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590 lines
16 KiB
C++
590 lines
16 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/camera_col.h"
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#include "nel/misc/matrix.h"
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#include "nel/misc/triangle.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D {
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// ***************************************************************************
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const float NL3D_CameraSmoothRadiusFactor= 4;
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const float NL3D_CameraSmoothNumZSample= 20;
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const float NL3D_CameraSmoothNumAngleSample= 10;
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// ***************************************************************************
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CCameraCol::CCameraCol()
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{
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}
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// ***************************************************************************
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void CCameraCol::build(const CVector &start, const CVector &end, float radius, bool cone)
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{
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// copy
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_Start= start;
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_End= end;
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_Radius= radius;
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_Cone= cone;
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_SimpleRay= false;
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// For camera smoothing
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float maxRadiusFactor= NL3D_CameraSmoothRadiusFactor;
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// not a Cone? => no smoothing
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if(!_Cone)
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maxRadiusFactor= 1;
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// **** Compute Camera smooth infos
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_MaxRadius= radius * maxRadiusFactor;
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_MinRadiusProj= _Radius / (end-start).norm();
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_MaxRadiusProj= _MaxRadius / (end-start).norm();
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_RayNorm= (end-start).normed();
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_RayLen= (end-start).norm();
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_OODeltaRadiusProj= 0;
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if(_MaxRadiusProj>_MinRadiusProj)
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_OODeltaRadiusProj= 1.f / (_MaxRadiusProj-_MinRadiusProj);
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// **** build the pyramid, with MaxRadius
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// approximate with a box
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CMatrix mat;
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// Precision note: make the pyramid local to Start
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mat.setRot(CVector::I, (start-end).normed(), CVector::K);
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mat.normalize(CMatrix::YZX);
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// build the start 4 points
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CVector ps[4];
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// cone or cylinder?
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if(cone)
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{
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_NPlanes= 5;
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// local to start!
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ps[0]= CVector::Null;
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ps[1]= CVector::Null;
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ps[2]= CVector::Null;
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ps[3]= CVector::Null;
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}
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else
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{
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_NPlanes= 6;
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// local to start!
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ps[0]= mat * CVector(_MaxRadius, 0, -_MaxRadius);
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ps[1]= mat * CVector(_MaxRadius, 0, _MaxRadius);
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ps[2]= mat * CVector(-_MaxRadius, 0, _MaxRadius);
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ps[3]= mat * CVector(-_MaxRadius, 0, -_MaxRadius);
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}
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// build the end 4 points
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CVector pe[4];
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// local to start!
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mat.setPos(end-start);
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pe[0]= mat * CVector(_MaxRadius, 0, -_MaxRadius);
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pe[1]= mat * CVector(_MaxRadius, 0, _MaxRadius);
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pe[2]= mat * CVector(-_MaxRadius, 0, _MaxRadius);
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pe[3]= mat * CVector(-_MaxRadius, 0, -_MaxRadius);
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// try to roder for optimisation
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// left/right
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_Pyramid[0].make(ps[3], pe[3], pe[2]);
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_Pyramid[1].make(ps[1], pe[1], pe[0]);
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// back
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_Pyramid[2].make(pe[0], pe[1], pe[2]);
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// top-bottom
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_Pyramid[3].make(ps[2], pe[2], pe[1]);
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_Pyramid[4].make(ps[0], pe[0], pe[3]);
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// front if not cone
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if(!cone)
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_Pyramid[5].make(ps[0], ps[2], ps[1]);
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// **** build the bbox
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_BBox.setCenter(start);
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_BBox.extend(end);
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// enlarge a bit for radius
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_BBox.setHalfSize(_BBox.getHalfSize()+CVector(_MaxRadius, _MaxRadius, _MaxRadius));
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}
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// ***************************************************************************
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void CCameraCol::buildRay(const CVector &start, const CVector &end)
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{
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// copy
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_Start= start;
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_End= end;
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_Radius= 0.f;
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_Cone= false;
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_SimpleRay= true;
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// compute infos
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_MaxRadius= 0.f;
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_MinRadiusProj= 0.f;
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_MaxRadiusProj= 0.f;
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_RayNorm= (end-start).normed();
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_RayLen= (end-start).norm();
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_OODeltaRadiusProj= 0;
