home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Dream 52
/
Amiga_Dream_52.iso
/
Amiga
/
Jeux
/
demos
/
crystalPPC.lha
/
polygon.h
< prev
next >
Wrap
C/C++ Source or Header
|
1998-01-15
|
17KB
|
425 lines
#ifndef POLYGON_H
#define POLYGON_H
#ifndef DEF_H
#include "def.h"
#endif
#ifndef MATH3D_H
#include "math3d.h"
#endif
#ifndef POLYTEXT_H
#include "polytext.h"
#endif
#ifndef POLYSET_H
#include "polyset.h"
#endif
#ifndef VIEWPOLY_H
#include "viewpoly.h"
#endif
class Vertex;
class Sector;
class Light;
class World;
class Textures;
class PolyPlane;
class ViewPolygon;
class Polygon2D;
class LightMap;
#if USE_OCCLUSION
class Occlusion;
#endif
// The maximum number of vertices that any polygon can have. This should
// be considerably larger than what you expect to be the real maximum
// number of vertices in a 3D polygon since clipping may add new vertices.
// Note that 100 is probably overkill but this is no problem since there
// are not going to be many of these Polygon2D objects anyway.
#define MAX_VERTICES 100
// This is our main 3D polygon class. Polygons are used to construct the
// outer hull of sectors and the faces of 3D things.
// Polygons can be transformed in 3D (usually they are transformed so
// that the camera position is at (0,0,0) and the Z-axis is forward).
// Polygons cannot be transformed in 2D. That's what Polygon2D is for.
// It is possible to convert a Polygon3D to a Polygon2D though, at
// which point processing continues with the Polygon2D object.
//
// Polygons have a texture and lie on a plane. The plane does not
// define the orientation of the polygon but is derived from it. The plane
// does define how the texture is scaled and translated accross the surface
// of the polygon.
// Several planes can be shared for different polygons. As a result of this
// their textures will be correctly aligned.
//
// If a polygon is part of a sector it can be a portal to another sector.
// A portal-polygon is a see-through polygon that defines a view to another
// sector. Normally the texture for a portal-polygon is not drawn unless
// the texture is filtered in which case it is drawn on top of the other
// sector.
class Polygon3D
{
private:
int* vertices_idx; // A table of indices into the vertices of the parent PolygonSet (container).
int num_vertices;
int max_vertices;
char name[30];
// The following two fields are somewhat related. 'poly_set' is the real
// parent (container) of this polygon. It is either a 3D thing or a sector.
// 'sector' is always a sector. If this polygon belongs to a sector ('poly_set'
// is a sector) then 'sector' will have the same value as 'poly_set'. If
// this polygon belongs to a thing then 'sector' will be set to the sector
// containing the thing.
// @@@ Note! We have to reconsider this. If a thing moves to another sector
// we would have to update this variable for all polygons of the thing.
PolygonSet* poly_set; // Direct container of this polygon.
Sector* sector; // Sector that this polygon is in.
Sector* portal; // If not-null, this polygon looks at that sector. In other
// words, this polygon is a portal.
// If this polygon is a portal it possibly has a transformation matrix and
// vector to warp space in some way. This way mirrors can be implemented.
// @@@ Note, we should have some special place for date concerning portals
// so that not every polygon needs the following data (maybe use inheritance
// with virtual functions?).
// @@@ Note, space warping through portals is not functional yet!
int do_warp_space; // If TRUE the space should be warped through the portal.
Matrix3 m_warp; // Warp matrix.
Matrix3 m_warp_inv;
Vector3 v_warp; // Warp vector.
// The PolygonPlane for this polygon.
// If 'delete_plane' is TRUE this plane was allocated by
// this Polygon and it should also be deleted by it.
PolyPlane* plane;
int delete_plane;
PolyTexture* tex; // The transformed texture for this polygon.
PolyTexture* tex1; // A mipmapped texture: one step further.
PolyTexture* tex2; // A mipmapped texture: two steps further.
PolyTexture* tex3; // A mipmapped texture: three steps further.
LightMap* lightmap; // The light-map for this polygon.
