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#80 Refactor the init function & culling when render decal
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ducphamhong committed May 18, 2022
1 parent 7311e16 commit 87b92a6
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Showing 6 changed files with 164 additions and 171 deletions.
3 changes: 1 addition & 2 deletions Projects/Skylicht/Collision/Source/Decal/CDecalData.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -30,8 +30,7 @@ namespace Skylicht
IMPLEMENT_DATA_TYPE_INDEX(CDecalRenderData);

CDecalRenderData::CDecalRenderData() :
Texture(NULL),
Collision(NULL)
Texture(NULL)
{
Material = new CMaterial("DecalRenderer", "BuiltIn/Shader/Basic/TextureColorAlpha.xml");
}
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1 change: 0 additions & 1 deletion Projects/Skylicht/Collision/Source/Decal/CDecalData.h
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,6 @@ namespace Skylicht
public:
ITexture* Texture;
CMaterial* Material;
CCollisionBuilder* Collision;

DECLARE_DATA_TYPE_INDEX;

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148 changes: 146 additions & 2 deletions Projects/Skylicht/Collision/Source/Decal/CDecals.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,9 @@ This file is part of the "Skylicht Engine".
#include "GameObject/CGameObject.h"
#include "Entity/CEntityManager.h"
#include "Transform/CWorldTransformData.h"
#include "Transform/CWorldInverseTransformData.h"
#include "Culling/CCullingData.h"
#include "Culling/CCullingBBoxData.h"

namespace Skylicht
{
Expand Down Expand Up @@ -107,6 +110,11 @@ namespace Skylicht
CWorldTransformData* transform = (CWorldTransformData*)entity->getDataByIndex(CWorldTransformData::DataTypeIndex);
transform->Relative.setTranslation(position);

// Culling
entity->addData<CWorldInverseTransformData>();
entity->addData<CCullingData>();
entity->addData<CCullingBBoxData>();

// apply material
m_renderData->Material->applyMaterial(decalData->MeshBuffer->getMaterial());

Expand All @@ -115,7 +123,143 @@ namespace Skylicht

void CDecals::bake(CCollisionBuilder* collisionMgr)
{
CDecalRenderData* renderData = (CDecalRenderData*)m_gameObject->getEntity()->getDataByIndex(CDecalRenderData::DataTypeIndex);
renderData->Collision = collisionMgr;
std::vector<CEntity*>& entities = getEntities();
for (CEntity* entity : entities)
{
CDecalData* decalData = (CDecalData*)entity->getDataByIndex(CDecalData::DataTypeIndex);
CWorldTransformData* decalTransform = (CWorldTransformData*)entity->getDataByIndex(CWorldTransformData::DataTypeIndex);

if (decalData && decalData->Change)
{
initDecal(entity, decalData, decalTransform->Relative.getTranslation(), collisionMgr);
decalData->Change = false;
}
}
}

void CDecals::initDecal(CEntity* entity, CDecalData* decal, const core::vector3df& position, CCollisionBuilder* collision)
{
// Create boxes
irr::core::aabbox3df box = irr::core::aabbox3df(
position - decal->Dimension * 0.5f,
position + decal->Dimension * 0.5f
);

// Query tris collision
core::array<core::triangle3df*> triangles;
core::array<CCollisionNode*> nodes;
collision->getTriangles(box, triangles, nodes);
u32 triangleCount = triangles.size();

// Scale to 0.0f - 1.0f (UV space)
core::vector3df uvScale = core::vector3df(1, 1, 1) / decal->Dimension;
core::vector3df uvOffset(0.5f, 0.0f, 0.5f);

// UV Rotation matrix
core::quaternion r1;
r1.rotationFromTo(core::vector3df(0.0f, 1.0f, 0.0f), decal->Normal);

core::quaternion r2;
r2.fromAngleAxis(decal->TextureRotation * core::DEGTORAD, core::vector3df(0.0f, 1.0f, 0.0f));

core::quaternion q = r2 * r1;

// Inverse vertex to local position
core::matrix4 uvMatrix = q.getMatrix();
uvMatrix.setTranslation(position);
uvMatrix.makeInverse();

// Position matrix
core::matrix4 worldInverse;
worldInverse.setTranslation(position);
worldInverse.makeInverse();

// Clip all triangles and fill vertex and indices
u32 vertexIndex = 0;
std::map<core::vector3df, u32> positions;

IIndexBuffer* indices = decal->MeshBuffer->getIndexBuffer();
IVertexBuffer* vertices = decal->MeshBuffer->getVertexBuffer();

for (u32 i = 0; i < triangleCount; i++)
{
u32 index = 0;

core::triangle3df uvTriangle = *triangles[i];
core::triangle3df& triangle = *triangles[i];

core::vector3df triangleNormal = triangle.getNormal();
triangleNormal.normalize();

// Rotate positions
uvMatrix.transformVect(uvTriangle.pointA);
uvMatrix.transformVect(uvTriangle.pointB);
uvMatrix.transformVect(uvTriangle.pointC);

// Fill vertices and indices
{
video::SColor color(255, 255, 255, 255);

for (u32 p = 0; p < 3; p++)
{
core::vector3df uvPos;
core::vector3df pos;

if (p == 0)
{
uvPos = uvTriangle.pointA * uvScale + uvOffset;
pos = triangle.pointA;
}
else if (p == 1)
{
uvPos = uvTriangle.pointB * uvScale + uvOffset;
pos = triangle.pointB;
}
else if (p == 2)
{
uvPos = uvTriangle.pointC * uvScale + uvOffset;
pos = triangle.pointC;
}

worldInverse.transformVect(pos);

// Search if vertex already exists in the vertices list
std::map<core::vector3df, u32>::iterator iter = positions.find(uvPos);
if (iter != positions.end())
{
index = iter->second;
}
// Add vertex to list
else
{
index = vertexIndex;
positions.insert(std::pair<core::vector3df, u32>(uvPos, vertexIndex));

pos += triangleNormal * decal->Distance;

core::vector2df uv(uvPos.X, 1.0f - uvPos.Z);

video::S3DVertex vtx(
pos,
triangleNormal,
color,
uv);

vertices->addVertex(&vtx);
vertexIndex++;
}

indices->addIndex(index);
}
}
}

decal->MeshBuffer->recalculateBoundingBox();
decal->MeshBuffer->setDirty();

CCullingBBoxData* cullingBox = (CCullingBBoxData*)entity->getDataByIndex(CCullingBBoxData::DataTypeIndex);
cullingBox->BBox = decal->MeshBuffer->getBoundingBox();
cullingBox->Materials.clear();
cullingBox->Materials.push_back(m_renderData->Material);
}
}
4 changes: 4 additions & 0 deletions Projects/Skylicht/Collision/Source/Decal/CDecals.h
Original file line number Diff line number Diff line change
Expand Up @@ -65,5 +65,9 @@ namespace Skylicht
void bake(CCollisionBuilder* collisionMgr);

DECLARE_GETTYPENAME(CDecals);

protected:

void initDecal(CEntity* entity, CDecalData* decal, const core::vector3df& position, CCollisionBuilder* collision);
};
}
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