scummvm/engines/grim/sector.cpp
2022-10-23 22:46:19 +02:00

561 lines
17 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/util.h"
#include "engines/grim/debug.h"
#include "engines/grim/grim.h"
#include "engines/grim/sector.h"
#include "engines/grim/textsplit.h"
#include "engines/grim/savegame.h"
#include "engines/grim/set.h"
namespace Grim {
Sector::Sector() :
_vertices(nullptr), _origVertices(nullptr), _sortplanes(nullptr),_invalid(false),
_shrinkRadius(0.f), _numVertices(0), _id(0), _numSortplanes(0),
_type(NoneType), _visible(false), _height(0.f) {
}
Sector::Sector(const Sector &other) :
_vertices(nullptr), _origVertices(nullptr), _sortplanes(nullptr),
_numSortplanes(0) {
*this = other;
}
Sector::~Sector() {
delete[] _vertices;
delete[] _origVertices;
delete[] _sortplanes;
}
void Sector::saveState(SaveGame *savedState) const {
savedState->writeLESint32(_numVertices);
savedState->writeLESint32(_id);
savedState->writeLESint32(_type);
savedState->writeBool(_visible);
savedState->writeFloat(_height);
savedState->writeString(_name);
for (int i = 0; i < _numVertices + 1; ++i) {
savedState->writeVector3d(_vertices[i]);
}
savedState->writeVector3d(_normal);
savedState->writeFloat(_shrinkRadius);
savedState->writeBool(_invalid);
if (_shrinkRadius != 0.f && !_invalid) {
for (int i = 0; i < _numVertices + 1; ++i) {
savedState->writeVector3d(_origVertices[i]);
}
}
if (savedState->saveMinorVersion() > 8 && g_grim->getGameType() == GType_MONKEY4) {
savedState->writeLEUint32(_numSortplanes);
for (int i = 0; i < _numSortplanes; ++i) {
savedState->writeLEUint32(_sortplanes[i]);
}
}
}
bool Sector::restoreState(SaveGame *savedState) {
_numVertices = savedState->readLESint32();
_id = savedState->readLESint32();
_type = (SectorType)savedState->readLESint32();
_visible = savedState->readBool();
_height = savedState->readFloat();
_name = savedState->readString();
_vertices = new Math::Vector3d[_numVertices + 1];
for (int i = 0; i < _numVertices + 1; ++i) {
_vertices[i] = savedState->readVector3d();
}
_normal = savedState->readVector3d();
_shrinkRadius = savedState->readFloat();
_invalid = savedState->readBool();
if (_shrinkRadius != 0.f && !_invalid) {
_origVertices = new Math::Vector3d[_numVertices + 1];
for (int i = 0; i < _numVertices + 1; ++i) {
_origVertices[i] = savedState->readVector3d();
}
} else {
_origVertices = nullptr;
}
if (savedState->saveMinorVersion() > 8 && g_grim->getGameType() == GType_MONKEY4) {
_numSortplanes = savedState->readLEUint32();
_sortplanes = new int[_numSortplanes];
for (int i = 0; i < _numSortplanes; ++i) {
_sortplanes[i] = savedState->readLEUint32();
}
}
return true;
}
void Sector::load(TextSplitter &ts) {
char buf[256];
int ident = 0, i = 0;
Math::Vector3d tempVert;
// Sector NAMES can be null, but ts isn't flexible enough
if (strlen(ts.getCurrentLine()) > strlen(" sector"))
ts.scanString(" sector %256s", 1, buf);
else {
ts.nextLine();
buf[0] = '\0';
}
ts.scanString(" id %d", 1, &ident);
_name = buf;
_id = ident;
ts.scanString(" type %256s", 1, buf);
if (strstr(buf, "walk"))
_type = WalkType;
else if (strstr(buf, "funnel"))
_type = FunnelType;
else if (strstr(buf, "camera"))
_type = CameraType;
else if (strstr(buf, "special"))
_type = SpecialType;
else if (strstr(buf, "chernobyl"))
_type = HotType;
else
Debug::error(Debug::Sets, "Unknown sector type '%s' in room setup", buf);
ts.scanString(" default visibility %256s", 1, buf);
if (strcmp(buf, "visible") == 0)
_visible = true;
else if (strcmp(buf, "invisible") == 0)
_visible = false;
else