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// Don't need to build the pyramids here
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// **** build the bbox
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_BBox.setCenter(start);
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_BBox.extend(end);
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// enlarge a bit for radius
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_BBox.setHalfSize(_BBox.getHalfSize()+CVector(0.01f, 0.01f, 0.01f));
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}
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// ***************************************************************************
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void CCameraCol::setApplyMatrix(const CCameraCol &other, const NLMISC::CMatrix &matrix)
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{
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// get parameters modified by matrix
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CVector start= matrix * other._Start;
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CVector end= matrix * other._End;
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float radius= other._Radius;
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// scale the radius
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if(matrix.hasScalePart())
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{
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// get the uniform scale
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if(matrix.hasScaleUniform())
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radius*= matrix.getScaleUniform();
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// Tricky code, deduce a uniform scale. Should not arise
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else
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{
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float meanScale= matrix.getI().norm() + matrix.getJ().norm() + matrix.getK().norm();
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meanScale/= 3;
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radius*= meanScale;
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}
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}
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// rebuild
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build(start, end, radius, other._Cone);
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}
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// ***************************************************************************
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void CCameraCol::minimizeDistanceAgainstTri(const CVector &p0, const CVector &p1, const CVector &p2, float &sqrMinDist)
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{
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// If the camera collision is actually a ray test, use a simpler method
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if(_SimpleRay)
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{
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intersectRay(p0, p1, p2, sqrMinDist);
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return;
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}
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// Else compute the distance with a smoother way.
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CVector *pIn= _ArrayIn;
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CVector *pOut= _ArrayOut;
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// **** clip triangle against the pyramid
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// build the triangle, local to start for precision problems
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pIn[0]= p0 - _Start;
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pIn[1]= p1 - _Start;
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pIn[2]= p2 - _Start;
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sint nVert= 3;
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// clip
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for(uint i=0;i<_NPlanes;i++)
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{
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nVert= _Pyramid[i].clipPolygonBack(pIn, pOut, nVert);
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swap(pIn, pOut);
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if(!nVert)
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break;
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}
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// **** if clipped => collision
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if(nVert)
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{
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/*
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Polygon nearest distance to a point is:
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- the nearest distance of all vertices
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- or the nearest distance to the plane (if the project lies in the polygon)
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- or the nearest distance to each edge
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NB: testing only points works with low radius, but may fails in general case
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*/
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// compute first the poly min distance
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float sqrPolyMinDist= FLT_MAX;
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// **** get the nearest distance for all points (avoid precision problem if doing only edge ones)
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sint i;
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for(i=0;i<nVert;i++)
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{
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// NB: pIn[i] is already local to start
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float sqrDist= pIn[i].sqrnorm();
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if(sqrDist<sqrPolyMinDist)
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sqrPolyMinDist= sqrDist;
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}
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// **** get the nearest distance of the Start against each edge
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for(i=0;i<nVert;i++)
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{
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const CVector &v0= pIn[i];
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const CVector &v1= pIn[(i+1)%nVert];
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CVector vDir= v1-v0;
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// project on line
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float fLen= vDir.sqrnorm(); // same as vDir * (v1 - v0)
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// NB: Project CVector::Null, since we are local to start here!
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float fStart= vDir * (-v0);
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// if start projection in the edge
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if(fStart>0 && fStart<fLen)
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{
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// compute distance to line
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CVector proj= v0 + (fStart / fLen) * vDir;
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// proj is local to Start
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float sqrDist= proj.sqrnorm();
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if(sqrDist<sqrPolyMinDist)
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sqrPolyMinDist= sqrDist;
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}
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}
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// **** get the nearest distance of the Start against the plane
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// get the plane local to start
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CPlane plane;
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plane.make(p0-_Start, p1-_Start, p2-_Start);
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// plane * StartLocalToStart == plane * CVector::Null == plane.d !
