river.h
Engine/source/environment/river.h
Classes:
Public Typedefs
Public Variables
Public Functions
operator*(const F32 mul, const RiverSplineNode & multiplicand)
Detailed Description
Public Typedefs
typedef Vector< RiverRenderBatch > RiverBatchVector
typedef Vector< RiverNode > RiverNodeVector
typedef Vector< RiverSegment > RiverSegmentVector
typedef Vector< RiverSlice > RiverSliceVector
Public Variables
Point3F sSegmentPointCompareReference
Public Functions
operator*(const F32 mul, const RiverSplineNode & multiplicand)
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _RIVER_H_ 25#define _RIVER_H_ 26 27#ifndef _SCENEOBJECT_H_ 28#include "scene/sceneObject.h" 29#endif 30#ifndef _GFXTEXTUREHANDLE_H_ 31#include "gfx/gfxTextureHandle.h" 32#endif 33#ifndef _GFXVERTEXBUFFER_H_ 34#include "gfx/gfxVertexBuffer.h" 35#endif 36#ifndef _GFXPRIMITIVEBUFFER_H_ 37#include "gfx/gfxPrimitiveBuffer.h" 38#endif 39#ifndef _CLIPPEDPOLYLIST_H_ 40#include "collision/clippedPolyList.h" 41#endif 42#ifndef _GFXSTATEBLOCK_H_ 43#include "gfx/gfxStateBlock.h" 44#endif 45#ifndef _WATEROBJECT_H_ 46#include "waterObject.h" 47#endif 48 49 50 51//------------------------------------------------------------------------- 52// RiverSplineNode Class 53//------------------------------------------------------------------------- 54 55class Path; 56class TerrainBlock; 57struct ObjectRenderInst; 58 59class RiverSplineNode 60{ 61public: 62 RiverSplineNode() :x(0.0f), y(0.0f), z(0.0f), width(0.0f), depth(0.0f) {} 63 64 F32 x; 65 F32 y; 66 F32 z; 67 F32 width; 68 F32 depth; 69 VectorF normal; 70 71 RiverSplineNode& operator=(const RiverSplineNode&); 72 RiverSplineNode operator+(const RiverSplineNode&) const; 73 RiverSplineNode operator-(const RiverSplineNode&) const; 74 RiverSplineNode operator*(const F32) const; 75 76 F32 len(); 77}; 78 79inline F32 RiverSplineNode::len() 80{ 81 return mSqrt(F32(x*x + y*y + z*z)); 82} 83 84inline RiverSplineNode& RiverSplineNode::operator=(const RiverSplineNode &_node) 85{ 86 x = _node.x; 87 y = _node.y; 88 z = _node.z; 89 width = _node.width; 90 depth = _node.depth; 91 normal = _node.normal; 92 93 return *this; 94} 95 96inline RiverSplineNode RiverSplineNode::operator+(const RiverSplineNode& _add) const 97{ 98 RiverSplineNode result; 99 result.x = x + _add.x; 100 result.y = y + _add.y; 101 result.z = z + _add.z; 102 result.width = width + _add.width; 103 result.depth = depth + _add.depth; 104 result.normal = normal + _add.normal; 105 106 return result; 107} 108 109 110inline RiverSplineNode RiverSplineNode::operator-(const RiverSplineNode& _rSub) const 111{ 112 RiverSplineNode result; 113 result.x = x - _rSub.x; 114 result.y = y - _rSub.y; 115 result.z = z - _rSub.z; 116 result.width = width - _rSub.width; 117 result.depth = depth - _rSub.depth; 118 result.normal = normal - _rSub.normal; 119 120 return result; 121} 122 123inline RiverSplineNode operator*(const F32 mul, const RiverSplineNode& multiplicand) 124{ 125 return multiplicand * mul; 126} 127 128inline RiverSplineNode RiverSplineNode::operator*(const F32 _mul) const 129{ 130 RiverSplineNode result; 131 result.x = x * _mul; 132 result.y = y * _mul; 133 result.z = z * _mul; 134 result.width = width * _mul; 135 result.depth = depth * _mul; 136 result.normal = normal * _mul; 137 138 return result; 139} 140 141//------------------------------------------------------------------------- 142// Structures 143//------------------------------------------------------------------------- 144 145struct RiverRenderBatch 146{ 147 U32 startSegmentIdx; 148 U32 endSegmentIdx; 149 U32 