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1 | // Make note of what scenery falls outside of our view frustum. | |
2 | void HK_CALL cull_scenery( hkpWorld* world, | |
3 | tbb::concurrent_vector<Physics_Scenery*> vec_scenery, | |
4 | std::vector<hkUint32>* ids_in_frustum ){ | |
5 | ||
6 | Camera_Alt const* pcam = World_Manager::GetPlayereCamera(); | |
7 | glm::vec3 look_from = World_Manager::player->get_lookFrom(); | |
8 | glm::vec3 look_to = World_Manager::player->get_lookTo(); | |
9 | hkVector4 transFrom(look_from.x,look_from.y,look_from.z,0); | |
10 | hkVector4 transTo(look_to.x,look_to.y,look_to.z,0); | |
11 | ||
12 | // Lock the world and get the tree broad-phase. | |
13 | world->lock(); | |
14 | hkpTreeBroadPhase* broadphase = static_cast<hkpTreeBroadPhase*>(world->getBroadPhase()); | |
15 | //broadphase->fullOptimize(); | |
16 | ||
17 | ||
18 | glm::vec3 f_r = -pcam->getXAxis(); | |
19 | glm::vec3 f_u = -pcam->getYAxis(); | |
20 | glm::vec3 f_f = -pcam->getZAxis(); | |
21 | ||
22 | // organize our axes................................... | |
23 | float sc = 50.0f; | |
24 | hkVector4 start_fu( f_u.x, f_u.y, f_u.z, 1 ); | |
25 | hkVector4 end_fu( f_u.x*sc, f_u.y*sc, f_u.z*sc, 1 ); | |
26 | hkVector4 start_fr( f_r.x, f_r.y, f_r.z, 1 ); | |
27 | hkVector4 end_fr( f_r.x*sc, f_r.y*sc, f_r.z*sc, 1 ); | |
28 | hkVector4 start_ff( f_f.x, f_f.y, f_f.z, 1 ); | |
29 | hkVector4 end_ff( f_f.x*sc, f_f.y*sc, f_f.z*sc, 1 ); | |
30 | start_fu.add(transFrom); | |
31 | end_fu.add(transFrom); | |
32 | start_fr.add(transFrom); | |
33 | end_fr.add(transFrom); | |
34 | start_ff.add(transFrom); | |
35 | end_ff.add(transFrom); | |
36 | //..................................................... | |
37 | if( VISUALIZE_AXES ){ | |
38 | // Visualize the axes in the vdb........................ | |
39 | HK_DISPLAY_LINE( start_fu, end_fu ,hkColor::RED); | |
40 | HK_DISPLAY_LINE( start_fr, end_fr ,hkColor::AZURE); | |
41 | HK_DISPLAY_LINE( start_ff, end_ff ,hkColor::GREEN); | |
42 | } | |
43 | //........................................................ | |
44 | ||
45 | // Create frustum vertices. | |
46 | hkVector4 nearPlaneQuad[4]; | |
47 | ||
48 | // Find corners according to our direction. | |
49 | float s1=10.0f; | |
50 | glm::vec3 bl( f_r*-s1 + f_u*-s1 ); | |
51 | glm::vec3 br( f_r*s1 + f_u*-s1 ); | |
52 | glm::vec3 tr( f_r*s1 + f_u*s1 ); | |
53 | glm::vec3 tl( f_r*-s1 + f_u*s1 ); | |
54 | ||
55 | nearPlaneQuad[0].set( bl.x, bl.y, bl.z ); | |
56 | nearPlaneQuad[1].set( br.x, br.y, br.z ); | |
57 | nearPlaneQuad[2].set( tr.x, tr.y, tr.z ); | |
58 | nearPlaneQuad[3].set( tl.x, tl.y, tl.z ); | |
59 | ||
60 | hkVector4 farPlaneQuad[4]; | |
61 | hkSimdReal fovFactor = pcam->getFov() * 6.5f; | |