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float planeDist= plane.d;
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// need to do the poly inclusion test only if the plane dist is better than the vertices
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float sqrPlaneDist= sqr(planeDist);
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if(sqrPlaneDist < sqrPolyMinDist)
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{
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CVector normal= plane.getNormal();
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// the projection of Start on the plane: StartLocalToStart +
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CVector proj= planeDist * normal;
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// test poly inclusion
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sint sign= 0;
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for(i=0;i<nVert;i++)
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{
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const CVector &v0= pIn[i];
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const CVector &v1= pIn[(i+1)%nVert];
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float d = ((v1-v0)^normal)*(proj-v0);
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if(d<0)
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{
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if(sign==1) break;
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else sign=-1;
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}
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else if(d>0)
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{
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if(sign==-1) break;
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else sign=1;
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}
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else
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break;
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}
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// if succeed, minimize
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if(i==nVert)
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sqrPolyMinDist= sqrPlaneDist;
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}
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// **** Camera Smoothing: modulate according to angle of poly against cone
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// Camera smooth not enabled?
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if(_MaxRadiusProj<=_MinRadiusProj)
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{
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// then just take minum
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if(sqrPolyMinDist<sqrMinDist)
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sqrMinDist= sqrPolyMinDist;
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}
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// Camera Smooth mode. if the unmodulated distance is lower than the current minDist,
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// then this poly may be interesting, else don't have a chance
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else if(sqrPolyMinDist<sqrMinDist)
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{
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float sampleZSize= _RayLen / NL3D_CameraSmoothNumZSample;
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float sampleProjSize= 2*_MaxRadiusProj / NL3D_CameraSmoothNumAngleSample;
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// **** Compute num Subdivision required
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// To compute the number of subdivision, let's take the max of 2 req:
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// the subdivision in Z (for Distance part of the function)
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// the subdivision in Projection (for angle part of the function)
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// Project all vertices to the plane
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static CVector pProj[3+MaxNPlanes];
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float minZ= _RayLen;
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float maxZ= 0;
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for(i=0;i<nVert;i++)
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{
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float z= pIn[i] * _RayNorm;
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minZ= min(minZ, z);
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maxZ= max(maxZ, z);
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// cause of pyramid cliping, z should be >=0
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if(z>0)
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pProj[i]= pIn[i] / z;
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else
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pProj[i]= CVector::Null;
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// make local
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pProj[i]-= _RayNorm;
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}
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// Compute perimeter of projected poly
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float perimeterProj= 0;
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for(i=0;i<nVert;i++)
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{
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perimeterProj+= (pProj[(i+1)%nVert]-pProj[i]).norm();
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}
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// compute the number of subdivision required on Z
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uint numSubdivZ= (uint)((maxZ-minZ) / sampleZSize);
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// suppose a full projected quad perimeter will require max samples
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uint numSubdivAngle= (uint)(perimeterProj / (4*sampleProjSize));
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// the number of subdivision
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uint numSubdiv= max(numSubdivZ, numSubdivAngle);
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numSubdiv= max(numSubdiv, (uint)1);
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float ooNumSubdiv= 1.f / (float)numSubdiv;
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// **** Sample the polygon, to compute the minimum of the function
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// for each tri of the polygon
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for(sint tri=0;tri<nVert-2;tri++)
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{
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CVector lp[3];
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// optim: prediv by numSubdiv
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lp[0]= pIn[0] * ooNumSubdiv;
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lp[1]= pIn[tri+1] * ooNumSubdiv;
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lp[2]= pIn[tri+2] * ooNumSubdiv;
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// sample using barycentric coordinates
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for(uint i=0;i<=numSubdiv;i++)
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{
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for(uint j=0;j<=numSubdiv-i;j++)
