( const IVP_U_Point *observer_os, IVP_DOUBLE radius, IVP_U_BigVector<IVP_Compact_Ledge> *resulting_ledges, const IVP_Compact_Ledge *pRootLedge = NULL )
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{
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virtualmeshtrianglelist_t list;
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list.triangleCount = 0;
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Vector centerHL;
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ConvertPositionToHL( *observer_os, centerHL );
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float radiusHL = ConvertDistanceToHL(radius);
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m_params.pMeshEventHandler->GetTrianglesInSphere( m_params.userData, centerHL, radiusHL, &list );
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if ( list.triangleCount )
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{
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CMeshInstance *pMesh = AddRef();
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const triangleledge_t *pLedges = pMesh->GetLedges();
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FrameRelease();
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// If we have two root ledges, then each one contains half the triangles
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// only return triangles indexed under the root ledge being queried
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int minTriangle = 0;
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int maxTriangle = m_ledgeCount;
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if ( pMesh->HullCount() > 1 )
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{
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Assert(pMesh->HullCount()==2);
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IVP_Compact_Ledge *pRootNodes[2];
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pMesh->GetRootLedges( pRootNodes, 2 );
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int midTriangle = m_ledgeCount/2;
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if ( pRootLedge == pRootNodes[0] )
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{
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maxTriangle = midTriangle;
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}
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else
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{
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minTriangle = midTriangle;
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}
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}
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IVP_DOUBLE radiusSq = radius * radius;
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for ( int i = 0; i < list.triangleCount; i++ )
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{
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Assert( list.triangleIndices[i] < m_ledgeCount );
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if ( list.triangleIndices[i] < minTriangle || list.triangleIndices[i] >= maxTriangle )
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continue;
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const IVP_Compact_Ledge *ledge = &pLedges[list.triangleIndices[i]].ledge;
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Assert(ledge->get_n_triangles() == 2);
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const IVP_Compact_Triangle *triangle = ledge->get_first_triangle();
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IVP_DOUBLE qdist = IVP_CLS.calc_qlen_PF_F_space(ledge, triangle, observer_os);
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if ( qdist > radiusSq )
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{
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continue;
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}
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resulting_ledges->add( const_cast<IVP_Compact_Ledge *>(ledge) );
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}
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}
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}
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virtual void OutputDebugInfo() const
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{
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Msg("Virtual mesh!\n");
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}
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CPhysCollideVirtualMesh(const virtualmeshparams_t ¶ms) : m_params(params), m_hMemory( INVALID_MEMHANDLE ), m_ledgeCount( 0 )
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{
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m_pHull = NULL;
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if ( params.buildOuterHull )
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{
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BuildBoundingLedge();
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}
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}
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virtual ~CPhysCollideVirtualMesh();
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// adds a lock on the collsion memory :: MUST CALL Release() or FrameRelease corresponding to this call!!!
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CMeshInstance *AddRef();
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void BuildBoundingLedge();
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static virtualmeshhull_t *CreateMeshBoundingHull( const virtualmeshlist_t &list );
