mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-03 01:15:58 +00:00
342 lines
9.0 KiB
C++
342 lines
9.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/stark/resources/floor.h"
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#include "engines/stark/formats/xrc.h"
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#include "engines/stark/resources/floorface.h"
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#include "engines/stark/resources/floorfield.h"
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#include "engines/stark/services/stateprovider.h"
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#include "common/math.h"
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namespace Stark {
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namespace Resources {
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Floor::Floor(Object *parent, byte subType, uint16 index, const Common::String &name) :
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Object(parent, subType, index, name),
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_facesCount(0) {
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_type = TYPE;
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}
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Floor::~Floor() {
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}
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Math::Vector3d Floor::getVertex(uint32 index) const {
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return _vertices[index];
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}
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int32 Floor::findFaceContainingPoint(const Math::Vector3d &point) const {
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for (uint32 i = 0; i < _faces.size(); i++) {
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if (_faces[i]->hasVertices() && _faces[i]->isPointInside(point)) {
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return i;
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}
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}
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return -1;
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}
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void Floor::computePointHeightInFace(Math::Vector3d &point, uint32 faceIndex) const {
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_faces[faceIndex]->computePointHeight(point);
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}
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int32 Floor::findFaceHitByRay(const Math::Ray &ray, Math::Vector3d &intersection) const {
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for (uint32 i = 0; i < _faces.size(); i++) {
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// TODO: Check the ray's intersection with an AABB first if this ends up being slow
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if (_faces[i]->intersectRay(ray, intersection)) {
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if (_faces[i]->isEnabled()) {
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return i;
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} else {
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return -1; // Disabled faces block the ray
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}
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}
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}
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return -1;
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}
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int32 Floor::findFaceClosestToRay(const Math::Ray &ray, Math::Vector3d ¢er) const {
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float minDistance = FLT_MAX;
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int32 minFace = -1;
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// For some reason, face 0 is not being considered
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for (uint32 i = 1; i < _faces.size(); i++) {
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if (_faces[i]->isEnabled() && _faces[i]->hasVertices()) {
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float distance = _faces[i]->distanceToRay(ray);
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if (distance < minDistance) {
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minFace = i;
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minDistance = distance;
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}
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}
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}
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if (minFace >= 0) {
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center = _faces[minFace]->getCenter();
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}
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return minFace;
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}
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float Floor::getDistanceFromCamera(uint32 faceIndex) const {
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FloorFace *face = _faces[faceIndex];
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return face->getDistanceFromCamera();
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}
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FloorFace *Floor::getFace(uint32 index) const {
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return _faces[index];
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}
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bool Floor::isSegmentInside(const Math::Line3d &segment) const {
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// The segment is inside the floor if at least one of its extremities is,
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// and it does not cross any floor border / disabled floor faces
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int32 beginFace = findFaceContainingPoint(segment.begin());
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if (beginFace < 0) {
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// The segment begin point is not on the floor
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return false;
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}
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if (!_faces[beginFace]->isEnabled()) {
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// The segment begin point is not enabled
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return false;
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}
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for (uint i = 0; i < _edges.size(); i++) {
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const FloorEdge &edge = _edges[i];
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if ((edge.isFloorBorder() || !edge.isEnabled()) && edge.intersectsSegment(this, segment)) {
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return false;
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}
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}
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return true;
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}
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void Floor::readData(Formats::XRCReadStream *stream) {
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_facesCount = stream->readUint32LE();
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uint32 vertexCount = stream->readUint32LE();
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for (uint i = 0; i < vertexCount; i++) {
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Math::Vector3d v = stream->readVector3();
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_vertices.push_back(v);
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}
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}
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void Floor::onAllLoaded() {
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Object::onAllLoaded();
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_faces = listChildren<FloorFace>();
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buildEdgeList();
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}
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void Floor::saveLoad(ResourceSerializer *serializer) {
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for (uint i = 0; i < _edges.size(); i++) {
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_edges[i].saveLoad(serializer);
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}
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}
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void Floor::buildEdgeList() {
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_edges.clear();
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// Add the triangle edges from all our faces
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for (uint i = 0; i < _faces.size(); i++) {
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if (_faces[i]->hasVertices()) {
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addFaceEdgeToList(i, 2, 0);
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addFaceEdgeToList(i, 0, 1);
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addFaceEdgeToList(i, 1, 2);
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}
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}
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// Add the edges to their faces
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for (uint i = 0; i < _edges.size(); i++) {
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int32 faceIndex1 = _edges[i].getFaceIndex1();
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int32 faceIndex2 = _edges[i].getFaceIndex2();
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if (faceIndex1 >= 0) {
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_faces[faceIndex1]->addEdge(&_edges[i]);
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}
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if (faceIndex2 >= 0) {
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_faces[faceIndex2]->addEdge(&_edges[i]);
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}
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}
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// Build a list of neighbours for each edge
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for (uint i = 0; i < _edges.size(); i++) {
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_edges[i].buildNeighbours(this);
