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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "3DModel.h"
#include "3DOParser.h"
#include "S3OParser.h"
#include "Game/GlobalUnsynced.h"
#include "Rendering/GL/myGL.h"
#include "Sim/Misc/CollisionVolume.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "System/Exceptions.h"
#include "System/Util.h"
#include <algorithm>
#include <cctype>
CR_BIND(LocalModelPiece, (NULL))
CR_REG_METADATA(LocalModelPiece, (
CR_MEMBER(pos),
CR_MEMBER(rot),
CR_MEMBER(dir),
CR_MEMBER(colvol),
CR_MEMBER(scriptSetVisible),
CR_MEMBER(lmodelPieceIndex),
CR_MEMBER(scriptPieceIndex),
CR_MEMBER(parent),
CR_MEMBER(children),
// reload
CR_IGNORED(dispListID),
CR_IGNORED(original),
CR_IGNORED(dirty),
CR_IGNORED(modelSpaceMat),
CR_IGNORED(pieceSpaceMat),
CR_IGNORED(lodDispLists) //FIXME GL idx!
))
CR_BIND(LocalModel, )
CR_REG_METADATA(LocalModel, (
CR_IGNORED(lodCount), //FIXME?
CR_MEMBER(pieces),
CR_IGNORED(boundingVolume),
CR_IGNORED(luaMaterialData)
))
/** ****************************************************************************************************
* S3DModel
*/
void S3DModel::DeletePieces(S3DModelPiece* piece)
{
for (unsigned int n = 0; n < piece->GetChildCount(); n++) {
DeletePieces(piece->GetChild(n));
}
delete piece;
}
/** ****************************************************************************************************
* S3DModelPiece
*/
S3DModelPiece::S3DModelPiece()
: parent(NULL)
, axisMapType(AXIS_MAPPING_XYZ)
, scales(OnesVector)
, mins(DEF_MIN_SIZE)
, maxs(DEF_MAX_SIZE)
, rotAxisSigns(-OnesVector)
, hasIdentityRot(true)
, dispListID(0)
{
}
S3DModelPiece::~S3DModelPiece()
{
glDeleteLists(dispListID, 1);
}
void S3DModelPiece::CreateDispList()
{
dispListID = glGenLists(1);
glNewList(dispListID, GL_COMPILE);
DrawForList();
glEndList();
}
void S3DModelPiece::DrawStatic() const
{
CMatrix44f mat;
// get the static transform (sans script influences)
ComposeTransform(mat, offset, ZeroVector, scales);
glPushMatrix();
glMultMatrixf(mat);
if (HasGeometryData())
glCallList(dispListID);
for (unsigned int n = 0; n < children.size(); n++) {
children[n]->DrawStatic();
}
glPopMatrix();
}
float3 S3DModelPiece::GetEmitPos() const
{
switch (GetVertexCount()) {
case 0:
case 1: {
return ZeroVector;
} break;
default: {
return GetVertexPos(0);
} break;
}
}
float3 S3DModelPiece::GetEmitDir() const
{
switch (GetVertexCount()) {
case 0: {
return FwdVector;
} break;
case 1: {
return GetVertexPos(0);
} break;
default: {
return GetVertexPos(1) - GetVertexPos(0);
} break;
}
}
void S3DModelPiece::CreateShatterPieces()
{
if (!HasGeometryData())
return;
vboShatterIndices.Bind(GL_ELEMENT_ARRAY_BUFFER);
vboShatterIndices.Resize(S3DModelPiecePart::SHATTER_VARIATIONS * GetVertexIndices().size() * sizeof(unsigned int));
for (int i = 0; i < S3DModelPiecePart::SHATTER_VARIATIONS; ++i) {
CreateShatterPiecesVariation(i);
}
vboShatterIndices.Unbind();
}
void S3DModelPiece::CreateShatterPiecesVariation(const int num)
{
const std::vector<unsigned>& indices = GetVertexIndices();
// we just operate on a buffer
// (cause the indices aren't needed once the buffer has been created)
struct ShatterPartDataBuffer : S3DModelPiecePart::RenderData {
std::vector<unsigned> indices;
};
std::vector<ShatterPartDataBuffer> shatterPartsBuf;
// initialize splitter parts
shatterPartsBuf.resize(S3DModelPiecePart::SHATTER_MAX_PARTS);
for (auto& cp: shatterPartsBuf) {
cp.dir = gu->RandVector().ANormalize();
}
// helper
auto GetPolygonDir = [&](const size_t idx) -> float3
{
float3 midPos;
for (int j: {0,1,2}) {
midPos += GetVertexPos(indices[idx + j]);
}
midPos *= 0.333f;
return midPos.ANormalize();
};
// add vertices to splitter parts
for (size_t i = 0; i < indices.size(); i += 3) {
const float3& dir = GetPolygonDir(i);
// find the closest shatter part (the one that points into same dir)
float md = -2.f;
ShatterPartDataBuffer* mcp = nullptr;
for (auto& cp: shatterPartsBuf) {
if (cp.dir.dot(dir) < md)