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static void DestroyMeshBoundingHull(virtualmeshhull_t *pHull) { CVPhysicsVirtualMeshWriter::DestroyPackedHull(pHull); }
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static IVP_Compact_Surface *CreateBoundingSurfaceFromRange( const virtualmeshlist_t &list, int firstIndex, int indexCount );
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int GetRootLedges( IVP_Compact_Ledge **pLedges, int outCount )
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{
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int count = AddRef()->GetRootLedges(pLedges, outCount);
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FrameRelease();
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return count;
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}
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IVP_Compact_Ledge *GetBoundingLedge()
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{
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IVP_Compact_Ledge *pLedge = const_cast<IVP_Compact_Ledge *>(AddRef()->GetOuterHull());
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FrameRelease();
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return pLedge;
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}
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// releases a lock on the collision memory
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void Release();
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// Analagous to Release, but happens at the end of the frame
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void FrameRelease()
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{
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CUtlVector<CPhysCollideVirtualMesh *> *pLocks = g_pMeshFrameLocks;
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if ( !pLocks )
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{
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g_pMeshFrameLocks = pLocks = g_MeshFrameLocksPool.GetObject();
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Assert( pLocks );
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}
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pLocks->AddToTail(this);
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}
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inline void GetBounds( Vector &mins, Vector &maxs ) const
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{
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m_params.pMeshEventHandler->GetWorldspaceBounds( m_params.userData, &mins, &maxs );
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}
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private:
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CMeshInstance *BuildLedges();
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virtualmeshparams_t m_params;
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virtualmeshhull_t *m_pHull;
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memhandle_t m_hMemory;
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short m_ledgeCount;
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};
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static void FlushFrameLocks()
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{
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CUtlVector<CPhysCollideVirtualMesh *> *pLocks = g_pMeshFrameLocks;
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if ( pLocks )
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{
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for ( int i = 0; i < pLocks->Count(); i++ )
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{
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Assert( (*pLocks)[i] );
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(*pLocks)[i]->Release();
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}
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pLocks->RemoveAll();
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g_MeshFrameLocksPool.PutObject( g_pMeshFrameLocks );
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g_pMeshFrameLocks = NULL;
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}
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}
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void VirtualMeshPSI()
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{
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FlushFrameLocks();
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}
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Vector CPhysCollideVirtualMesh::GetMassCenter() const
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{
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Vector mins, maxs;
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GetBounds( mins, maxs );
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return 0.5 * (mins + maxs);
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}
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float CPhysCollideVirtualMesh::GetSphereRadius() const
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{
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Vector mins, maxs;
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GetBounds( mins, maxs );
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Vector point = 0.5 * (mins+maxs);
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return (maxs - point).Length();
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}