startVert; 150 U32 endVert; 151 U32 startIndex; 152 U32 endIndex; 153 U32 totalRows; 154 U32 indexCount; 155 156 U32 vertCount; 157 U32 triangleCount; 158}; 159 160typedef Vector<RiverRenderBatch> RiverBatchVector; 161 162struct RiverNode 163{ 164 // The 3D position of the node 165 Point3F point; 166 167 // The width of the River at this node (meters) 168 F32 width; 169 170 // The depth of the River at this node (meters) 171 F32 depth; 172 173 VectorF normal; 174}; 175 176typedef Vector<RiverNode> RiverNodeVector; 177 178struct RiverSlice 179{ 180 RiverSlice() 181 { 182 p0.zero(); 183 p1.zero(); 184 p2.zero(); 185 pb0.zero(); 186 pb2.zero(); 187 188 uvec.zero(); 189 fvec.zero(); 190 rvec.zero(); 191 192 normal.zero(); 193 194 width = 0.0f; 195 depth = 0.0f; 196 texCoordV = 0.0f; 197 198 parentNodeIdx = -1; 199 }; 200 201 Point3F p0; // upper left 202 Point3F p1; // upper center 203 Point3F p2; // upper right 204 205 Point3F pb0; // bottom left 206 Point3F pb2; // bottom right 207 208 VectorF uvec; 209 VectorF fvec; 210 VectorF rvec; 211 212 VectorF normal; 213 214 F32 width; 215 F32 depth; 216 217 F32 texCoordV; 218 219 U32 parentNodeIdx; 220}; 221typedef Vector<RiverSlice> RiverSliceVector; 222 223//------------------------------------------------------------------------- 224// RiverSegment Class 225//------------------------------------------------------------------------- 226 227static Point3F sSegmentPointCompareReference; 228 229class RiverSegment 230{ 231public: 232 233 RiverSegment(); 234 RiverSegment( RiverSlice *rs0, RiverSlice *rs1 ); 235 236 void set( RiverSlice *rs0, RiverSlice *rs1 ); 237 238 F32 TexCoordStart() { return slice0->texCoordV; } 239 F32 TexCoordEnd() { return slice1->texCoordV; } 240 241 Point3F getP00() const { return slice0->p0; } 242 Point3F getP01() const { return slice1->p0; } 243 Point3F getP11() const { return slice1->p2; } 244 Point3F getP10() const { return slice0->p2; } 245 246 // NOTE: 247 // For purposes of collision testing against a RiverSegment we represent 248 // it as a set of 6 planes (one for each face) much like a frustum. 249 // This is actually a flawed representation that will be more incorrect 250 // the more twist/bend exists between the two RiverSlices making up 251 // the segment. Basically we treat the four points that make up a "face" 252 // as if they were coplanar. 253 254 Point3F getSurfaceCenter() const { return (slice0->p1 + slice1->p1) / 2; } 255 Point3F getSurfaceNormal() const { return ( -mPlanes[4].getNormal() ); } 256 Point3F getFaceCenter( U32 faceIdx ) const; 257 258 bool intersectBox( const Box3F &bounds ) const; 259 bool containsPoint( const Point3F &pnt ) const; 260 F32 distanceToSurface( const Point3F &pnt ) const; 261 262 // Quick access to the segment's points 263 Point3F& operator[](U32); 264 const Point3F& operator[](U32) const; 265 Point3F& operator[](S32 i) { return operator[](U32(i)); } 266 const Point3F& operator[](S32 i ) const { return operator[](U32(i)); } 267 268 RiverSlice *slice0; 269 RiverSlice *slice1; 270 271 PlaneF mPlanes[6]; 272 U32 mPlaneCount; 273 274 U32 columns; 275 U32 rows; 276 277 U32 startVert; 278 U32 endVert; 279 U32 startIndex; 280 U32 endIndex; 281 282 U32 numVerts; 283 U32 numTriangles; 284 285 Box3F worldbounds; 286 287protected: 288 289 PlaneF _getBestPlane( const Point3F *p0, const Point3F *p1, const Point3F *p2, const Point3F *p3 ); 290}; 291typedef Vector<RiverSegment> RiverSegmentVector; 292 293inline Point3F& RiverSegment::operator[](U32 index) 294{ 295 AssertFatal(index < 8, "RiverSegment::operator[] - out