continue;
md = cp.dir.dot(dir);
mcp = &cp;
}
mcp->indices.push_back(indices[i + 0]);
mcp->indices.push_back(indices[i + 1]);
mcp->indices.push_back(indices[i + 2]);
}
// fill the vertex index vbo
const auto isize = indices.size() * sizeof(unsigned int);
auto* memVBO = reinterpret_cast<unsigned char*>(vboShatterIndices.MapBuffer(num * isize, isize, GL_WRITE_ONLY));
size_t curVboPos = 0;
for (auto& cp: shatterPartsBuf) {
cp.indexCount = cp.indices.size();
cp.vboOffset = num * isize + curVboPos;
if (cp.indexCount > 0) {
memcpy(memVBO + curVboPos, &cp.indices[0], cp.indexCount * sizeof(unsigned int));
curVboPos += cp.indexCount * sizeof(unsigned int);
}
}
vboShatterIndices.UnmapBuffer();
// delete empty splitter parts
for (int i = shatterPartsBuf.size() - 1; i >= 0; --i) {
auto& cp = shatterPartsBuf[i];
if (cp.indexCount == 0) {
cp = std::move(shatterPartsBuf.back());
shatterPartsBuf.pop_back();
}
}
// finish: copy buffer to actual memory
shatterParts[num].renderData.reserve(shatterPartsBuf.size());
for (const auto& cp: shatterPartsBuf) {
shatterParts[num].renderData.push_back(cp);
}
}
void S3DModelPiece::Shatter(float pieceChance, int modelType, int texType, int team, const float3 pos, const float3 speed, const CMatrix44f& m) const
{
const float2 pieceParams = {float3::max(float3::fabs(maxs), float3::fabs(mins)).Length(), pieceChance};
const int2 renderParams = {texType, team};
projectileHandler->AddFlyingPiece(modelType, this, m, pos, speed, pieceParams, renderParams);
}
/** ****************************************************************************************************
* LocalModel
*/
void LocalModel::DrawPieces() const
{
for (const auto& p: pieces) {
p.Draw();
}
}
void LocalModel::DrawPiecesLOD(unsigned int lod) const
{
if (lod > lodCount)
return;
for (const auto& p: pieces) {
p.DrawLOD(lod);
}
}
void LocalModel::SetLODCount(unsigned int count)
{
assert(Initialized());
lodCount = count;
luaMaterialData.SetLODCount(lodCount);
pieces[0].SetLODCount(lodCount);
}
void LocalModel::SetOriginalPieces(const S3DModelPiece* mp, int& idx)
{
pieces[idx].original = mp;
pieces[idx++].dispListID = mp->GetDisplayListID();
for (unsigned int i = 0; i < mp->GetChildCount(); i++) {
SetOriginalPieces(mp->GetChild(i), idx);
}
}
void LocalModel::SetModel(const S3DModel* model, bool initialize)
{
// make sure we do not get called for trees, etc
assert(model != nullptr);
assert(model->numPieces >= 1);
// Only update the pieces
if (!initialize) {
assert(pieces.size() == model->numPieces);
int idx = 0;
SetOriginalPieces(model->GetRootPiece(), idx);
assert (idx == model->numPieces);
pieces[0].UpdateMatricesRec(true);
UpdateBoundingVolume();
return;
}
assert(pieces.size() == 0);
lodCount = 0;
pieces.reserve(model->numPieces);
CreateLocalModelPieces(model->GetRootPiece());
// must recursively update matrices here too: for features
// LocalModel::Update is never called, but they might have
// baked piece rotations (if .dae)
pieces[0].UpdateMatricesRec(false);
UpdateBoundingVolume();
assert(pieces.size() == model->numPieces);
}
LocalModelPiece* LocalModel::CreateLocalModelPieces(const S3DModelPiece* mpParent)
{
LocalModelPiece* lmpChild = NULL;
// construct an LMP(mp) in-place
pieces.emplace_back(mpParent);
LocalModelPiece* lmpParent = &pieces.back();
lmpParent->SetLModelPieceIndex(pieces.size() - 1);
lmpParent->SetScriptPieceIndex(pieces.size() - 1);
// the mapping is 1:1 for Lua scripts, but not necessarily for COB
// CobInstance::MapScriptToModelPieces does the remapping (if any)
assert(lmpParent->GetLModelPieceIndex() == lmpParent->GetScriptPieceIndex());
for (unsigned int i = 0; i < mpParent->GetChildCount(); i++) {
lmpChild = CreateLocalModelPieces(mpParent->GetChild(i));
lmpChild->SetParent(lmpParent);
lmpParent->AddChild(lmpChild);
}
return lmpParent;
}
void LocalModel::UpdateBoundingVolume()
{
// bounding-box extrema (local space)
float3 bbMins = DEF_MIN_SIZE;
float3 bbMaxs = DEF_MAX_SIZE;
