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270 lines (220 loc) · 9.02 KB
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(*
CAST II Engine vegetation unit
(C) 2006-2008 George "Mirage" Bakhtadze. avagames@gmail.com
Created: Mar 13, 2008
Unit contains
*)
{$Include GDefines.inc}
{$Include C2Defines.inc}
unit C2Flora;
interface
uses SysUtils, Logger, Basics, BaseCont, BaseTypes, Base3d, Props, BaseClasses, C2Types, C2Visual, C2VisItems, CAST2;
type
TTreeAdjTesselator = class(TMeshTesselator)
private
FAdjNormals, FAdjdiffuse: Boolean;
FDiffuse: TColor;
TimeElapsed: Integer;
FRadius: Single;
procedure AdjustMesh;
public
function IsSameItem(AItem: TReferencedItem): Boolean; override;
procedure Init; override;
procedure AddProperties(const Result: Props.TProperties; const PropNamePrefix: TNameString); override;
procedure SetProperties(Properties: Props.TProperties; const PropNamePrefix: TNameString); override;
function Tesselate(const Params: TTesselationParameters; VBPTR: Pointer): Integer; override;
end;
TTreeAdj = class(TMesh)
public
function GetTesselatorClass: CTesselator; override;
procedure Process(const DeltaT: Float); override;
end;
// Procedural tree stem tesselator
TTreeStemTesselator = class(TTesselator)
public
Width, Height: Single;
Sides, Levels: Integer;
procedure Init; override;
procedure AddProperties(const Result: Props.TProperties; const PropNamePrefix: TNameString); override;
procedure SetProperties(Properties: Props.TProperties; const PropNamePrefix: TNameString); override;
function Tesselate(const Params: TTesselationParameters; VBPTR: Pointer): Integer; override;
end;
// Procedural tree stem
TTreeStem = class(TVisible)
public
function GetTesselatorClass: CTesselator; override;
end;
// Returns list of classes introduced by the unit
function GetUnitClassList: TClassArray;
implementation
function GetUnitClassList: TClassArray;
begin
Result := GetClassList([TTreeAdj, TTreeStem]);
end;
{ TTreeAdjTesselator }
function TTreeAdjTesselator.IsSameItem(AItem: TReferencedItem): Boolean;
begin
Result := False;
end;
procedure TTreeAdjTesselator.Init;
begin
inherited;
TesselationStatus[tbVertex].TesselatorType := ttStatic;
TesselationStatus[tbIndex].TesselatorType := ttStatic;
end;
procedure TTreeAdjTesselator.AddProperties(const Result: Props.TProperties; const PropNamePrefix: TNameString);
begin
inherited;
Result.Add(PropNamePrefix + 'Adjust normals', vtBoolean, [], OnOffStr[FAdjNormals], '');
Result.Add(PropNamePrefix + 'Adjust diffuse', vtBoolean, [], OnOffStr[FAdjdiffuse], '');
Result.Add('Radius', vtSingle, [], FloatToStr(FRadius), '0.2-3.0');
AddColorProperty(Result, PropNamePrefix + 'Diffuse', FDiffuse);
end;
procedure TTreeAdjTesselator.SetProperties(Properties: Props.TProperties; const PropNamePrefix: TNameString);
begin
inherited;
if Properties.Valid(PropNamePrefix + 'Adjust normals') then FAdjNormals := Properties.GetAsInteger(PropNamePrefix + 'Adjust normals') > 0;
