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/*
   Copyright (c) 2014 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy of this software
   and associated documentation files (the "Software"), to deal in the Software without restriction,
   including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty.  In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
//    claim that you wrote the original software. If you use this software
//    in a product, an acknowledgment in the product documentation would be
//    appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
//    misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
// Changes, Additions and Refactoring : Copyright (c) 2010-2011 Lethal Concept, LLC
// Changes, Additions and Refactoring Author: Simon Wittenberg (MD)
// The above license is fully inherited.

#ifndef _NAVIGATION_MESH_LOADER_H_
#define _NAVIGATION_MESH_LOADER_H_

#include "NavMeshConfig.h"
#include "Core/Math/BoundingVolumes/Headers/BoundingBox.h"
#include "Graphs/Headers/SceneNode.h"

namespace Divide {
    namespace AI {
        namespace Navigation {

    // This struct contains the vertices and triangles in recast coords
    class NavModelData {
    public:
        NavModelData() : _vertices(0),
                         _vertexCount(0),
                         _vertexCapacity(0),
                         _normals(0),
                         _triangleCount(0),
                         _triangleCapacity(0),
                         _triangles(0),
                         _valid(false)
        {
        }

        void clear(bool del = true)  {
            _valid = false;

            _vertexCount = _triangleCount = 0;
            _vertexCapacity = _vertexCount = 0;
            _triangleCapacity = _triangleCount = 0;

            if (del) {
                MemoryManager::DELETE_ARRAY( _vertices );
            } else {
                _vertices = 0;
            }
            if (del) {
                MemoryManager::DELETE_ARRAY( _triangles );
            } else {
                _triangles = 0;
            }
            if (del) {
                MemoryManager::DELETE_ARRAY( _normals );
            } else {
                _normals = 0;
            }
            _triangleAreaType.clear();
            _navMeshName = "";
        }

        inline bool  isValid()           const {return _valid;}
        inline void  isValid(bool state)       {_valid = state;}

        inline void  setName(const stringImpl& name)      {_navMeshName = name;}
        inline const stringImpl& getName()          const {return _navMeshName;}

        inline const F32* getVerts()     const { return _vertices; }
        inline const F32* getNormals()   const { return _normals; }
        inline const I32* getTris()      const { return _triangles; }
        inline       U32  getVertCount() const { return _vertexCount; }
        inline       U32  getTriCount()  const { return _triangleCount; }

        inline vectorImpl<SamplePolyAreas >& getAreaTypes() {return _triangleAreaType;}

        F32* _vertices;
        F32* _normals;
        I32* _triangles;
        U32  _vertexCapacity;
        U32  _vertexCount;
        U32  _triangleCount;
        U32  _triangleCapacity;

    private:
        bool _valid;
        stringImpl _navMeshName;
        vectorImpl<SamplePolyAreas > _triangleAreaType;
    };

    namespace NavigationMeshLoader {
        enum MeshDetailLevel {
            DETAIL_ABSOLUTE    = 0,
            DETAIL_BOUNDINGBOX = 1
        };

        ///Load the input geometry from file (Wavefront OBJ format) and save it in 'outData'
        bool loadMeshFile(NavModelData& outData, 
                          const char* fileName);
        ///Save the navigation input geometry in Wavefront OBJ format
        bool saveMeshFile(const NavModelData& inData, 
                          const char* filename);
        ///Merge the data from two navigation geometry sources
        NavModelData mergeModels(NavModelData& a,
                                 NavModelData& b, 
                                 bool delOriginals = false);
        ///Parsing method that calls itself recursively untill all geometry has been parsed
        bool parse(const BoundingBox& box, 
                   NavModelData& outData, 
                   SceneGraphNode* sgn);

        void addVertex(NavModelData* modelData,
                       const vec3<F32>& vertex);

        void addTriangle(NavModelData* modelData,
                         const vec3<U32>& triangleIndices,
                         U32 triangleIndexOffset = 0, 
                         const SamplePolyAreas& areaType = SAMPLE_POLYAREA_GROUND);

        char* parseRow(char* buf, 
                       char* bufEnd,
                       char* row,
                       I32 len);

        I32 parseFace(char* row, 
                      I32* data, 
                      I32 n, 
                      I32 vcnt);
    };
        }; //namespace Navigation
    }; //namespace AI
}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/AI/PathFinding/NavMeshes/Headers/NavMeshLoader.h

Diff revisions: vs.
Revision Author Commited Message
337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

[Ionut]
- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

325 Diff Diff IonutCava picture IonutCava Wed 17 Sep, 2014 20:06:13 +0000

[Ionut]
- Reworked transform system:
— Parent transform chain system moved from Transform class to the PhysicsComponent
— PhysicsComponent now returns all transform values needed both global and local (still needs heavy optimization and caching)

- Reworked SceneGraph node management:
— Proper ref counting of SceneNodes and proper removing of resource (ResourceCache is now empty on destruction, as it should be)
— Removed parent transform tracking as that’s the PhysicsComponent’s responsibility
— Only nodes loaded via the ResourceCache are allowed to be added to the SceneGraph (added proper loaders for Impostors, Sky, etc)

- Optimized some of the math classes (mat4, mat3)

324 Diff Diff IonutCava picture IonutCava Sun 14 Sep, 2014 14:01:39 +0000

[Ionut]
- New memory management system (no custom allocators in this commit)
— Memory tracer to detect memory leaks on shutdown (from: https://www.relisoft.com/book/tech/9new.html)
— SAFE_DELETE_XYZ are now inline template functions not macros
— ASSERTION system now supports logging and message boxes and continue on error configurable for each build type
— Fixed a lot of memory leaks detected by the new system (some still remain)

- Added SRGB support (part 1)
— Albedo textures are loaded as SRGB (make sure resources are SRGB)
— Shaders output gamma corrected colors
— Moved terrain textures back to 2 array system (albedo and normal maps, albedo maps using a SRGB sampler)

- Sky is now loaded via the ResourceCache system
- Added include safeguards in shader atoms

322 Diff Diff IonutCava picture IonutCava Sat 06 Sep, 2014 20:33:47 +0000

[Ionut]
- Refactored most of Boost related code to be C++11 based
— Boost is only used for ThreadPool, Mutex handling, XML parsing and networking (ASIO)
— Function binds, threads, regex, NonCopyable base, Hashing algorithms and more are now using C++11 libraries
- Replaced all FOR_EACH calls with standard, range, “for” calls

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

311 Diff Diff IonutCava picture IonutCava Mon 18 Aug, 2014 21:40:52 +0000

[Ionut]
- Added a basic AESOP implementation
- Moved all AI related classes under the “AI” namespace

221 Diff Diff k1ngp1n picture k1ngp1n Wed 08 Jan, 2014 18:50:02 +0000

[Ionut] [[BR]]
- Merged branch “Shadows And Animations” back into trunk [[BR]]
- Added DoxygenGUI project file [[BR]]

  • Buggy *
179 k1ngp1n picture k1ngp1n Sun 17 Nov, 2013 14:46:01 +0000

[Ionut] [[BR]]
- Bug fix with initial unit positioning (Unit.cpp -> moveTo(...) )[[BR]]
- Bug fix with nav mesh debug draw (could not be toggled off) [[BR]]
- Better float comparison code [[BR]]
- Save and Load nav mesh extents from file [[BR]]