#include "sector.hpp" #include #include #include game::Sector::Sector(World* world, size_t idx, std::shared_ptr def) : world_(world), idx_(idx), def_(std::move(def)), mesh_(def_->GetMesh()), bt_col_dispatcher_(&bt_col_cfg_), bt_world_(&bt_col_dispatcher_, &bt_broad_phase_, &bt_col_cfg_) { // Create Bullet collision mesh bt_mesh_col_obj_.setCollisionShape(mesh_->GetCollisionMesh()->GetShape()); bt_world_.addCollisionObject(&bt_mesh_col_obj_); auto def_portals = def_->GetPortals(); size_t num_portals = def_portals.size(); portals_.reserve(num_portals); for (size_t i = 0; i < num_portals; ++i) { const assets::SectorPortalDef& def_portal = def_portals[i]; Portal& portal = portals_.emplace_back(); portal.sector = this; portal.def = &assets::PortalDef::portal_defs[def_portal.def_name]; glm::vec3 angles_rad = glm::radians(def_portal.angles); glm::mat4 rotation = glm::mat4((glm::quat(angles_rad))); glm::mat4 translation = glm::translate(glm::mat4(1.0f), def_portal.origin); glm::mat4 scale = glm::scale(glm::mat4(1.0f), glm::vec3(def_portal.scale)); portal.trans = translation * rotation * scale; portal.scale = def_portal.scale; portal.plane = glm::transpose(glm::inverse(portal.trans)) * glm::vec4(0.0f, -1.0f, 0.0f, 0.0f); ComputePortalVertex(portal, 0, glm::vec2(-1.0f, -1.0f)); // Bottom-left ComputePortalVertex(portal, 1, glm::vec2(-1.0f, 1.0f)); // Top-left ComputePortalVertex(portal, 3, glm::vec2(1.0f, -1.0f)); // Bottom-right ComputePortalVertex(portal, 2, glm::vec2(1.0f, 1.0f)); // Top-right portal.link = nullptr; portal_map_[def_portal.name] = i; // create portal collision object portal.bt_col_shape = std::make_unique( btVector3(portal.def->size.x * portal.scale * 0.5f, 0.1f, portal.def->size.y * portal.scale * 0.5f) ); portal.bt_col_obj = std::make_unique(); portal.bt_col_obj->setCollisionShape(portal.bt_col_shape.get()); btQuaternion bt_rotation(angles_rad.x, angles_rad.y, angles_rad.z); btVector3 bt_position(def_portal.origin.x, def_portal.origin.y, def_portal.origin.z); btTransform bt_transform(bt_rotation, bt_position); portal.bt_col_obj->setWorldTransform(bt_transform); portal.col_data.type = CO_PORTAL; portal.col_data.portal = &portal; portal.bt_col_obj->setUserPointer(&portal.col_data); bt_world_.addCollisionObject(portal.bt_col_obj.get()); } } void game::Sector::ComputePortalVertex(Portal& portal, size_t idx, const glm::vec2& base_vert) { glm::vec2 vert_xz = base_vert * portal.def->size * 0.5f; // Scale to portal size glm::vec3 vert(vert_xz.x, 0.0f, vert_xz.y); // Convert to 3D vector portal.verts[idx] = glm::vec3(portal.trans * glm::vec4(vert, 1.0f)); } void game::Sector::AddLight(const glm::vec3& position, const glm::vec3& color, float radius) { Light light; light.position = position; light.color = color; light.radius = radius; lights_.push_back(light); } int game::Sector::GetPortalIndex(const std::string& name) const { auto it = portal_map_.find(name); if (it != portal_map_.end()) { return static_cast(it->second); } return -1; } static void LinkPortal(game::Portal& p1, game::Portal& p2, int flags) { // Calculate the traverse transformation glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), glm::radians(180.0f), glm::vec3(0, 0, 1)); if (flags & game::LINK_ROTATE180) { rotation = glm::rotate(rotation, glm::radians(180.0f), glm::vec3(0, 1, 0)); } glm::mat4 p1_to_p2 = p2.trans * rotation * glm::inverse(p1.trans); p1.link = &p2; // Transforms points from p1's sector space to p2's sector space p1.tr_position = p1_to_p2; // Transforms directions from p1's sector space to p2's sector space p1.tr_basis = glm::mat3(p1.tr_position); //// get rid of scale //for (size_t i = 0; i < 3 ; i++) // p1.tr_basis[i] = glm::normalize(p1.tr_basis[i]); p1.tr_scale = p2.scale / p1.scale; } void game::Sector::LinkPortals(Sector& s1, size_t idx1, Sector& s2, size_t idx2, int flags) { Portal& p1 = s1.portals_[idx1]; Portal& p2 = s2.portals_[idx2]; if (p1.link || p2.link) { throw std::runtime_error("One of the portals is already linked"); } LinkPortal(p1, p2, flags); if (&p1 != &p2) { LinkPortal(p2, p1, flags); } } namespace game { struct PortalIgnoringClosestConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback { using Super = btCollisionWorld::ClosestConvexResultCallback; PortalIgnoringClosestConvexResultCallback(const btVector3& convexFromWorld, const btVector3& convexToWorld) : Super(convexFromWorld, convexToWorld) { } virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool normalInWorldSpace) override { void* ptr = convexResult.m_hitCollisionObject->getUserPointer(); CollisionObjectData* data = static_cast(ptr); if (data && data->type == CO_PORTAL) { // Ignore portal hits return m_closestHitFraction; } return Super::addSingleResult(convexResult, normalInWorldSpace); } }; } bool game::Sector::SweepCapsule( const btCapsuleShapeZ& capsule, const glm::mat3& basis, const glm::vec3& start, const glm::vec3& end, float& hit_fraction, glm::vec3& hit_normal) { //const btVector3* bt_start = reinterpret_cast(&start); //const btVector3* bt_end = reinterpret_cast(&end); //const btMatrix3x3* bt_basis = reinterpret_cast(&basis); btVector3 bt_start(start.x, start.y, start.z); btVector3 bt_end(end.x, end.y, end.z); btMatrix3x3 bt_basis( basis[0][0], basis[0][1], basis[0][2], basis[1][0], basis[1][1], basis[1][2], basis[2][0], basis[2][1], basis[2][2] ); btTransform start_transform(bt_basis, bt_start); btTransform end_transform(bt_basis, bt_end); PortalIgnoringClosestConvexResultCallback result_callback(bt_start, bt_end); bt_world_.convexSweepTest(&capsule, start_transform, end_transform, result_callback, 0.0f); if (result_callback.hasHit()) { hit_fraction = result_callback.m_closestHitFraction; hit_normal = glm::vec3( result_callback.m_hitNormalWorld.x(), result_callback.m_hitNormalWorld.y(), result_callback.m_hitNormalWorld.z() ); return true; } return false; } namespace game { struct PortalContactResultCallback : public btCollisionWorld::ContactResultCallback { const game::Portal* portal = nullptr; PortalContactResultCallback() { } virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper* colObj1Wrap, int partId1, int index1) override { void* ptr0 = colObj0Wrap->getCollisionObject()->getUserPointer(); void* ptr1 = colObj1Wrap->getCollisionObject()->getUserPointer(); void* ptr = ptr0 ? ptr0 : ptr1; CollisionObjectData* data = static_cast(ptr); if (data && data->type == CO_PORTAL) { // We hit a portal, store it portal = data->portal; } return 0.0f; // No specific action needed for contact results } }; } const game::Portal* game::Sector::TestPortalContact(btCapsuleShapeZ& capsule, const glm::mat3& basis, const glm::vec3& pos) { btCollisionObject capsule_obj; capsule_obj.setCollisionShape(&capsule); btTransform capsule_transform; btVector3 bt_pos(pos.x, pos.y, pos.z); btMatrix3x3 bt_basis( basis[0][0], basis[0][1], basis[0][2], basis[1][0], basis[1][1], basis[1][2], basis[2][0], basis[2][1], basis[2][2] ); btTransform bt_transform(bt_basis, bt_pos); capsule_obj.setWorldTransform(bt_transform); PortalContactResultCallback result_callback; bt_world_.contactTest(&capsule_obj, result_callback); return result_callback.portal; } static bool PointIsOnRight(const glm::vec2& p0, const glm::vec2& p1, const glm::vec2& p) { // Check if point p is on the right side of the line segment p0 -> p1 return (p1.x - p0.x) * (p.y - p0.y) - (p1.y - p0.y) * (p.x - p0.x) < 0.0f; } static float SignedDistanceToLine(const glm::vec2& p0, const glm::vec2& p1, const