LightMap* lightmap1; // The light-map for this polygon (mipmap level 1)
LightMap* lightmap2; // The light-map for this polygon (mipmap level 2)
LightMap* lightmap3; // The light-map for this polygon (mipmap level 3)
// This flag indicates that we want no mipmapping for this polygon.
// This is useful for sky-textures (for example).
int no_mipmap;
// This flag indicates that we want no lighting for this polygon.
int no_lighting;
// This flag is used by the lighting routines to indicate that this
// polygon has already been lit by some light. It is used by 'shine'.
int shine_done;
// The plane equation should maybe be part of PolyPlane. But currently it
// resides here:
float Ao, Bo, Co, Do; // The object space plane equation (this is fixed).
float A, B, C, D; // The world space plane equation.
float Ac, Bc, Cc, Dc; // The camera space plane equation.
public:
Polygon3D (char* name, int max, Textures* textures, int texnr);
~Polygon3D ();
// Add a vertex from the container to the polygon.
void add_vertex (int v);
char* get_name () { return name; }
// Several maintenance functions.
void set_portal (Sector* portal) { Polygon3D::portal = portal; }
Sector* get_portal () { return portal; }
void set_poly_set (PolygonSet* poly_set) { Polygon3D::poly_set = poly_set; }
PolygonSet* get_poly_set () { return poly_set; }
Sector* get_sector () { return sector; }
void set_sector (Sector* sector) { Polygon3D::sector = sector; }
PolyPlane* get_plane () { return plane; }
int get_max_vertices () { return max_vertices; }
int get_num_vertices () { return num_vertices; }
int* get_vertices_idx () { return vertices_idx; }
// Warp space (if this is a portal).
int is_space_warped () { return do_warp_space; }
void warp_space (Matrix3& m_w2c, Matrix3& m_c2w, Vector3& v_w2c);
void set_warp (Matrix3& m_w, Vector3& v_w);
// 'idx' is a local index into the vertices table of the polygon.
// This index is translated to the index in the parent container and
// a reference to the vertex is returned.
Vertex& vtex (int idx) { return poly_set->vtex (vertices_idx[idx]); }
// Set the texture number for this polygon.
void set_texnr (Textures* textures, int texnr);
int get_texnr () { return tex->get_texnr (); }
PolyTexture* get_polytex (int mipmap);
PolyTexture* get_polytex (float z_dist);
void set_no_lighting (int no) { no_lighting = no; }
void set_no_mipmap (int no) { no_mipmap = no; }
int get_no_lighting () { return no_lighting; }
int get_no_mipmap () { return no_mipmap; }
// After the plane normal and the texture matrices have been set
// up this routine makes some needed pre-calculations for this polygon.
// It will create a texture space bounding box that
// is going to be used for lighting and the texture cache.
// Then it will allocate the light map tables for this polygons.
void precalculate ();
// One of the set_texture_space functions should be called after
// adding all vertices to the polygon (not before) and before
// doing any processing on the polygon (not after)!
// It makes sure that the plane normal is correctly computed and
// the texture and plane are correctly initialized.
// 'precalculate ()' is called after that.
//
// Internally the transformation from 3D to texture space is
// represented by a matrix and a vector. You can supply this
// matrix directly or let it be calculated from other parameters.
// If you supply another Polygon or a PolyPlane to this function
// it will automatically share the plane.
// Copy the plane from the other polygon. The plane is automatically shared.
void set_texture_space (Polygon3D* copy_from);
// Use the given plane.
void set_texture_space (PolyPlane* plane);
// Calculate the matrix using two vertices (which are preferably on the
// plane of the polygon and are possibly (but not necessarily) two vertices
// of the polygon). The first vertex is seen as the origin and the second
// as the u-axis of the texture space coordinate system. The v-axis is
// calculated on the plane of the polygon and orthogonal to the given
// u-axis. The length of the u-axis and the v-axis is given as the 'len1'
// parameter.
// For example, if 'len1' is equal to 2 this means that texture will
// be tiled exactly two times between vertex 'v_orig' and 'v1'.