for (unsigned int n = 0; n < pieces.size(); n++) {
const CMatrix44f& matrix = pieces[n].GetModelSpaceMatrix();
const S3DModelPiece* piece = pieces[n].original;
// skip empty pieces or bounds will not be sensible
if (!piece->HasGeometryData())
continue;
#if 0
const unsigned int vcount = piece->GetVertexCount();
if (vcount >= 8) {
#endif
// transform only the corners of the piece's bounding-box
const float3 pMins = piece->mins;
const float3 pMaxs = piece->maxs;
const float3 verts[8] = {
// bottom
float3(pMins.x, pMins.y, pMins.z),
float3(pMaxs.x, pMins.y, pMins.z),
float3(pMaxs.x, pMins.y, pMaxs.z),
float3(pMins.x, pMins.y, pMaxs.z),
// top
float3(pMins.x, pMaxs.y, pMins.z),
float3(pMaxs.x, pMaxs.y, pMins.z),
float3(pMaxs.x, pMaxs.y, pMaxs.z),
float3(pMins.x, pMaxs.y, pMaxs.z),
};
for (unsigned int k = 0; k < 8; k++) {
const float3 vertex = matrix * verts[k];
bbMins = float3::min(bbMins, vertex);
bbMaxs = float3::max(bbMaxs, vertex);
}
#if 0
} else {
// note: not as efficient because of branching and virtual calls
for (unsigned int k = 0; k < vcount; k++) {
const float3 vertex = matrix * piece->GetVertexPos(k);
bbMins = float3::min(bbMins, vertex);
bbMaxs = float3::max(bbMaxs, vertex);
}
}
#endif
}
// note: offset is relative to object->pos
boundingVolume.InitBox(bbMaxs - bbMins, (bbMaxs + bbMins) * 0.5f);
}
/** ****************************************************************************************************
* LocalModelPiece
*/
LocalModelPiece::LocalModelPiece(const S3DModelPiece* piece)
: colvol(piece->GetCollisionVolume())
, dirty(true)
, scriptSetVisible(piece->HasGeometryData())
, lmodelPieceIndex(-1)
, scriptPieceIndex(-1)
, original(piece)
, parent(NULL) // set later
{
assert(piece != NULL);
pos = piece->offset;
dir = piece->GetEmitDir();
UpdateMatrix();
dispListID = piece->GetDisplayListID();
children.reserve(piece->children.size());
}
void LocalModelPiece::SetDirty() {
dirty = true;
for (LocalModelPiece* child: children) {
if (!child->dirty)
child->SetDirty();
}
}
void LocalModelPiece::UpdateMatrix() const
{
original->ComposeTransform(pieceSpaceMat.LoadIdentity(), pos, rot, original->scales);
}
void LocalModelPiece::UpdateMatricesRec(bool updateChildMatrices) const
{
if (dirty) {
dirty = false;
UpdateMatrix();
updateChildMatrices = true;
}
if (updateChildMatrices) {
modelSpaceMat = pieceSpaceMat;
if (parent != NULL) {
modelSpaceMat >>= parent->modelSpaceMat;
}
}
for (unsigned int i = 0; i < children.size(); i++) {
children[i]->UpdateMatricesRec(updateChildMatrices);
}
}
void LocalModelPiece::UpdateParentMatricesRec() const
{
if (parent != nullptr && parent->dirty)
parent->UpdateParentMatricesRec();
dirty = false;
UpdateMatrix();
modelSpaceMat = pieceSpaceMat;
if (parent != nullptr)
modelSpaceMat >>= parent->modelSpaceMat;
return;
}
void LocalModelPiece::Draw() const
{
if (!scriptSetVisible)
return;
glPushMatrix();
glMultMatrixf(GetModelSpaceMatrix());
glCallList(dispListID);
glPopMatrix();
}
void LocalModelPiece::DrawLOD(unsigned int lod) const
{
if (!scriptSetVisible)
return;
glPushMatrix();
glMultMatrixf(GetModelSpaceMatrix());
glCallList(lodDispLists[lod]);
glPopMatrix();
}
void LocalModelPiece::SetLODCount(unsigned int count)
{
// any new LOD's get null-lists first
lodDispLists.resize(count, 0);
for (unsigned int i = 0; i < children.size(); i++) {
children[i]->SetLODCount(count);
}
}
bool LocalModelPiece::GetEmitDirPos(float3& emitPos, float3& emitDir) const
{
if (original == nullptr)
return false;
emitPos = GetModelSpaceMatrix() * original->GetEmitPos();
emitDir = GetModelSpaceMatrix() * float4(original->GetEmitDir(), 0.f);
// note: actually OBJECT_TO_WORLD but transform is the same
emitPos *= WORLD_TO_OBJECT_SPACE;
emitDir *= WORLD_TO_OBJECT_SPACE;
return true;
}
/******************************************************************************/
/******************************************************************************/
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