error("Invalid visibility spec: %s", buf);
ts.scanString(" height %f", 1, &_height);
ts.scanString(" numvertices %d", 1, &_numVertices);
_vertices = new Math::Vector3d[_numVertices + 1];
ts.scanString(" vertices: %f %f %f", 3, &_vertices[0].x(), &_vertices[0].y(), &_vertices[0].z());
for (i = 1; i < _numVertices; i++)
ts.scanString(" %f %f %f", 3, &_vertices[i].x(), &_vertices[i].y(), &_vertices[i].z());
// Repeat the last vertex for convenience
_vertices[_numVertices] = _vertices[0];
_normal = Math::Vector3d::crossProduct(_vertices[1] - _vertices[0], _vertices[_numVertices - 1] - _vertices[0]);
float length = _normal.getMagnitude();
if (length > 0)
_normal /= length;
// Remastered
if (!ts.checkString("numtris")) {
return;
}
int _numTris;
ts.scanString(" numtris %d", 1, &_numTris);
//_vertices = new Math::Vector3d[_numVertices + 1];
int a,b,c;
if (_numTris > 0) {
ts.scanString(" triangles: %f %f %f", 3, &a, &b, &c);
for (i = 1; i < _numTris; i++)
ts.scanString(" %f %f %f", 3, &a, &b, &c);
}
}
void Sector::loadBinary(Common::SeekableReadStream *data) {
_numVertices = data->readUint32LE();
_vertices = new Math::Vector3d[_numVertices + 1];
for (int i = 0; i < _numVertices; i++) {
_vertices[i].readFromStream(data);
}
// Repeat the last vertex for convenience
_vertices[_numVertices] = _vertices[0];
_normal = Math::Vector3d::crossProduct(_vertices[1] - _vertices[0], _vertices[_numVertices - 1] - _vertices[0]);
float length = _normal.getMagnitude();
if (length > 0)
_normal /= length;
char name[128];
int nameLength = data->readUint32LE();
data->read(name, nameLength);
_name = name;
_id = data->readUint32LE();
_visible = data->readByte();
_type = (SectorType)data->readUint32LE();
_numSortplanes = data->readUint32LE();
_sortplanes = new int[_numSortplanes];
for (int i = 0; i < _numSortplanes; ++i) {
_sortplanes[i] = data->readUint32LE();
}
_height = data->readFloatLE();
}
void Sector::setVisible(bool vis) {
_visible = vis;
}
void Sector::shrink(float radius) {
if ((getType() & WalkType) == 0 || _shrinkRadius == radius)
return;
_shrinkRadius = radius;
if (!_origVertices) {
_origVertices = _vertices;
_vertices = new Math::Vector3d[_numVertices + 1];
}
// Move each vertex inwards by the given amount.
for (int j = 0; j < _numVertices; j++) {
Math::Vector3d shrinkDir;
for (int k = 0; k < g_grim->getCurrSet()->getSectorCount(); k++) {
Sector *other = g_grim->getCurrSet()->getSectorBase(k);
if ((other->getType() & WalkType) == 0)
continue;
for (int l = 0; l < other->_numVertices; l++) {
Math::Vector3d *otherVerts = other->_vertices;
if (other->_origVertices)
otherVerts = other->_origVertices;
if ((otherVerts[l] - _origVertices[j]).getMagnitude() < 0.01f) {
Math::Vector3d e1 = otherVerts[l + 1] - otherVerts[l];
Math::Vector3d e2;
if (l - 1 >= 0)
e2 = otherVerts[l] - otherVerts[l - 1];
else
e2 = otherVerts[l] - otherVerts[other->_numVertices - 1];
e1.normalize();
e2.normalize();
Math::Vector3d bisector = (e1 - e2);
bisector.normalize();
shrinkDir += bisector;
}
}
}
if (shrinkDir.getMagnitude() > 0.1f) {
shrinkDir.normalize();
_vertices[j] = _origVertices[j] + shrinkDir * radius;
} else {
_vertices[j] = _origVertices[j];
}
}
_vertices[_numVertices] = _vertices[0];
// Make sure the sector is still convex.
for (int j = 0; j < _numVertices; j++) {
Math::Vector3d e1 = _vertices[j + 1] - _vertices[j];
Math::Vector3d e2;
if (j - 1 >= 0)
e2 = _vertices[j] - _vertices[j - 1];
else
e2 = _vertices[j] - _vertices[_numVertices - 1];
if (e1.x() * e2.y() > e1.y() * e2.x()) {
// Not convex, so mark the sector invalid.
