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forked from 0ad/0ad
0ad/source/maths/Brush.cpp
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

324 lines
7.3 KiB
C++

/**
* =========================================================================
* File : Brush.h
* Project : Pyrogenesis
* Description : Implementation of CBrush, a class representing a convex object
* =========================================================================
*/
#include "precompiled.h"
#include "lib/ogl.h"
#include <float.h>
#include "Brush.h"
#include "Bound.h"
#include "graphics/Frustum.h"
///////////////////////////////////////////////////////////////////////////////
// Convert the given bounds into a brush
CBrush::CBrush(const CBound& bounds)
{
m_Vertices.resize(8);
for(size_t i = 0; i < 8; ++i)
{
m_Vertices[i][0] = bounds[(i & 1) ? 1 : 0][0];
m_Vertices[i][1] = bounds[(i & 2) ? 1 : 0][1];
m_Vertices[i][2] = bounds[(i & 4) ? 1 : 0][2];
}
m_Faces.resize(30);
m_Faces[0] = 0; m_Faces[1] = 1; m_Faces[2] = 3; m_Faces[3] = 2; m_Faces[4] = 0; // Z = min
m_Faces[5] = 4; m_Faces[6] = 5; m_Faces[7] = 7; m_Faces[8] = 6; m_Faces[9] = 4; // Z = max
m_Faces[10] = 0; m_Faces[11] = 2; m_Faces[12] = 6; m_Faces[13] = 4; m_Faces[14] = 0; // X = min
m_Faces[15] = 1; m_Faces[16] = 3; m_Faces[17] = 7; m_Faces[18] = 5; m_Faces[19] = 1; // X = max
m_Faces[20] = 0; m_Faces[21] = 1; m_Faces[22] = 5; m_Faces[23] = 4; m_Faces[24] = 0; // Y = min
m_Faces[25] = 2; m_Faces[26] = 3; m_Faces[27] = 7; m_Faces[28] = 6; m_Faces[29] = 2; // Y = max
}
///////////////////////////////////////////////////////////////////////////////
// Calculate bounds of this brush
void CBrush::Bounds(CBound& result) const
{
result.SetEmpty();
for(size_t i = 0; i < m_Vertices.size(); ++i)
result += m_Vertices[i];
}
///////////////////////////////////////////////////////////////////////////////
// Cut the brush according to a given plane
struct SliceVertexInfo {
float d; // distance
size_t res; // index in result brush (or no_vertex if cut away)
};
struct NewVertexInfo {
size_t v1, v2; // adjacent vertices in original brush
size_t res; // index in result brush
size_t neighb1, neighb2; // index into newv
};
struct SliceInfo {
std::vector<SliceVertexInfo> v;
std::vector<NewVertexInfo> newv;
size_t thisFaceNewVertex; // index into newv
const CBrush* original;
CBrush* result;
};
struct CBrush::Helper
{
static size_t SliceNewVertex(SliceInfo& si, size_t v1, size_t v2);
};
// create a new vertex between the given two vertices (index into original brush)
// returns the index of the new vertex in the resulting brush
size_t CBrush::Helper::SliceNewVertex(SliceInfo& si, size_t v1, size_t v2)
{
size_t idx;
for(idx = 0; idx < si.newv.size(); ++idx)
{
if ((si.newv[idx].v1 == v1 && si.newv[idx].v2 == v2) ||
(si.newv[idx].v1 == v2 && si.newv[idx].v2 == v1))
break;
}
if (idx >= si.newv.size())
{
NewVertexInfo nvi;
CVector3D newpos;
float inv = 1.0 / (si.v[v1].d - si.v[v2].d);
newpos = si.original->m_Vertices[v2]*(si.v[v1].d*inv) +
si.original->m_Vertices[v1]*(-si.v[v2].d*inv);
nvi.v1 = v1;
nvi.v2 = v2;
nvi.res = si.result->m_Vertices.size();
nvi.neighb1 = no_vertex;
nvi.neighb2 = no_vertex;
si.result->m_Vertices.push_back(newpos);
si.newv.push_back(nvi);
}
if (si.thisFaceNewVertex != no_vertex)
{
if (si.newv[si.thisFaceNewVertex].neighb1 == no_vertex)
si.newv[si.thisFaceNewVertex].neighb1 = idx;
else
si.newv[si.thisFaceNewVertex].neighb2 = idx;
if (si.newv[idx].neighb1 == no_vertex)
si.newv[idx].neighb1 = si.thisFaceNewVertex;
else
si.newv[idx].neighb2 = si.thisFaceNewVertex;