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float CPhysCollideVirtualMesh::GetSphereRadiusIVP() const
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{
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return ConvertDistanceToIVP( GetSphereRadius() );
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}
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static CThreadFastMutex s_BuildVirtualMeshMutex;
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CMeshInstance *CPhysCollideVirtualMesh::AddRef()
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{
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CMeshInstance *pMesh = g_MeshManager.LockResource( m_hMemory );
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if ( !pMesh )
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{
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s_BuildVirtualMeshMutex.Lock();
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pMesh = g_MeshManager.LockResource( m_hMemory );
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if ( !pMesh )
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{
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pMesh = BuildLedges();
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}
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s_BuildVirtualMeshMutex.Unlock();
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}
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Assert( pMesh );
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return pMesh;
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}
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void CPhysCollideVirtualMesh::Release()
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{
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g_MeshManager.UnlockResource( m_hMemory );
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}
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CPhysCollideVirtualMesh::~CPhysCollideVirtualMesh()
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{
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CVPhysicsVirtualMeshWriter::DestroyPackedHull(m_pHull);
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g_MeshManager.DestroyResource( m_hMemory );
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}
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CMeshInstance *CPhysCollideVirtualMesh::BuildLedges()
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{
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virtualmeshlist_t list;
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m_params.pMeshEventHandler->GetVirtualMesh( m_params.userData, &list );
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if ( !list.pHull )
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{
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list.pHull = (byte *)m_pHull;
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}
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if ( list.triangleCount )
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{
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m_hMemory = g_MeshManager.CreateResource( list );
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m_ledgeCount = list.triangleCount;
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CMeshInstance *pMesh = g_MeshManager.LockResource( m_hMemory );
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return pMesh;
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}
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return NULL;
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}
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// build the outer ledge, split into two if necessary
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void CPhysCollideVirtualMesh::BuildBoundingLedge()
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{
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virtualmeshlist_t list;
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m_params.pMeshEventHandler->GetVirtualMesh( m_params.userData, &list );
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m_pHull = CreateMeshBoundingHull(list);
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}
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virtualmeshhull_t *CPhysCollideVirtualMesh::CreateMeshBoundingHull( const virtualmeshlist_t &list )
|
|
{
|
|
virtualmeshhull_t *pHull = NULL;
|
|
if ( list.triangleCount )
|
|
{
|
|
IVP_Compact_Surface *pSurface = CreateBoundingSurfaceFromRange( list, 0, list.indexCount );
|
|
if ( pSurface )
|
|
{
|
|
const IVP_Compact_Ledge *pLedge = pSurface->get_compact_ledge_tree_root()->get_compact_hull();
|
|
if ( CVPhysicsVirtualMeshWriter::LedgeCanBePacked(pLedge, list) )
|
|
{
|
|
pHull = CVPhysicsVirtualMeshWriter::CreatePackedHullFromLedges( list, &pLedge, 1 );
|
|
}
|
|
else
|
|
{
|
|
// too big to pack to 8-bits, split in two
|
|
IVP_Compact_Surface *pSurface0 = CreateBoundingSurfaceFromRange( list, 0, list.indexCount/2 );
|
|
IVP_Compact_Surface *pSurface1 = CreateBoundingSurfaceFromRange( list, list.indexCount/2, list.indexCount/2 );
|
|
|
|
const IVP_Compact_Ledge *pLedges[2] = {pSurface0->get_compact_ledge_tree_root()->get_compact_hull(), pSurface1->get_compact_ledge_tree_root()->get_compact_hull()};
|
|
pHull = CVPhysicsVirtualMeshWriter::CreatePackedHullFromLedges( list, pLedges, 2 );
|
|
ivp_free_aligned(pSurface0);
|
|
ivp_free_aligned(pSurface1);
|
|
}
|
|
ivp_free_aligned(pSurface);
|
|
}
|
|
}
|
|
return pHull;
|
|
}
|
|
|
|
IVP_Compact_Surface *CPhysCollideVirtualMesh::CreateBoundingSurfaceFromRange( const virtualmeshlist_t &list, int firstIndex, int indexCount )