// I hope this explanation is clear since I can't seem to make it
// any clearer :-)
void set_texture_space (Vertex& v_orig, Vertex& v1, float len1);
void set_texture_space (float xo, float yo, float zo,
float x1, float y1, float z1, float len1);
// Use 'v1' and 'len1' for the u-axis and 'v2' and 'len2' for the
// v-axis. Otherwise this function is the same as the previous one.
void set_texture_space (Vertex& v_orig,
Vertex& v1, float len1,
Vertex& v2, float len2);
void set_texture_space (float xo, float yo, float zo,
float x1, float y1, float z1, float len1,
float x2, float y2, float z2, float len2);
// Similar to the previous function but treat as if the lengths
// are set to 1.
void set_texture_space (Vertex& v_orig, Vertex& v_u, Vertex& v_v);
void set_texture_space (float xo, float yo, float zo,
float xu, float yu, float zu,
float xv, float yv, float zv);
// The most general functions. With these you provide the matrix
// directly.
void set_texture_space (float xo, float yo, float zo,
float xu, float yu, float zu,
float xv, float yv, float zv,
float xw, float yw, float zw);
void set_texture_space (Matrix3& tx_matrix, Vector3& tx_vector);
// Shine a light on this polygon. If the polygon has already
// been lighted by this light ('shine_done' == TRUE) nothing
// will happen. Otherwise the light maps are initialized according
// to the distance of the light to the polygon and other parameters
// of the light.
void shine (Light* light);
void clear_shine_done () { shine_done = FALSE; }
void mipmap_settings (int setting);
LightMap* get_lightmap () { return lightmap; }
// Setup a dynamic light for this polygon.
void setup_dyn_light (DynLight* light, float sq_dist);
// Transform the plane of this polygon from object space to world space.
// This is mainly used for things since sectors currently have
// identical object and world space coordinates.
void object_to_world (Matrix3& m_o2w, Matrix3& m_w2o, Vector3& v_o2w);
// Transform the plane normal of this polygon from object to world space.
void normal_object_to_world (Matrix3& m_o2w, Matrix3& m_w2o, Vector3& v_o2w);
void normal_world_to_camera (Matrix3& m_w2c, Matrix3& m_c2w, Vector3& v_w2c);
// This is the link between Polygon3D and Polygon2D (see below for
// more info about Polygon2D). It should be used after the parent
// container has been transformed from world to camera space.
// It will fill the given Polygon2D with a perspective corrected
// polygon that is also clipped to the view plane (Z=SMALL_Z).
// If all vertices are behind the view plane the polygon will not
// be visible and it will return FALSE.
// 'do_perspective' will also do back-face culling and returns FALSE
// if the polygon is not visible because of this.
// If the polygon is deemed to be visible it will first transform
// the plane from world to camera space and return TRUE.
int do_perspective (Matrix3& m_w2c, Matrix3& m_c2w, Vector3& v_w2c, Polygon2D* dest);
// Check if the polygon in world space is visible from the given point.
// To do this it will only do back-face culling. No other tests (like
// other polygons blocking this one) are performed.
int visible_from_point (Vector3& p);
// Return POLY_IN, POLY_OUT, or POLY_ON for a vector with respect
// to the polygon.
// This algorithm assumes that the polygon is convex and that
// the vertices of the polygon are oriented in clockwise ordering.
// If this was not the case then the polygon should not be drawn (culled)
// and this routine would not be called for it.
int in_poly_3d (Vector3& vv);
// Return the minimum squared distance from the plane of the polygon to
// a point in 3D space (using world coordinates).
float sq_distance (Vector3& v);
// Return the closest point on the plane of the polygon to a point
// in 3D space (using world coordinates).
void closest_point (Vector3& v, Vector3& isect);
// Return TRUE if this polygon and the given polygon are on the same
// plane. If their planes are shared this is automatically the case.
