2021-12-26 21:19:38 +01:00

342 lines
9.0 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 "engines/stark/resources/floor.h"
#include "engines/stark/formats/xrc.h"
#include "engines/stark/resources/floorface.h"
#include "engines/stark/resources/floorfield.h"
#include "engines/stark/services/stateprovider.h"
#include "common/math.h"
namespace Stark {
namespace Resources {
Floor::Floor(Object *parent, byte subType, uint16 index, const Common::String &name) :
Object(parent, subType, index, name),
_facesCount(0) {
_type = TYPE;
}
Floor::~Floor() {
}
Math::Vector3d Floor::getVertex(uint32 index) const {
return _vertices[index];
}
int32 Floor::findFaceContainingPoint(const Math::Vector3d &point) const {
for (uint32 i = 0; i < _faces.size(); i++) {
if (_faces[i]->hasVertices() && _faces[i]->isPointInside(point)) {
return i;
}
}
return -1;
}
void Floor::computePointHeightInFace(Math::Vector3d &point, uint32 faceIndex) const {
_faces[faceIndex]->computePointHeight(point);
}
int32 Floor::findFaceHitByRay(const Math::Ray &ray, Math::Vector3d &intersection) const {
for (uint32 i = 0; i < _faces.size(); i++) {
// TODO: Check the ray's intersection with an AABB first if this ends up being slow
if (_faces[i]->intersectRay(ray, intersection)) {
if (_faces[i]->isEnabled()) {
return i;
} else {
return -1; // Disabled faces block the ray
}
}
}
return -1;
}
int32 Floor::findFaceClosestToRay(const Math::Ray &ray, Math::Vector3d &center) const {
float minDistance = FLT_MAX;
int32 minFace = -1;
// For some reason, face 0 is not being considered
for (uint32 i = 1; i < _faces.size(); i++) {
if (_faces[i]->isEnabled() && _faces[i]->hasVertices()) {
float distance = _faces[i]->distanceToRay(ray);
if (distance < minDistance) {
minFace = i;
minDistance = distance;
}
}
}
if (minFace >= 0) {
center = _faces[minFace]->getCenter();
}
return minFace;
}
float Floor::getDistanceFromCamera(uint32 faceIndex) const {
FloorFace *face = _faces[faceIndex];
return face->getDistanceFromCamera();
}
FloorFace *Floor::getFace(uint32 index) const {
return _faces[index];
}
bool Floor::isSegmentInside(const Math::Line3d &segment) const {
// The segment is inside the floor if at least one of its extremities is,
// and it does not cross any floor border / disabled floor faces
int32 beginFace = findFaceContainingPoint(segment.begin());
if (beginFace < 0) {
// The segment begin point is not on the floor
return false;
}
if (!_faces[beginFace]->isEnabled()) {
// The segment begin point is not enabled
return false;
}
for (uint i = 0; i < _edges.size(); i++) {
const FloorEdge &edge = _edges[i];
if ((edge.isFloorBorder() || !edge.isEnabled()) && edge.intersectsSegment(this, segment)) {
return false;
}
}
return true;
}
void Floor::readData(Formats::XRCReadStream *stream) {
_facesCount = stream->readUint32LE();
uint32 vertexCount = stream->readUint32LE();
for (uint i = 0; i < vertexCount; i++) {
Math::Vector3d v = stream->readVector3();
_vertices.push_back(v);
}
}
void Floor::onAllLoaded() {
Object::onAllLoaded();
_faces = listChildren<FloorFace>();
buildEdgeList();
}
void Floor::saveLoad(ResourceSerializer *serializer) {
for (uint i = 0; i < _edges.size(); i++) {
_edges[i].saveLoad(serializer);
}
}
void Floor::buildEdgeList() {
_edges.clear();
// Add the triangle edges from all our faces
for (uint i = 0; i < _faces.size(); i++) {
if (_faces[i]->hasVertices()) {
addFaceEdgeToList(i, 2, 0);
addFaceEdgeToList(i, 0, 1);
addFaceEdgeToList(i, 1, 2);
}
}
// Add the edges to their faces
for (uint i = 0; i < _edges.size(); i++) {
int32 faceIndex1 = _edges[i].getFaceIndex1();
int32 faceIndex2 = _edges[i].getFaceIndex2();
if (faceIndex1 >= 0) {
_faces[faceIndex1]->addEdge(&_edges[i]);
}
if (faceIndex2 >= 0) {
_faces[faceIndex2]->addEdge(&_edges[i]);
}
}
// Build a list of neighbours for each edge
for (uint i = 0; i < _edges.size(); i++) {
_edges[i].buildNeighbours(this);
_edges[i].computeMiddle(this);
}
}
void Floor::addFaceEdgeToList(uint32 faceIndex, uint32 index1, uint32 index2) {