|
|
{
|
|
Assert( list.triangleCount );
|
|
IVP_U_Point triVerts[3];
|
|
IVP_U_Vector<IVP_U_Point> triList;
|
|
IVP_SurfaceBuilder_Ledge_Soup builder;
|
|
triList.add( &triVerts[0] );
|
|
triList.add( &triVerts[1] );
|
|
triList.add( &triVerts[2] );
|
|
int lastIndex = firstIndex + indexCount;
|
|
int firstTriangle = firstIndex/3;
|
|
int lastTriangle = lastIndex/3;
|
|
for ( int i = firstTriangle; i < lastTriangle; i++ )
|
|
{
|
|
ConvertPositionToIVP( list.pVerts[list.indices[i*3+0]], triVerts[0] );
|
|
ConvertPositionToIVP( list.pVerts[list.indices[i*3+1]], triVerts[1] );
|
|
ConvertPositionToIVP( list.pVerts[list.indices[i*3+2]], triVerts[2] );
|
|
IVP_Compact_Ledge *pLedge = IVP_SurfaceBuilder_Pointsoup::convert_pointsoup_to_compact_ledge( &triList );
|
|
builder.insert_ledge( pLedge );
|
|
}
|
|
// build a convex hull of those verts
|
|
IVP_Template_Surbuild_LedgeSoup params;
|
|
params.build_root_convex_hull = IVP_TRUE;
|
|
IVP_Compact_Surface *pSurface = builder.compile( ¶ms );
|
|
|
|
#if _DEBUG
|
|
const IVP_Compact_Ledgetree_Node *node = pSurface->get_compact_ledge_tree_root();
|
|
IVP_Compact_Ledge *pLedge = const_cast<IVP_Compact_Ledge *>(node->get_compact_hull()); // we're going to write into client data on each vert before we throw this away
|
|
Assert(pLedge && !pLedge->is_terminal());
|
|
#endif
|
|
return pSurface;
|
|
}
|
|
|
|
CPhysCollide *CreateVirtualMesh( const virtualmeshparams_t ¶ms )
|
|
{
|
|
return new CPhysCollideVirtualMesh(params);
|
|
}
|
|
|
|
void DestroyVirtualMesh( CPhysCollide *pMesh )
|
|
{
|
|
FlushFrameLocks();
|
|
delete pMesh;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// IVP_SurfaceManager_VirtualMesh
|
|
// This hooks the underlying collision model to IVP's surfacemanager interface
|
|
//-----------------------------------------------------------------------------
|
|
|
|
IVP_SurfaceManager_VirtualMesh::IVP_SurfaceManager_VirtualMesh( CPhysCollideVirtualMesh *pMesh ) : m_pMesh(pMesh)
|
|
{
|
|
}
|
|
|
|
IVP_SurfaceManager_VirtualMesh::~IVP_SurfaceManager_VirtualMesh()
|
|
{
|
|
}
|
|
|
|
void IVP_SurfaceManager_VirtualMesh::add_reference_to_ledge(const IVP_Compact_Ledge *ledge)
|
|
{
|
|
m_pMesh->AddRef();
|
|
}
|
|
void IVP_SurfaceManager_VirtualMesh::remove_reference_to_ledge(const IVP_Compact_Ledge *ledge)
|
|
{
|
|
m_pMesh->Release();
|
|
}
|
|
|
|
// Implement the IVP raycast. This is done by testing each triangle (front & back) - so it's slow
|
|
void IVP_SurfaceManager_VirtualMesh::insert_all_ledges_hitting_ray(IVP_Ray_Solver *ray_solver, IVP_Real_Object *object)
|
|
{
|
|
IVP_Vector_of_Ledges_256 ledges;
|
|
IVP_Ray_Solver_Os ray_solver_os( ray_solver, object);
|
|
|
|
IVP_U_Point center(&ray_solver_os.ray_center_point);
|
|
m_pMesh->GetAllLedgesWithinRadius( ¢er, ray_solver_os.ray_length * 0.5f, &ledges );
|
|
|
|
for (int i=ledges.len()-1;i>=0;i--)
|
|
{
|
|
const IVP_Compact_Ledge *l = ledges.element_at(i);
|
|
ray_solver_os.check_ray_against_compact_ledge_os(l);
|
|
}
|
|
}
|
|
|
|
// Used to predict collision detection needs
|
|
void IVP_SurfaceManager_VirtualMesh::get_radius_and_radius_dev_to_given_center(const IVP_U_Float_Point *center, IVP_FLOAT *radius, IVP_FLOAT *radius_deviation) const
|
|
{
|
|
// UNDONE: Check radius_deviation to see if there is a useful optimization to be made here
|
|
*radius = m_pMesh->GetSphereRadiusIVP();
|
|
*radius_deviation = *radius;
|
|
}
|
|
|
|
// get a single convex if appropriate
|
|
const IVP_Compact_Ledge *IVP_SurfaceManager_VirtualMesh::get_single_convex() const
|
|
{
|
|
return m_pMesh->GetBoundingLedge();
|
|
}
|
|
|
|
// get a mass center for objects using this collision rep
|
|
void IVP_SurfaceManager_VirtualMesh::get_mass_center(IVP_U_Float_Point *mass_center_out) const
|
|
{
|
|
Vector center = m_pMesh->GetMassCenter();
|
|
ConvertPositionToIVP( center, *mass_center_out );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Compute a diagonalized inertia tensor.
|
|
//-----------------------------------------------------------------------------
|
|
void IVP_SurfaceManager_VirtualMesh::get_rotation_inertia( IVP_U_Float_Point *rotation_inertia_out ) const
|
|
{
|
|
// HACKHACK: No need for this because we only support static objects for now
|
|
rotation_inertia_out->set(1,1,1);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Query ledges (triangles in this case) in sphere
|
|
//-----------------------------------------------------------------------------
|
|
void IVP_SurfaceManager_VirtualMesh::get_all_ledges_within_radius(const IVP_U_Point *observer_os, IVP_DOUBLE radius,
|
|
const IVP_Compact_Ledge *root_ledge, IVP_Real_Object *other_object, const IVP_Compact_Ledge *other_reference_ledge,
|
|
IVP_U_BigVector<IVP_Compact_Ledge> *resulting_ledges)
|
|
{
|
|
if ( !root_ledge )
|
|
{
|
|
IVP_Compact_Ledge *pLedges[2];
|
|
int count = m_pMesh->GetRootLedges( pLedges, ARRAYSIZE(pLedges) );
|
|
if ( count )
|
|
{
|
|
for ( int i = 0; i < count; i++ )
|
|
{
|
|
resulting_ledges->add( pLedges[i] ); // return the recursive/virtual outer hull
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
m_pMesh->GetAllLedgesWithinRadius( observer_os, radius, resulting_ledges, root_ledge );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Query all of the ledges (triangles)
|
|
//-----------------------------------------------------------------------------
|
|
void IVP_SurfaceManager_VirtualMesh::get_all_terminal_ledges(IVP_U_BigVector<IVP_Compact_Ledge> *resulting_ledges)
|
|
{
|
|
m_pMesh->GetAllLedges( *resulting_ledges );
|
|
}
|
|
|
|
|
|
|