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{
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uint k= numSubdiv - i - j;
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CVector sample= lp[0] * (float)i + lp[1] * (float)j + lp[2] * (float)k;
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// NB: sample is already local to start
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float sqrDist= sample.sqrnorm();
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// **** get the point projection
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float z= sample * _RayNorm;
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CVector proj;
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// cause of pyramid cliping, z should be >=0
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if(z>0)
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proj= sample / z;
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else
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proj= CVector::Null;
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// make local
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proj-= _RayNorm;
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// **** compute the Cone Linear factor (like a spot light)
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float rayDist= proj.norm();
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float angleFactor= (rayDist-_MinRadiusProj) * _OODeltaRadiusProj;
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clamp(angleFactor, 0.f, 1.f);
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// avoid C1 discontinuity when angleFactor==0
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angleFactor= sqr(angleFactor);
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// **** modulate, but to a bigger value! (ie raylen)
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sqrDist= _RayLen * angleFactor + sqrtf(sqrDist) * (1-angleFactor);
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sqrDist= sqr(sqrDist);
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// if distance is lesser, take it
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if(sqrDist<sqrMinDist)
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sqrMinDist= sqrDist;
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}
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}
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}
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}
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}
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}
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// ***************************************************************************
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void CCameraCol::intersectRay(const CVector &p0, const CVector &p1, const CVector &p2, float &sqrMinDist)
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{
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// build the triangle and the plane from p0,p1,p2
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CTriangle tri;
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tri.V0= p0;
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tri.V1= p1;
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tri.V2= p2;
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CPlane plane;
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plane.make(p0,p1,p2);
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// If doesn't intersect, quit
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CVector hit;
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if(!tri.intersect(_Start, _End, hit, plane))
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return;
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// Else compute the intersection distance factor
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float f= (hit-_Start) * _RayNorm;
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clamp(f, 0.f, _RayLen);
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// set the result if less
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f= sqr(f);
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if(f<sqrMinDist)
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sqrMinDist= f;
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}
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/*
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// Perspective Project each vertices on the plane normalized to the ray, at Start + rayNormed * 1
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// And then make local to the Point Start + rayNormed * 1 (ie _RayNorm since we are local to Start!).
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for(i=0;i<nVert;i++)
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{
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float z= pIn[i] * _RayNorm;
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// cause of pyramid cliping, z should be >=0
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if(z>0)
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pIn[i]= pIn[i] / z;
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else
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pIn[i]= CVector::Null;
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// make local
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pIn[i]-= _RayNorm;
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}
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// Compute now poly distance to the ray
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// If the ray intersect the poly this is 0!!!
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// else this is the min distance of each edge/vertex against CVector::Null
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// test poly inclusion
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sint sign= 0;
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for(i=0;i<nVert;i++)
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{
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const CVector &v0= pIn[i];
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const CVector &v1= pIn[(i+1)%nVert];
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// _RayNorm should be the plane 's normal of the poly
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float d = ((v1-v0)^_RayNorm)*(-v0);
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if(d<0)
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{
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if(sign==1) break;
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else sign=-1;
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}
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else if(d>0)
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{
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if(sign==-1) break;
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else sign=1;
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}
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else
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break;
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}
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// if succeed, then the poly fully intersect the ray => just minimize
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if(i==nVert)
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sqrMinDist= sqrPolyMinDist;
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// else smooth distance!