of bounds array access!"); 296 297 RiverSlice *slice = NULL; 298 if ( index > 3 ) 299 { 300 slice = slice1; 301 index -= 4; 302 } 303 else 304 { 305 slice = slice0; 306 } 307 308 if ( index == 0 ) 309 return slice->p0; 310 311 if ( index == 1 ) 312 return slice->p2; 313 314 if ( index == 2 ) 315 return slice->pb0; 316 317 else //( index == 3 ) 318 return slice->pb2; 319} 320 321inline const Point3F& RiverSegment::operator[](U32 index) const 322{ 323 AssertFatal(index < 8, "RiverSegment::operator[] - out of bounds array access!"); 324 325 RiverSlice *slice = NULL; 326 if ( index > 3 ) 327 { 328 slice = slice1; 329 index -= 4; 330 } 331 else 332 { 333 slice = slice0; 334 } 335 336 if ( index == 0 ) 337 return slice->p0; 338 339 if ( index == 1 ) 340 return slice->p2; 341 342 if ( index == 2 ) 343 return slice->pb0; 344 345 else// ( index == 3 ) 346 return slice->pb2; 347} 348 349//------------------------------------------------------------------------------ 350// River Class 351//------------------------------------------------------------------------------ 352 353class ParticleEmitter; 354class ParticleEmitterData; 355struct RiverNodeList; 356 357class River : public WaterObject 358{ 359private: 360 361 friend class GuiRiverEditorCtrl; 362 friend class GuiRiverEditorUndoAction; 363 364 typedef WaterObject Parent; 365 366protected: 367 368 enum 369 { 370 RiverMask = Parent::NextFreeMask, 371 NodeMask = Parent::NextFreeMask << 1, 372 RegenMask = Parent::NextFreeMask << 2, 373 InitialUpdateMask = Parent::NextFreeMask << 3, 374 SelectedMask = Parent::NextFreeMask << 4, 375 MaterialMask = Parent::NextFreeMask << 5, 376 NextFreeMask = Parent::NextFreeMask << 6, 377 }; 378 379public: 380 381 River(); 382 ~River(); 383 384 DECLARE_CONOBJECT(River); 385 386 // ConObject. 387 static void initPersistFields(); 388 static void consoleInit(); 389 390 // SimObject 391 bool onAdd(); 392 void onRemove(); 393 void inspectPostApply(); 394 void onStaticModified(const char* slotName, const char*newValue = NULL); 395 void writeFields(Stream &stream, U32 tabStop); 396 bool writeField( StringTableEntry fieldname, const char *value ); 397 398 // NetObject 399 U32 packUpdate(NetConnection *, U32, BitStream *); 400 void unpackUpdate(NetConnection *, BitStream *); 401 402 // SceneObject 403 virtual void setTransform( const MatrixF &mat ); 404 virtual void setScale( const VectorF &scale ); 405 virtual bool castRay(const Point3F &start, const Point3F &end, RayInfo* info); 406 virtual bool collideBox(const Point3F &start, const Point3F &end, RayInfo* info); 407 virtual bool containsPoint( const Point3F& point ) const { return containsPoint( point, NULL ); } 408 virtual bool buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere ); 409 410 // WaterObject 411 virtual F32 getWaterCoverage( const Box3F &worldBox ) const; 412 virtual F32 getSurfaceHeight( const Point2F &pos ) const; 413 virtual VectorF getFlow( const Point3F &pos ) const; 414 virtual void onReflectionInfoChanged(); 415 virtual void updateUnderwaterEffect( SceneRenderState *state ); 416 417 virtual bool isUnderwater( const Point3F &pnt ) const; 418 F32 distanceToSurface( const Point3F &pnt, U32 segmentIdx ); 419 bool containsPoint( const Point3F &worldPos, U32 *nodeIdx ) const; 420 421 // Cast a ray against the river -- THE TOP SURFACE ONLY 422 bool collideRay( const Point3F &origin, const Point3F &direction, U32 *nodeIdx = NULL, Point3F *collisionPnt = NULL ) const; 423 424 void regenerate(); 425 void setMetersPerSegment( F32 meters ); 426 void setBatchSize( U32 level ); 427 void