_invalid = true;
delete[] _vertices;
_vertices = _origVertices;
_origVertices = nullptr;
break;
}
}
}
void Sector::unshrink() {
if (_shrinkRadius != 0.f) {
_shrinkRadius = 0.f;
_invalid = false;
if (_origVertices) {
delete[] _vertices;
_vertices = _origVertices;
_origVertices = nullptr;
}
}
}
float Sector::distanceToPoint(const Math::Vector3d &point) const {
// The plane has equation ax + by + cz + d = 0
float a = _normal.x();
float b = _normal.y();
float c = _normal.z();
float d = -_vertices[0].x() * a - _vertices[0].y() * b - _vertices[0].z() * c;
// dist is positive if it is above the plain, negative if it is
// below and 0 if it is on the plane.
float dist = (a * point.x() + b * point.y() + c * point.z() + d);
dist /= sqrt(a * a + b * b + c * c);
return dist;
}
bool Sector::isPointInSector(const Math::Vector3d &point) const {
// Calculate the distance of the point from the plane of the sector.
// Return false if it isn't within a margin.
if (_height < 9000.f) { // No need to check when height is 9999.
float dist = distanceToPoint(point);
if (fabsf(dist) > _height + 0.01) // Add an error margin
return false;
}
// On the plane, so check if it is inside the polygon.
for (int i = 0; i < _numVertices; i++) {
Math::Vector3d edge = _vertices[i + 1] - _vertices[i];
Math::Vector3d delta = point - _vertices[i];
Math::Vector3d cross = Math::Vector3d::crossProduct(edge, delta);
if (cross.dotProduct(_normal) < -0.000001f) // not "< 0.f" here, since the value could be something like -7.45058e-09 and it
return false; // shuoldn't return. that was causing issue #610 (infinite loop in de.forklift_actor.dismount)
}
return true;
}
Common::List<Math::Line3d> Sector::getBridgesTo(Sector *sector) const {
// This returns a list of "bridges", which are edges that can be travelled
// through to get to another sector. 0 bridges mean the sectors aren't
// connected.
// The algorithm starts by considering all the edges of sector A
// bridges. It then narrows them down by cutting the bridges against
// sector B, so we end up with a list of lines which are at the border
// of sector A and inside sector B.
Common::List<Math::Line3d> bridges;
Common::List<Math::Line3d>::iterator it;
for (int i = 0; i < _numVertices; i++) {
bridges.push_back(Math::Line3d(_vertices[i], _vertices[i + 1]));
}
Math::Vector3d *sectorVertices = sector->getVertices();
for (int i = 0; i < sector->getNumVertices(); i++) {
Math::Vector3d pos, edge, delta_b1, delta_b2;
Math::Line3d line(sectorVertices[i], sectorVertices[i + 1]);
it = bridges.begin();
while (it != bridges.end()) {
Math::Line3d &bridge = (*it);
edge = line.end() - line.begin();
delta_b1 = bridge.begin() - line.begin();
delta_b2 = bridge.end() - line.begin();
Math::Vector3d cross_b1 = Math::Vector3d::crossProduct(edge, delta_b1);
Math::Vector3d cross_b2 = Math::Vector3d::crossProduct(edge, delta_b2);
bool b1_out = cross_b1.dotProduct(_normal) < -1e-7;
bool b2_out = cross_b2.dotProduct(_normal) < -1e-7;
bool useXZ = (g_grim->getGameType() == GType_MONKEY4);
if (b1_out && b2_out) {
// Both points are outside.
it = bridges.erase(it);
continue;
} else if (b1_out) {
if (bridge.intersectLine2d(line, &pos, useXZ)) {
bridge = Math::Line3d(pos, bridge.end());
}
} else if (b2_out) {
if (bridge.intersectLine2d(line, &pos, useXZ)) {
bridge = Math::Line3d(bridge.begin(), pos);
}
}
++it;
}
}
// All the bridges should be at the same height on both sectors.
it = bridges.begin();
while (it != bridges.end()) {
if (g_grim->getGameType() == GType_MONKEY4) {
// Set pac contains sectors which are not parallel to any
// other sector or share any edge. Since one sector isn't
// a plane, finding the intersections in 3D would be complicated.
//
// Checking for bridges using a projection in 2D and having a height
// threshold to avoid that characters jump from lower to higher floors
// seems to be a good compromise.
//
// The value of at least 0.1 was chosen to fix a path finding issue
// in set pac when guybrush tried to reach the pile of rocks.
