Open Source Tomb Raider Engine
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

Room.cpp 3.8KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158
  1. /*!
  2. * \file src/Room.cpp
  3. * \brief World Room Mesh
  4. *
  5. * \author xythobuz
  6. */
  7. #include "global.h"
  8. #include "Log.h"
  9. #include "Room.h"
  10. #include <glm/gtc/matrix_transform.hpp>
  11. #include <glm/gtx/intersect.hpp>
  12. bool Room::showBoundingBox = false;
  13. Room::Room(glm::vec3 _pos, BoundingBox* _bbox, RoomMesh* _mesh, unsigned int f,
  14. int a, int x, int z) : pos(_pos), bbox(_bbox), mesh(_mesh), flags(f),
  15. alternateRoom(a), numXSectors(x), numZSectors(z) {
  16. model = glm::translate(glm::mat4(1.0f), pos);
  17. }
  18. void Room::display(glm::mat4 VP) {
  19. glm::mat4 MVP = VP * model;
  20. mesh->display(MVP);
  21. for (auto& m : models) {
  22. m->display(VP);
  23. }
  24. if (showBoundingBox)
  25. bbox->display(VP, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(1.0f, 0.0f, 1.0f));
  26. }
  27. bool Room::isWall(unsigned long sector) {
  28. assert(sector < sectors.size());
  29. //! \fixme is (sector > 0) correct??
  30. return ((sector > 0) && sectors.at(sector)->isWall());
  31. }
  32. long Room::getSector(float x, float z, float* floor, float* ceiling) {
  33. assert(floor != nullptr);
  34. assert(ceiling != nullptr);
  35. long sector = getSector(x, z);
  36. if ((sector >= 0) && (sector < (long)sectors.size())) {
  37. *floor = sectors.at(sector)->getFloor();
  38. *ceiling = sectors.at(sector)->getCeiling();
  39. }
  40. return sector;
  41. }
  42. long Room::getSector(float x, float z) {
  43. long sector = (((((int)x - (int)pos[0]) / 1024) *
  44. numZSectors) + (((int)z - (int)pos[2]) / 1024));
  45. if (sector < 0)
  46. return -1;
  47. return sector;
  48. }
  49. void Room::getHeightAtPosition(float x, float* y, float z) {
  50. long sector = getSector(x, z);
  51. if ((sector >= 0) && (sector < (long)sectors.size()))
  52. *y = sectors.at(sector)->getFloor();
  53. }
  54. int Room::getAdjoiningRoom(float x, float y, float z,
  55. float x2, float y2, float z2) {
  56. glm::vec3 orig(x, y, z);
  57. glm::vec3 dir(x2 - x, y2 - y, z2 - z);
  58. glm::vec3 intersect;
  59. for (unsigned long i = 0; i < portals.size(); i++) {
  60. if ((glm::intersectLineTriangle(orig, dir, portals.at(i)->getVertex(0),
  61. portals.at(i)->getVertex(1),
  62. portals.at(i)->getVertex(2), intersect))
  63. || (glm::intersectLineTriangle(orig, dir, portals.at(i)->getVertex(0),
  64. portals.at(i)->getVertex(3),
  65. portals.at(i)->getVertex(1), intersect)))
  66. return portals.at(i)->getAdjoiningRoom();
  67. }
  68. return -1;
  69. }
  70. // --------------------------------------
  71. unsigned long Room::sizePortals() {
  72. return portals.size();
  73. }
  74. Portal& Room::getPortal(unsigned long index) {
  75. assert(index < portals.size());
  76. return *portals.at(index);
  77. }
  78. void Room::addPortal(Portal* p) {
  79. portals.emplace_back(p);
  80. }
  81. unsigned long Room::sizeSectors() {
  82. return sectors.size();
  83. }
  84. Sector& Room::getSector(unsigned long index) {
  85. assert(index < sectors.size());
  86. return *sectors.at(index);
  87. }
  88. void Room::addSector(Sector* s) {
  89. sectors.emplace_back(s);
  90. }
  91. unsigned long Room::sizeModels() {
  92. return models.size();
  93. }
  94. StaticModel& Room::getModel(unsigned long index) {
  95. assert(index < models.size());
  96. return *models.at(index);
  97. }
  98. void Room::addModel(StaticModel* s) {
  99. models.emplace_back(s);
  100. }
  101. unsigned long Room::sizeLights() {
  102. return lights.size();
  103. }
  104. Light& Room::getLight(unsigned long index) {
  105. assert(index < lights.size());
  106. return *lights.at(index);
  107. }
  108. void Room::addLight(Light* l) {
  109. lights.emplace_back(l);
  110. }
  111. unsigned long Room::sizeSprites() {
  112. return sprites.size();
  113. }
  114. Sprite& Room::getSprite(unsigned long index) {
  115. assert(index < sprites.size());
  116. return *sprites.at(index);
  117. }
  118. void Room::addSprite(Sprite* s) {
  119. sprites.emplace_back(s);
  120. }