si.thisFaceNewVertex = no_vertex;
}
else
{
si.thisFaceNewVertex = idx;
}
return si.newv[idx].res;
}
void CBrush::Slice(const CPlane& plane, CBrush& result) const
{
debug_assert(&result != this);
SliceInfo si;
si.original = this;
si.result = &result;
si.thisFaceNewVertex = no_vertex;
si.newv.reserve(m_Vertices.size() / 2);
result.m_Vertices.resize(0); // clear any left-overs
result.m_Faces.resize(0);
result.m_Vertices.reserve(m_Vertices.size() + 2);
result.m_Faces.reserve(m_Faces.size() + 5);
// Classify and copy vertices
si.v.resize(m_Vertices.size());
for(size_t i = 0; i < m_Vertices.size(); ++i)
{
si.v[i].d = plane.DistanceToPlane(m_Vertices[i]);
if (si.v[i].d >= 0.0)
{
si.v[i].res = result.m_Vertices.size();
result.m_Vertices.push_back(m_Vertices[i]);
}
else
{
si.v[i].res = no_vertex;
}
}
// Transfer faces
size_t firstInFace = no_vertex; // in original brush
size_t startInResultFaceArray = ~0u;
for(size_t i = 0; i < m_Faces.size(); ++i)
{
if (firstInFace == no_vertex)
{
debug_assert(si.thisFaceNewVertex == no_vertex);
firstInFace = m_Faces[i];
startInResultFaceArray = result.m_Faces.size();
continue;
}
size_t prev = m_Faces[i-1];
size_t cur = m_Faces[i];
if (si.v[prev].res == no_vertex)
{
if (si.v[cur].res != no_vertex)
{
// re-entering the front side of the plane
result.m_Faces.push_back(Helper::SliceNewVertex(si, prev, cur));
result.m_Faces.push_back(si.v[cur].res);
}
}
else
{
if (si.v[cur].res != no_vertex)
{
// perfectly normal edge
result.m_Faces.push_back(si.v[cur].res);
}
else
{
// leaving the front side of the plane
result.m_Faces.push_back(Helper::SliceNewVertex(si, prev, cur));
}
}
if (cur == firstInFace)
{
if (result.m_Faces.size() > startInResultFaceArray)
result.m_Faces.push_back(result.m_Faces[startInResultFaceArray]);
firstInFace = no_vertex; // start a new face
}
}
debug_assert(firstInFace == no_vertex);
// Create the face that lies in the slicing plane
if (si.newv.size())
{
size_t prev = 0;
size_t idx;
result.m_Faces.push_back(si.newv[0].res);
idx = si.newv[0].neighb2;
si.newv[0].neighb2 = no_vertex;
while(idx != 0)
{
debug_assert(idx < si.newv.size());
if (si.newv[idx].neighb1 == prev)
{
si.newv[idx].neighb1 = si.newv[idx].neighb2;
si.newv[idx].neighb2 = no_vertex;
}
else
{
debug_assert(si.newv[idx].neighb2 == prev);
si.newv[idx].neighb2 = no_vertex;
}
result.m_Faces.push_back(si.newv[idx].res);
prev = idx;
idx = si.newv[idx].neighb1;
si.newv[prev].neighb1 = no_vertex;
}
result.m_Faces.push_back(si.newv[0].res);
}
}
///////////////////////////////////////////////////////////////////////////////
// Intersect with frustum by repeated slicing
void CBrush::Intersect(const CFrustum& frustum, CBrush& result) const
{
debug_assert(&result != this);
if (!frustum.GetNumPlanes())
{
result = *this;
return;
}
CBrush buf;
const CBrush* prev = this;
CBrush* next;
if (frustum.GetNumPlanes() & 1)
next = &result;
else
next = &buf;
for(size_t i = 0; i < frustum.GetNumPlanes(); ++i)
{
prev->Slice(frustum[i], *next);
prev = next;
if (prev == &buf)
next = &result;
else
next = &buf;
}
debug_assert(prev == &result);
}
///////////////////////////////////////////////////////////////////////////////
// Dump the faces to OpenGL
void CBrush::Render() const
{
size_t firstInFace = no_vertex;
for(size_t i = 0; i < m_Faces.size(); ++i)
{
if (firstInFace == no_vertex)
{
glBegin(GL_POLYGON);
firstInFace = m_Faces[i];
continue;
}
const CVector3D& vertex = m_Vertices[m_Faces[i]];
glVertex3fv(&vertex.X);
if (firstInFace == m_Faces[i])
{
glEnd();
firstInFace = no_vertex;
}
}
debug_assert(firstInFace == no_vertex);
}