// Otherwise this function will check their respective plane equations
// to test for equality.
int same_plane (Polygon3D* p);
// Return twice the signed area of the polygon in world space coordinates using
// the yz, zx, and xy components. In effect this calculates the (P,Q,R) or the
// plane normal of the polygon.
void PlaneNormal (float* yz, float* zx, float* xy);
// Precompute the plane normal. Normally this is done automatically by
// set_texture_space by if needed you can call this function again when
// something has changed.
void compute_normal ();
// Get the camera space normal as calculated by do_perspective.
void get_camera_normal (float* p_A, float* p_B, float* p_C, float* p_D);
// Get the world space normal.
void get_world_normal (float* p_A, float* p_B, float* p_C, float* p_D);
// Intersect world-space segment with this polygon. Return
// TRUE if it intersects and the intersection point in world coordinates.
int intersect_segment (Vector3& start, Vector3& end, Vector3& isect);
void save (FILE* fp, int indent, Textures* textures);
void load (World* w, char** buf, Textures* textures, int default_texnr = -1,
float default_texlen = 1.);
// Debugging dump of this polygon.
void dump ();
};
// The following class represents a 2D polygon (the 2D coordinates are
// perspective corrected coordinates).
//
// This class is used as the main driver for the engine pipeline.
// The source Polygon is first converted to 2D using Polygon3D::do_perspective.
class Polygon2D
{
private:
Vector2* vertices; // The 2D vertices
int num_vertices;
int max_vertices;
Box bbox; // A 2D bounding box that is maintained automatically.
public:
static Polygon2D clipped;
Polygon2D (int max);
Polygon2D (Polygon2D& copy);
~Polygon2D ();
// Initialize the Polygon2D to empty.
void make_empty ();
// Maintenance functions.
int get_num_vertices () { return num_vertices; }
int get_max_vertices () { return max_vertices; }
Vector2* get_vertices () { return vertices; }
// Add a vertex (2D) to the polygon
void add_vertex (Vector2& v) { add_vertex (v.x, v.y); }
void add_vertex (float x, float y);
// Compute the perspective transformation of a 3D vertex and add it to the polygon.
void add_perspective (Vector3& v) { add_perspective (v.x, v.y, v.z); }
void add_perspective (float x, float y, float z);
Box& get_bounding_box () { return bbox; }
int overlap_bounding_box (Box* box) { return bbox.overlap (box); }
int overlap_bounding_box (Polygon2D* poly) { return bbox.overlap (&poly->bbox); }
#if 0
// Rewrite using plane normals.
// Given a perspective correct 2D point in screen space calculate the corresponding
// 3D (often camera) space point. This function is not efficient so it should not
// be used by the engine itself. Note that the polygon needs to be transformed to camera
// space but not clipped to the view.
void get_3d_point (Vector2& vs, Vector3& vc);
#endif
// Clipping routines. They return FALSE if they are not visible for some reason.
// Note that these routines must not be called if the polygon is not visible.
// These routines will not check that.
// @@@ Note that clip_poly is currently not used because of problems with
// special cases. I would prefer to use clip_poly instead of clip_poly_variant
// as I suspect the former to be faster. Please, can someone fix clip_poly?
int clip_poly (ViewPolygon* view, Polygon2D* dest, int verbose = FALSE)
{
(void)verbose;
return clip_poly (view->get_vertices (),
view->get_num_vertices (),
&view->get_bounding_box (),
dest);
}
int clip_poly (Vector2* Q, int m, Box* box, Polygon2D* dest);
void clip_poly_plane (Vector2& v1, Vector2& v2);
int clip_poly_variant (Vector2* Q, int m, Box* box);
int clip_poly_variant (ViewPolygon* view)
{
return clip_poly_variant (view->get_vertices (),
view->get_num_vertices (),
&view->get_bounding_box ());
}
#if USE_OCCLUSION
// Clip this 2D polygon to the occlusion object. This is a very
// approximate clipper that preserves convexity without having
// to split the polygon in seperate parts.
// This routine returns FALSE if the polygon is completely clipped
// away.
int clip_to_occlusion (Occlusion* o);
#endif
// Create a view polygon from this polygon. This is used for portals.
ViewPolygon* create_view ();
// Draw the polygon.
void draw (int col);
void draw_filled (Polygon3D* poly, int use_z_buf = FALSE);
// Debugging dump of this polygon.
void dump (char* name);
};
#endif /*POLYGON_H*/