setShowNodes( bool enabled ); 428 void setMaxDivisionSize( F32 meters ); 429 void setColumnCount( S32 count ); 430 431 U32 insertNode( const Point3F &pos, const F32 &width, const F32 &depth, const VectorF &normal, const U32 &idx ); 432 U32 addNode( const Point3F &pos, const F32 &width, const F32 &depth, const VectorF &normal ); 433 void setNode( const Point3F &pos, const F32 &width, const F32 &depth, const VectorF &normal, const U32 &idx ); 434 void deleteNode( U32 idx ); 435 436 void buildNodesFromList( RiverNodeList* list ); 437 438 bool getClosestNode( const Point3F &pos, U32 &idx ) const; 439 440 Point3F getNodePosition( U32 idx ) const; 441 void setNodePosition( U32 idx, const Point3F &pos ); 442 443 MatrixF getNodeTransform( U32 idx ) const; 444 445 F32 getNodeWidth( U32 idx ) const; 446 void setNodeWidth( U32 idx, F32 width ); 447 448 F32 getNodeDepth( U32 idx ) const; 449 void setNodeDepth( U32 idx, F32 depth ); 450 451 void setNodeHeight( U32 idx, F32 height ); 452 453 void setNodeNormal( U32 idx, const VectorF &normal ); 454 VectorF getNodeNormal( U32 idx ) const; 455 456 /// Protected 'Component' Field setter that will add a component to the list. 457 static bool addNodeFromField( void *object, const char *index, const char *data ); 458 459 static SimSet* getServerSet(); 460 461 static bool smEditorOpen; 462 static bool smWireframe; 463 static bool smShowWalls; 464 static bool smShowNodes; 465 static bool smShowSpline; 466 static bool smShowRiver; 467 static SimObjectPtr<SimSet> smServerRiverSet; 468 469protected: 470 471 void _loadRenderData(); 472 bool _setRenderData(); 473 474 void _render( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *matInst ); 475 476 void _makeRenderBatches( const Point3F &cameraPos ); 477 void _makeHighLODBuffers(); 478 479 U32 _insertNode( const Point3F &pos, const F32 &width, const F32 &depth, const VectorF &normal, const U32 &idx ); 480 U32 _addNode( const Point3F &pos, const F32 &width, const F32 &depth, const VectorF &normal ); 481 482 void _regenerate(); 483 void _generateSlices(); 484 void _generateSegments(); 485 void _generateVerts(); 486 487 bool _getTerrainHeight( const Point2F &pos, F32 &height ); 488 bool _getTerrainHeight( F32 x, F32 y, F32 &height ); 489 490 // WaterObject 491 virtual void setShaderParams( SceneRenderState *state, BaseMatInstance *mat, const WaterMatParams ¶mHandles ); 492 virtual void innerRender( SceneRenderState *state ); 493 virtual void _getWaterPlane( const Point3F &camPos, PlaneF &outPlane, Point3F &outPos ); 494 495protected: 496 497 RiverSliceVector mSlices; 498 499 RiverNodeVector mNodes; 500 501 RiverSegmentVector mSegments; 502 503 GFXVertexBufferHandle<GFXWaterVertex> mVB_high; // the high detail vertex buffer 504 GFXVertexBufferHandle<GFXWaterVertex> mVB_low; // the low detail vertex buffer 505 506 GFXPrimitiveBufferHandle mPB_high; // the high detail prim buffer 507 GFXPrimitiveBufferHandle mPB_low; // the low detail prim buffer 508 509 RiverBatchVector mHighLODBatches; 510 RiverBatchVector mLowLODBatches; 511 512 U32 mLowVertCount; 513 U32 mHighVertCount; 514 515 U32 mLowTriangleCount; 516 U32 mHighTriangleCount; 517 518 // Fields. 519 U32 mSegmentsPerBatch; 520 F32 mMetersPerSegment; 521 F32 mDepthScale; 522 F32 mFlowMagnitude; 523 F32 mLodDistance; 524 525 // Divide segments that are greater than this length 526 // into sections of this size, or as close as possible 527 // while maintaining an equal division size. 528 F32 mMaxDivisionSize; 529 F32 mMinDivisionSize; 530 U32 mColumnCount; 531}; 532 533#endif // _RIVER_H_ 534