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else
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{
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// must get min distance of each projected edge/vertex againt origin
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float sqrMinRayDist= FLT_MAX;
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// get min distance of each vertex against origin
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for(i=0;i<nVert;i++)
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{
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float sqrDist= pIn[i].sqrnorm();
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if(sqrDist<sqrMinRayDist)
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sqrMinRayDist= sqrDist;
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}
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// get distance of each edge against origin
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for(i=0;i<nVert;i++)
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{
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const CVector &v0= pIn[i];
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const CVector &v1= pIn[(i+1)%nVert];
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CVector vDir= v1-v0;
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// project on line
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float fLen= vDir.sqrnorm(); // same as vDir * (v1 - v0)
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// NB: Project CVector::Null
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float fStart= vDir * (-v0);
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// if origin projection in the edge
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if(fStart>0 && fStart<fLen)
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{
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// compute distance to line
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CVector proj= v0 + (fStart / fLen) * vDir;
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// proj is local to Start
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float sqrDist= proj.sqrnorm();
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if(sqrDist<sqrMinRayDist)
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sqrMinRayDist= sqrDist;
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}
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}
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float minRayDist= sqrtf(sqrMinRayDist);
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// OK! now we have the minRayDist
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// compute the Cone Linear factor (like a spot light)
|
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float angleFactor= (minRayDist-_MinRadiusProj) / (_MaxRadiusProj-_MinRadiusProj);
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clamp(angleFactor, 0.f, 1.f);
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|
// avoid C1 discontinuity when angleFactor==0
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|
angleFactor= sqr(angleFactor);
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|
|
|
// modulate, but to a bigger value! (ie raylen)
|
|
sqrPolyMinDist= _RayLen * angleFactor + sqrtf(sqrPolyMinDist) * (1-angleFactor);
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|
sqrPolyMinDist= sqr(sqrPolyMinDist);
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|
|
|
// then if the modified distance is still lower than minDist, set
|
|
if(sqrPolyMinDist<sqrMinDist)
|
|
sqrMinDist= sqrPolyMinDist;
|
|
}
|
|
*/
|
|
|
|
/*
|
|
const float sampleSize= 0.1f;
|
|
|
|
// Sample the triangle, to compute the minimum of the function
|
|
CVector lp[3];
|
|
float len[3];
|
|
lp[0]= p0-Start;
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|
lp[1]= p1-Start;
|
|
lp[2]= p2-Start;
|
|
// compute max and min edge length
|
|
len[0]= (lp[1]-lp[0]).norm();
|
|
len[1]= (lp[2]-lp[1]).norm();
|
|
len[2]= (lp[0]-lp[2]).norm();
|
|
float meanLen= (len[0] + len[1] + len[2])/3;
|
|
// the number of subdivision
|
|
uint numSubdiv= meanLen / sampleSize;
|
|
numSubdiv= max(numSubdiv, (uint)1);
|
|
// preca
|
|
lp[0]/= numSubdiv;
|
|
lp[1]/= numSubdiv;
|
|
lp[2]/= numSubdiv;
|
|
|
|
// sample using barycentric coordinates
|
|
for(uint i=0;i<=numSubdiv;i++)
|
|
{
|
|
for(uint j=0;j<=numSubdiv-i;j++)
|
|
{
|
|
uint k= numSubdiv - i - j;
|
|
CVector sample= lp[0] * i + lp[1] * j + lp[2] * k;
|
|
|
|
// NB: sample is already local to start
|
|
float sqrDist= sample.sqrnorm();
|
|
|
|
// **** get the point projection
|
|
float z= sample * _RayNorm;
|
|
CVector proj;
|
|
// cause of pyramid cliping, z should be >=0
|
|
if(z>0)
|
|
proj= sample / z;
|
|
else
|
|
proj= CVector::Null;
|
|
// make local
|
|
proj-= _RayNorm;
|
|
|
|
// **** compute the Cone Linear factor (like a spot light)
|
|
float rayDist= proj.norm();
|
|
float angleFactor= (rayDist-_MinRadiusProj) / (_MaxRadiusProj-_MinRadiusProj);
|
|
clamp(angleFactor, 0.f, 1.f);
|
|
// avoid C1 discontinuity when angleFactor==0
|
|
angleFactor= sqr(angleFactor);
|
|
|
|
// **** modulate, but to a bigger value! (ie raylen)
|
|
sqrDist= _RayLen * angleFactor + sqrtf(sqrDist) * (1-angleFactor);
|
|
sqrDist= sqr(sqrDist);
|
|
|
|
// if distance is lesser, take it
|
|
if(sqrDist<sqrMinDist)
|
|
sqrMinDist= sqrDist;
|
|
}
|
|
}
|
|
*/
|
|
|
|
} // NL3D
|