glm::vec2& p) { // Calculate the signed distance from point p to the line segment p0 -> p1 return (p1.x - p0.x) * (p.y - p0.y) - (p1.y - p0.y) * (p.x - p0.x); } void game::Sector::BakeLightmap() { const size_t lightmap_size = 256; const glm::vec3 ambient_light(0.2f); // Ambient light color const float margin = 2.0f; std::span mesh_verts = mesh_->GetVertices(); std::span mesh_tris = mesh_->GetTriangles(); struct LightmapTexel { bool used = false; glm::vec3 color = glm::vec3(0.0f); }; std::vector lightmap(lightmap_size * lightmap_size); for (const assets::MeshTriangle& tri : mesh_tris) { //const assets::MeshVertex* verts[3]; glm::vec2 verts[3]; glm::vec3 vert_pos[3]; glm::vec3 vert_norm[3]; collision::AABB2 tri_aabb; for (size_t i = 0; i < 3; ++i) { const assets::MeshVertex& vert = mesh_verts[tri.vert[i]]; glm::vec2 pos_lightmap = vert.lightmap_uv * (float)lightmap_size; verts[i] = pos_lightmap; tri_aabb.AddPoint(pos_lightmap); vert_pos[i] = vert.pos; vert_norm[i] = vert.normal; } // Clamp to lightmap size int y0 = glm::max(0, (int)(tri_aabb.min.y - margin)); int y1 = glm::min((int)lightmap_size, (int)(tri_aabb.max.y + 1.0f + margin)); int x0 = glm::max(0, (int)(tri_aabb.min.x - margin)); int x1 = glm::min((int)lightmap_size, (int)(tri_aabb.max.x + 1.0f + margin)); for (int y = y0; y < y1; ++y) { for (int x = x0; x < x1; ++x) { LightmapTexel& texel = lightmap[y * lightmap_size + x]; if (texel.used) { continue; } glm::vec2 texel_pos((float)x + 0.5f, (float)y + 0.5f); // Center of the texel //if (PointIsOnRight(verts[0], verts[1], texel_pos) || // PointIsOnRight(verts[1], verts[2], texel_pos) || // PointIsOnRight(verts[2], verts[0], texel_pos)) //{ // continue; // Texel is outside the triangle //} float sd = SignedDistanceToLine(verts[0], verts[1], texel_pos); sd = glm::min(sd, SignedDistanceToLine(verts[1], verts[2], texel_pos)); sd = glm::min(sd, SignedDistanceToLine(verts[2], verts[0], texel_pos)); if (sd > margin) { continue; // Texel is outside the triangle } texel.used = sd < 0.0f; // Compute barycentric coordinates glm::vec2 v0 = verts[1] - verts[0]; glm::vec2 v1 = verts[2] - verts[0]; glm::vec2 v2 = texel_pos - verts[0]; float d00 = glm::dot(v0, v0); float d01 = glm::dot(v0, v1); float d11 = glm::dot(v1, v1); float d20 = glm::dot(v2, v0); float d21 = glm::dot(v2, v1); float denom = d00 * d11 - d01 * d01; if (denom == 0.0f) { continue; // Degenerate triangle, skip } float v = (d11 * d20 - d01 * d21) / denom; float w = (d00 * d21 - d01 * d20) / denom; float u = 1.0f - v - w; glm::vec3 texel_pos_ws = u * vert_pos[0] + v * vert_pos[1] + w * vert_pos[2]; glm::vec3 texel_norm_ws = glm::normalize(u * vert_norm[0] + v * vert_norm[1] + w * vert_norm[2]); glm::vec3 light_color = ambient_light; for (const Light& light : lights_) { glm::vec3 light_dir = glm::normalize(light.position - texel_pos_ws); float dot = glm::dot(texel_norm_ws, light_dir); if (dot > 0.0f) { float dist = glm::length(light.position - texel_pos_ws); float attenuation = glm::clamp(1.0f - (dist / light.radius), 0.0f, 1.0f); light_color += light.color * dot * attenuation; } } // Store the light color in the lightmap texel.color = light_color; } } } std::vector lightmap_data(lightmap_size * lightmap_size * 3); for (size_t i = 0; i < lightmap.size(); ++i) { const LightmapTexel& texel = lightmap[i]; glm::vec3 color = glm::clamp(texel.color * 0.5f, glm::vec3(0.0f), glm::vec3(1.0f)); lightmap_data[i * 3 + 0] = static_cast(color.r * 255.0f); lightmap_data[i * 3 + 1] = static_cast(color.g * 255.0f); lightmap_data[i * 3 + 2] = static_cast(color.b * 255.0f); } lightmap_ = std::make_shared( lightmap_size, lightmap_size, lightmap_data.data(), GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, GL_LINEAR ); }