if Properties.Valid(PropNamePrefix + 'Adjust diffuse') then FAdjdiffuse := Properties.GetAsInteger(PropNamePrefix +'Adjust diffuse') > 0;
if Properties.Valid('Radius') then FRadius := StrToFloatDef(Properties['Radius'], 1);
SetColorProperty(Properties, PropNamePrefix + 'Diffuse', FDiffuse);
AdjustMesh;
end;
function TTreeAdjTesselator.Tesselate(const Params: TTesselationParameters; VBPTR: Pointer): Integer;
const FreqK = 0.01; AmpK = 0.6;
var i, i1, i2, i3, t: Integer; v1, v2, v3, n: TVector3s; Freq, Amp: Single;
begin
Result := 0;
if FVertices = nil then Exit;
Move(FVertices^, VBPTR^, TotalVertices * FVertexSize);
for i := 0 to TotalPrimitives - 1 do begin
i1 := GetIndex(i*3+0, Indices);
i2 := GetIndex(i*3+1, Indices);
i3 := GetIndex(i*3+2, Indices);
v1 := GetVertexDataC(i1, Vertices);
v2 := GetVertexDataC(i2, Vertices);
v3 := GetVertexDataC(i3, Vertices);
// n := CrossProductVector3s(SubVector3s(v1, v3), SubVector3s(v2, v1));
n := AddVector3s(SubVector3s(v1, v3), SubVector3s(v2, v1));
n := NormalizeVector3s(n);
Amp := TimeElapsed*FreqK*0.5+(Params.ModelMatrix.ViewTranslate.x+Params.ModelMatrix.ViewTranslate.z)*0.0009;
t := Trunc(Amp);
if t mod 2 = 0 then begin
Amp := Amp - t;
Amp := 1+2*Sin(Amp*pi)//(Amp * Ord(Amp < 0.5) + (1 - Amp) * Ord(Amp >= 0.5));
end else Amp := 1;
Freq := FreqK * (1+i1 mod 8);
Amp := Amp * AmpK * (1+i2 mod 4);
v1 := AddVector3s(V1, ScaleVector3s(n, Sin(TimeElapsed*Freq)*Amp));
SetVertexDataC(V1, i1, VBPTR);
// v2.Y := V2.Y + Sin(TimeElapsed*K)*amp;
// SetVertexDataC(V2, i2, VBPTR);
// v3.Y := V3.Y + Sin(TimeElapsed*K)*amp;
// SetVertexDataC(V3, i3, VBPTR);
end;
TesselationStatus[tbVertex].Status := tsTesselated;
// Status := tsChanged;
LastTotalIndices := TotalIndices;
LastTotalVertices := TotalVertices;
Result := LastTotalVertices;
end;
procedure TTreeAdjTesselator.AdjustMesh;
var i, i1, i2, i3: Integer; v1, v2, v3, e1, e2, e3: TVector3s;
mult, OneOverRadius: Single;
begin
if not Assigned(Vertices) or not Assigned(Indices) or (PrimitiveType <> ptTriangleList) then begin
Log('TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list', lkError);
Exit;
end;
if Abs(FRadius) > epsilon then
OneOverRadius := 1/FRadius
else
OneOverRadius := 1;
for i := 0 to TotalPrimitives - 1 do begin
i1 := GetIndex(i*3+0, Indices);
i2 := GetIndex(i*3+1, Indices);
i3 := GetIndex(i*3+2, Indices);
v1 := GetVertexDataC(i1, Vertices);
v2 := GetVertexDataC(i2, Vertices);
v3 := GetVertexDataC(i3, Vertices);
mult := DotProductVector3s(v1, v1)*OneOverRadius;
FDiffuse := BlendColor(GetColor(0), GetColor($FFFFFFFF), mult);
SetVertexDataD(FDiffuse, i1, Vertices);
mult := DotProductVector3s(v2, v2)*OneOverRadius;
FDiffuse := BlendColor(GetColor(0), GetColor($FFFFFFFF), mult);
SetVertexDataD(FDiffuse, i2, Vertices);
mult := DotProductVector3s(v3, v3)*OneOverRadius;
FDiffuse := BlendColor(GetColor(0), GetColor($FFFFFFFF), mult);