if (fabs(getProjectionToPlane((*it).begin()).y() - sector->getProjectionToPlane((*it).begin()).y()) > 0.1f ||
fabs(getProjectionToPlane((*it).end()).y() - sector->getProjectionToPlane((*it).end()).y()) > 0.1f) {
it = bridges.erase(it);
continue;
}
} else {
if (fabs(getProjectionToPlane((*it).begin()).z() - sector->getProjectionToPlane((*it).begin()).z()) > 0.01f ||
fabs(getProjectionToPlane((*it).end()).z() - sector->getProjectionToPlane((*it).end()).z()) > 0.01f) {
it = bridges.erase(it);
continue;
}
}
++it;
}
return bridges;
}
Math::Vector3d Sector::getProjectionToPlane(const Math::Vector3d &point) const {
if (_normal.getMagnitude() == 0)
error("Sector normal is (0,0,0)");
// Formula: return p - n * (n . (p - v_0))
Math::Vector3d result = point;
result -= _normal * _normal.dotProduct(point - _vertices[0]);
return result;
}
Math::Vector3d Sector::getProjectionToPuckVector(const Math::Vector3d &v) const {
if (_normal.getMagnitude() == 0)
error("Sector normal is (0,0,0)");
Math::Vector3d result = v;
result -= _normal * _normal.dotProduct(v);
return result;
}
// Find the closest point on the walkplane to the given point
Math::Vector3d Sector::getClosestPoint(const Math::Vector3d &point) const {
// First try to project to the plane
Math::Vector3d p2 = getProjectionToPlane(point);
if (isPointInSector(p2))
return p2;
// Now try to project to some edge
for (int i = 0; i < _numVertices; i++) {
Math::Vector3d edge = _vertices[i + 1] - _vertices[i];
Math::Vector3d delta = point - _vertices[i];
float scalar = Math::Vector3d::dotProduct(delta, edge) / Math::Vector3d::dotProduct(edge, edge);
Math::Vector3d cross = Math::Vector3d::crossProduct(delta, edge);
if (scalar >= 0 && scalar <= 1 && cross.dotProduct(_normal) > 0)
// That last test is just whether the z-component
// of delta cross edge is positive; we don't
// want to return opposite edges.
return _vertices[i] + scalar * edge;
}
// Otherwise, just find the closest vertex
float minDist = (point - _vertices[0]).getMagnitude();
int index = 0;
for (int i = 1; i < _numVertices; i++) {
float currDist = (point - _vertices[i]).getMagnitude();
if (currDist < minDist) {
minDist = currDist;
index = i;
}
}
return _vertices[index];
}
void Sector::getExitInfo(const Math::Vector3d &s, const Math::Vector3d &dirVec, struct ExitInfo *result) const {
Math::Vector3d start = getProjectionToPlane(s);
Math::Vector3d dir = getProjectionToPuckVector(dirVec);
// First find the edge the ray exits through: this is where
// the z-component of (v_i - start) x dir changes sign from
// positive to negative.
// First find a vertex such that the cross product has
// positive z-component.
int i;
for (i = 0; i < _numVertices; i++) {
Math::Vector3d delta = _vertices[i] - start;
Math::Vector3d cross = Math::Vector3d::crossProduct(delta, dir);
if (cross.dotProduct(_normal) > 0)
break;
}
// Now continue until the cross product has negative
// z-component.
while (i < _numVertices) {
i++;
Math::Vector3d delta = _vertices[i] - start;
Math::Vector3d cross = Math::Vector3d::crossProduct(delta, dir);
if (cross.dotProduct(_normal) <= 0)
break;
}
result->edgeDir = _vertices[i] - _vertices[i - 1];
result->angleWithEdge = Math::Vector3d::angle(dir, result->edgeDir);
result->edgeVertex = i - 1;
Math::Vector3d edgeNormal = Math::Vector3d::crossProduct(result->edgeDir, _normal);
float d = Math::Vector3d::dotProduct(dir, edgeNormal);
// This is 0 for the albinizod monster in the at set
if (!d)
d = 1.f;
result->exitPoint = start + (Math::Vector3d::dotProduct(_vertices[i] - start, edgeNormal) / d) * dir;
}
Sector &Sector::operator=(const Sector &other) {
_numVertices = other._numVertices;
_id = other._id;
_name = other._name;
_type = other._type;
_visible = other._visible;
_vertices = new Math::Vector3d[_numVertices + 1];
for (int i = 0; i < _numVertices + 1; ++i) {
_vertices[i] = other._vertices[i];
}
if (other._origVertices) {
_origVertices = new Math::Vector3d[_numVertices + 1];
for (int i = 0; i < _numVertices + 1; ++i) {
_origVertices[i] = other._origVertices[i];
}
} else {
_origVertices = nullptr;
}
_height = other._height;
_normal = other._normal;
_shrinkRadius = other._shrinkRadius;
_invalid = other._invalid;
return *this;
}
bool Sector::operator==(const Sector &other) const {
bool ok = _numVertices == other._numVertices &&
_id == other._id &&
_name == other._name &&
_type == other._type &&
_visible == other._visible;
for (int i = 0; i < _numVertices + 1; ++i) {
ok = ok && _vertices[i] == other._vertices[i];
}
ok = ok && _height == other._height && _normal == other._normal;
return ok;
}
} // end of namespace Grim