62 | hkReal farOffset = pcam->getZFar(); | |
63 | for(int i=0; i<4; ++i) | |
64 | { | |
65 | farPlaneQuad[i].setMul4(fovFactor, nearPlaneQuad[i]); | |
66 | ||
67 | - | /*hkVector4 dist; |
67 | + | |
68 | - | dist.setMul4( farOffset, hkVector4(f_f.x,f_f.y,f_f.z,0) ); |
68 | + | |
69 | - | farPlaneQuad[i].add( dist );*/ |
69 | + | |
70 | } | |
71 | ||
72 | ||
73 | ||
74 | // Draw frustum. | |
75 | if( VISUALIZE_FRUSTUM ){ | |
76 | HK_DISPLAY_LINE(nearPlaneQuad[0], nearPlaneQuad[1], hkColor::YELLOW); | |
77 | HK_DISPLAY_LINE(nearPlaneQuad[1], nearPlaneQuad[2], hkColor::YELLOW); | |
78 | HK_DISPLAY_LINE(nearPlaneQuad[2], nearPlaneQuad[3], hkColor::YELLOW); | |
79 | HK_DISPLAY_LINE(nearPlaneQuad[3], nearPlaneQuad[0], hkColor::YELLOW); | |
80 | ||
81 | HK_DISPLAY_LINE(farPlaneQuad[0], farPlaneQuad[1], hkColor::YELLOW); | |
82 | HK_DISPLAY_LINE(farPlaneQuad[1], farPlaneQuad[2], hkColor::YELLOW); | |
83 | HK_DISPLAY_LINE(farPlaneQuad[2], farPlaneQuad[3], hkColor::YELLOW); | |
84 | HK_DISPLAY_LINE(farPlaneQuad[3], farPlaneQuad[0], hkColor::YELLOW); | |
85 | ||
86 | HK_DISPLAY_LINE(farPlaneQuad[0], nearPlaneQuad[0], hkColor::YELLOW); | |
87 | HK_DISPLAY_LINE(farPlaneQuad[1], nearPlaneQuad[1], hkColor::YELLOW); | |
88 | HK_DISPLAY_LINE(farPlaneQuad[2], nearPlaneQuad[2], hkColor::YELLOW); | |
89 | HK_DISPLAY_LINE(farPlaneQuad[3], nearPlaneQuad[3], hkColor::YELLOW); | |
90 | } | |
91 | ||
92 | // Compute frustum planes. | |
93 | hkVector4 planes[6]; | |
94 | ||
95 | // Side planes | |
96 | planes[0] = computePlaneFromTriangle(nearPlaneQuad[0], farPlaneQuad[0], nearPlaneQuad[1]); | |
97 | planes[1] = computePlaneFromTriangle(nearPlaneQuad[1], farPlaneQuad[1], nearPlaneQuad[2]); | |
98 | planes[2] = computePlaneFromTriangle(nearPlaneQuad[2], farPlaneQuad[2], nearPlaneQuad[3]); | |
99 | planes[3] = computePlaneFromTriangle(nearPlaneQuad[3], farPlaneQuad[3], nearPlaneQuad[0]); | |
100 | ||
101 | // Near plane | |
102 | planes[4] = computePlaneFromTriangle(nearPlaneQuad[0], nearPlaneQuad[1], nearPlaneQuad[2]); | |
103 | ||
104 | // Far plane | |
105 | planes[5] = computePlaneFromTriangle(farPlaneQuad[0], farPlaneQuad[2], farPlaneQuad[1]); | |
106 | ||
107 | ||
108 | broadphase->lock(); | |
109 | // Cull using frustum. | |
110 | hkArray<const hkpBroadPhaseHandle*> handles; | |
111 | { | |
112 | HK_TIME_CODE_BLOCK("Culling",this); | |
113 | handles.reserve(4096 / sizeof(const hkpBroadPhaseHandle*)); | |
114 | broadphase->queryConvex(planes, 6, handles); | |
115 | } | |
116 | ||
117 | // Get out objects visible from the frustum. | |
118 | for(int i=0; i<handles.getSize(); ++i) | |
119 | { | |
120 | ids_in_frustum->push_back( handles[i]->m_id ); | |
121 | } | |
122 | ||
123 | broadphase->unlock(); | |
124 | world->unlock(); | |
125 | } |