SetVertexDataD(FDiffuse, i3, Vertices);
if FAdjNormals then begin
e1 := SubVector3s(v2, v1);
e2 := SubVector3s(v3, v2);
e3 := SubVector3s(v1, v3);
SetVertexDataN(NormalizeVector3s(SubVector3s(e3, e1)), i1, Vertices);
SetVertexDataN(NormalizeVector3s(SubVector3s(e1, e2)), i2, Vertices);
SetVertexDataN(NormalizeVector3s(SubVector3s(e2, e3)), i3, Vertices);
end;
end;
Inc(TimeElapsed);
Invalidate([tbVertex], False);
end;
{ TTreeAdj }
function TTreeAdj.GetTesselatorClass: CTesselator; begin Result := TTreeAdjTesselator; end;
procedure TTreeAdj.Process(const DeltaT: Float);
begin
inherited;
if Assigned(CurrentTesselator) then TTreeAdjTesselator(CurrentTesselator).AdjustMesh;
end;
{ TTreeStem }
function TTreeStem.GetTesselatorClass: CTesselator; begin Result := TTreeStemTesselator; end;
{ TTreeStemTesselator }
procedure TTreeStemTesselator.Init;
begin
inherited;
end;
procedure TTreeStemTesselator.AddProperties(const Result: Props.TProperties; const PropNamePrefix: TNameString);
begin
inherited;
Result.Add('Width', vtSingle, [], FloatToStr(Width), '');
Result.Add('Height', vtSingle, [], FloatToStr(Height), '');
Result.Add('Sides', vtInt, [], IntToStr(Sides), '');
Result.Add('Levels', vtInt, [], IntToStr(Levels), '');
end;
procedure TTreeStemTesselator.SetProperties(Properties: Props.TProperties; const PropNamePrefix: TNameString);
begin
inherited;
if Properties.Valid('Width') then Width := StrToFloatDef(Properties['Width'], 0);
if Properties.Valid('Height') then Height := StrToFloatDef(Properties['Height'], 0);
if Properties.Valid('Sides') then Sides := StrToIntDef(Properties['Sides'], 0);
if Properties.Valid('Levels') then Levels := StrToIntDef(Properties['Levels'], 0);
TotalVertices := Sides*6;
TotalPrimitives := Sides*2;
end;
function TTreeStemTesselator.Tesselate(const Params: TTesselationParameters; VBPTR: Pointer): Integer;
var i: Integer; c1, s1, c2, s2: Single;
begin
for i := 0 to Sides-1 do begin
c1 := Cos(i/180*pi*360/Sides); s1 := Sin(i/180*pi*360/Sides);
c2 := Cos((i+1)/180*pi*360/Sides); s2 := Sin((i+1)/180*pi*360/Sides);
// First triangle of a side
SetVertexDataC(c1*Width, Height, -s1*Width, i*6, VBPTR);
SetVertexDataN(c1, 0, -s1, i*6, VBPTR);
SetVertexDataC(c1*Width, 0, -s1*Width, i*6+1, VBPTR);
SetVertexDataN(c1, 0, -s1, i*6+1, VBPTR);
SetVertexDataC(c2*Width, 0, -s2*Width, i*6+2, VBPTR);
SetVertexDataN(c2, 0, -s2, i*6+2, VBPTR);
// Second triangle of a side
SetVertexDataC(c1*Width, Height, -s1*Width, i*6+3, VBPTR);
SetVertexDataN(c1, 0, -s1, i*6+3, VBPTR);
SetVertexDataC(c2*Width, 0, -s2*Width, i*6+4, VBPTR);
SetVertexDataN(c2, 0, -s2, i*6+4, VBPTR);
SetVertexDataC(c2*Width, Height, -s2*Width, i*6+5, VBPTR);
SetVertexDataN(c2, 0, -s2, i*6+5, VBPTR);
end;
TesselationStatus[tbVertex].Status := tsTesselated;
LastTotalIndices := TotalIndices;
LastTotalVertices := TotalVertices;
Result := LastTotalVertices;
end;
begin
GlobalClassList.Add('C2Flora', GetUnitClassList);
end.