| 300 | } |
| 301 | |
| 302 | void FaceArray::SurfaceSplit(const FaceArray& faces, TLVertexTable& tlMesh, Scene& scene, ClipFlags clipFlags, float y) |
| 303 | { |
| 304 | // note: it may be clipped by any plane |
| 305 | clipFlags = ClipAll; |
| 306 | // clear the object data |
| 307 | Matrix3Val nTrans = scene.CamNormalTrans(); |
| 308 | Matrix4Val pTrans = scene.ScaledInvTransform(); |
| 309 | |
| 310 | Clear(); |
| 311 | |
| 312 | // fill with surface split |
| 313 | const Camera& camera = *scene.GetCamera(); |
| 314 | Realloc(faces.Size() * 2 + 8); |
| 315 | |
| 316 | // determine range of landscape squares polygon is in |
| 317 | Vector3Val sNo = nTrans.DirectionAside(); |
| 318 | Vector3Val uNo = nTrans.Direction(); |
| 319 | Vector3 cNo(VMultiply, nTrans, Vector3(+H_SQRT2 / 2, 0, +H_SQRT2 / 2)); |
| 320 | |
| 321 | Poly zTemp1, zTemp2; |
| 322 | Poly xTemp1, xTemp2; |
| 323 | Poly splitA, splitB; |
| 324 | for (int s = 0; s < faces._sections.Size(); s++) |
| 325 | { |
| 326 | const ShapeSection& sec = faces._sections[s]; |
| 327 | ShapeSection& dstSec = _sections.Append(); |
| 328 | dstSec = sec; |
| 329 | dstSec.beg = End(); |
| 330 | for (Offset i = sec.beg, e = sec.end; i < e; faces.Next(i)) |
| 331 | { |
| 332 | Poly source; |
| 333 | source = faces[i]; |
| 334 | |
| 335 | if (!(source.Special() & OnSurface)) |
| 336 | { |
| 337 | source.CheckClip(tlMesh, camera, clipFlags); |
| 338 | if (source.N() >= 3) |
| 339 | { |
| 340 | Add(source); |
| 341 | } |
| 342 | continue; |
| 343 | } |
| 344 | |
| 345 | Vector3 pos(VFastTransform, scene.CamInvTrans(), tlMesh.TransPosA(source.GetVertex(0))); |
| 346 | float xFMin = pos.X(), xFMax = xFMin; |
| 347 | float yFMin = pos.Y(), yFMax = yFMin; |
| 348 | float zFMin = pos.Z(), zFMax = zFMin; |
| 349 | for (int ii = 1; ii < source.N(); ii++) |
| 350 | { |
| 351 | Vector3 pos(VFastTransform, scene.CamInvTrans(), tlMesh.TransPosA(source.GetVertex(ii))); |
| 352 | xFMin = floatMin(xFMin, pos.X()); |
| 353 | xFMax = floatMax(xFMax, pos.X()); |
| 354 | yFMin = floatMin(yFMin, pos.Y()); |
| 355 | yFMax = floatMax(yFMax, pos.Y()); |
| 356 | zFMin = floatMin(zFMin, pos.Z()); |
| 357 | zFMax = floatMax(zFMax, pos.Z()); |
| 358 | } |
| 359 | |