uint32 vertexIndex1 = _faces[faceIndex]->getVertexIndex(index1);
uint32 vertexIndex2 = _faces[faceIndex]->getVertexIndex(index2);
uint32 startIndex = MIN(vertexIndex1, vertexIndex2);
uint32 endIndex = MAX(vertexIndex1, vertexIndex2);
// Check if we already have an edge with the same vertices
for (uint i = 0; i < _edges.size(); i++) {
if (_edges[i].hasVertices(startIndex, endIndex)) {
_edges[i].setOtherFace(faceIndex);
return;
}
}
_edges.push_back(FloorEdge(startIndex, endIndex, faceIndex));
}
void Floor::enableFloorField(FloorField *floorfield, bool enable) {
for (uint i = 0; i < _faces.size(); i++) {
if (floorfield->hasFace(i)) {
_faces[i]->enable(enable);
}
}
}
void Floor::printData() {
debug("face count: %d", _facesCount);
Common::StreamDebug debug = streamDbg();
for (uint i = 0; i < _vertices.size(); i++) {
debug << i << ": " << _vertices[i] << "\n";
}
}
FloorEdge::FloorEdge(uint16 vertexIndex1, uint16 vertexIndex2, uint32 faceIndex1) :
_vertexIndex1(vertexIndex1),
_vertexIndex2(vertexIndex2),
_faceIndex1(faceIndex1),
_faceIndex2(-1),
_enabled(true) {
}
bool FloorEdge::hasVertices(uint16 vertexIndex1, uint16 vertexIndex2) const {
return _vertexIndex1 == vertexIndex1 && _vertexIndex2 == vertexIndex2;
}
void FloorEdge::setOtherFace(uint32 faceIndex) {
_faceIndex2 = faceIndex;
}
Common::Array<FloorEdge *> FloorEdge::getNeighbours() const {
return _neighbours;
}
float FloorEdge::costTo(const FloorEdge *other) const {
return _middle.getDistanceTo(other->_middle);
}
Math::Vector3d FloorEdge::getPosition() const {
return _middle;
}
void FloorEdge::buildNeighbours(const Floor *floor) {
_neighbours.clear();
if (_faceIndex1 >= 0) {
addNeighboursFromFace(floor->getFace(_faceIndex1));
}
if (_faceIndex2 >= 0) {
addNeighboursFromFace(floor->getFace(_faceIndex2));
}
}
void FloorEdge::addNeighboursFromFace(const FloorFace *face) {
Common::Array<FloorEdge *> faceEdges = face->getEdges();
for (uint i = 0; i < faceEdges.size(); i++) {
if (faceEdges[i] != this) {
_neighbours.push_back(faceEdges[i]);
}
}
}
void FloorEdge::computeMiddle(const Floor *floor) {
Math::Vector3d vertex1 = floor->getVertex(_vertexIndex1);
Math::Vector3d vertex2 = floor->getVertex(_vertexIndex2);
_middle = (vertex1 + vertex2) / 2.0;
}
int32 FloorEdge::getFaceIndex1() const {
return _faceIndex1;
}
int32 FloorEdge::getFaceIndex2() const {
return _faceIndex2;
}
bool FloorEdge::isFloorBorder() const {
return _faceIndex2 == -1;
}
bool FloorEdge::intersectLine2d(const Math::Line3d &s1, const Math::Line3d &s2) {
const Math::Vector3d &s1begin = s1.begin();
const Math::Vector3d &s1end = s1.end();
const Math::Vector3d &s2begin = s2.begin();
const Math::Vector3d &s2end = s2.end();
float denom = ((s2end.y() - s2begin.y()) * (s1end.x() - s1begin.x())) -
((s2end.x() - s2begin.x()) * (s1end.y() - s1begin.y()));
float nume_a = ((s2end.x() - s2begin.x()) * (s1begin.y() - s2begin.y())) -
((s2end.y() - s2begin.y()) * (s1begin.x() - s2begin.x()));
float nume_b = ((s1end.x() - s1begin.x()) * (s1begin.y() - s2begin.y())) -
((s1end.y() - s1begin.y()) * (s1begin.x() - s2begin.x()));
if (denom == 0.0f) {
return false; // Segments are collinear
}
float ua = nume_a / denom;
float ub = nume_b / denom;
// Non inclusive bounds check, one of the vertices of one segment being inside
// the other segment is not considered to be an intersection.
// This is the only difference with Line3d::intersectLine2d.
return ua > 0 && ua < 1 && ub > 0 && ub < 1;
}
bool FloorEdge::intersectsSegment(const Floor *floor, const Math::Line3d &segment) const {
Math::Vector3d vertex1 = floor->getVertex(_vertexIndex1);
Math::Vector3d vertex2 = floor->getVertex(_vertexIndex2);
Math::Line3d edgeSegment = Math::Line3d(vertex1, vertex2);
return intersectLine2d(edgeSegment, segment);
}
void FloorEdge::enable(bool e) {
_enabled = e;
}
bool FloorEdge::isEnabled() const {
return _enabled;
}
void FloorEdge::saveLoad(ResourceSerializer *serializer) {
serializer->syncAsUint32LE(_enabled);
}
} // End of namespace Resources
} // End of namespace Stark