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_edges[i].computeMiddle(this);
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}
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}
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void Floor::addFaceEdgeToList(uint32 faceIndex, uint32 index1, uint32 index2) {
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uint32 vertexIndex1 = _faces[faceIndex]->getVertexIndex(index1);
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uint32 vertexIndex2 = _faces[faceIndex]->getVertexIndex(index2);
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uint32 startIndex = MIN(vertexIndex1, vertexIndex2);
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uint32 endIndex = MAX(vertexIndex1, vertexIndex2);
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// Check if we already have an edge with the same vertices
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for (uint i = 0; i < _edges.size(); i++) {
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if (_edges[i].hasVertices(startIndex, endIndex)) {
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_edges[i].setOtherFace(faceIndex);
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return;
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}
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}
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_edges.push_back(FloorEdge(startIndex, endIndex, faceIndex));
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}
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void Floor::enableFloorField(FloorField *floorfield, bool enable) {
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for (uint i = 0; i < _faces.size(); i++) {
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if (floorfield->hasFace(i)) {
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_faces[i]->enable(enable);
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}
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}
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}
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void Floor::printData() {
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debug("face count: %d", _facesCount);
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Common::StreamDebug debug = streamDbg();
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for (uint i = 0; i < _vertices.size(); i++) {
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debug << i << ": " << _vertices[i] << "\n";
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}
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}
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FloorEdge::FloorEdge(uint16 vertexIndex1, uint16 vertexIndex2, uint32 faceIndex1) :
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_vertexIndex1(vertexIndex1),
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_vertexIndex2(vertexIndex2),
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_faceIndex1(faceIndex1),
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_faceIndex2(-1),
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_enabled(true) {
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}
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bool FloorEdge::hasVertices(uint16 vertexIndex1, uint16 vertexIndex2) const {
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return _vertexIndex1 == vertexIndex1 && _vertexIndex2 == vertexIndex2;
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}
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void FloorEdge::setOtherFace(uint32 faceIndex) {
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_faceIndex2 = faceIndex;
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}
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Common::Array<FloorEdge *> FloorEdge::getNeighbours() const {
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return _neighbours;
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}
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float FloorEdge::costTo(const FloorEdge *other) const {
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return _middle.getDistanceTo(other->_middle);
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}
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Math::Vector3d FloorEdge::getPosition() const {
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return _middle;
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}
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void FloorEdge::buildNeighbours(const Floor *floor) {
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_neighbours.clear();
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if (_faceIndex1 >= 0) {
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addNeighboursFromFace(floor->getFace(_faceIndex1));
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}
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if (_faceIndex2 >= 0) {
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addNeighboursFromFace(floor->getFace(_faceIndex2));
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}
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}
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void FloorEdge::addNeighboursFromFace(const FloorFace *face) {
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Common::Array<FloorEdge *> faceEdges = face->getEdges();
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for (uint i = 0; i < faceEdges.size(); i++) {
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if (faceEdges[i] != this) {
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_neighbours.push_back(faceEdges[i]);
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}
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}
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}
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void FloorEdge::computeMiddle(const Floor *floor) {
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Math::Vector3d vertex1 = floor->getVertex(_vertexIndex1);
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Math::Vector3d vertex2 = floor->getVertex(_vertexIndex2);
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_middle = (vertex1 + vertex2) / 2.0;
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}
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int32 FloorEdge::getFaceIndex1() const {
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return _faceIndex1;
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}
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int32 FloorEdge::getFaceIndex2() const {
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return _faceIndex2;
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}
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bool FloorEdge::isFloorBorder() const {
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return _faceIndex2 == -1;
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}
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bool FloorEdge::intersectLine2d(const Math::Line3d &s1, const Math::Line3d &s2) {
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const Math::Vector3d &s1begin = s1.begin();
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const Math::Vector3d &s1end = s1.end();
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const Math::Vector3d &s2begin = s2.begin();
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const Math::Vector3d &s2end = s2.end();
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float denom = ((s2end.y() - s2begin.y()) * (s1end.x() - s1begin.x())) -
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((s2end.x() - s2begin.x()) * (s1end.y() - s1begin.y()));
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float nume_a = ((s2end.x() - s2begin.x()) * (s1begin.y() - s2begin.y())) -
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((s2end.y() - s2begin.y()) * (s1begin.x() - s2begin.x()));
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float nume_b = ((s1end.x() - s1begin.x()) * (s1begin.y() - s2begin.y())) -
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((s1end.y() - s1begin.y()) * (s1begin.x() - s2begin.x()));
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if (denom == 0.0f) {
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return false; // Segments are collinear
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}
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float ua = nume_a / denom;
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float ub = nume_b / denom;
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// Non inclusive bounds check, one of the vertices of one segment being inside
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// the other segment is not considered to be an intersection.
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// This is the only difference with Line3d::intersectLine2d.
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return ua > 0 && ua < 1 && ub > 0 && ub < 1;
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}
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bool FloorEdge::intersectsSegment(const Floor *floor, const Math::Line3d &segment) const {
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Math::Vector3d vertex1 = floor->getVertex(_vertexIndex1);
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Math::Vector3d vertex2 = floor->getVertex(_vertexIndex2);
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Math::Line3d edgeSegment = Math::Line3d(vertex1, vertex2);
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return intersectLine2d(edgeSegment, segment);
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}
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void FloorEdge::enable(bool e) {
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_enabled = e;
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}
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bool FloorEdge::isEnabled() const {
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return _enabled;
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}
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void FloorEdge::saveLoad(ResourceSerializer *serializer) {
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serializer->syncAsUint32LE(_enabled);
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}
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} // End of namespace Resources
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} // End of namespace Stark
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