Open Source Tomb Raider Engine
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RoomData.cpp 3.5KB

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  1. /*!
  2. * \file src/RoomData.cpp
  3. * \brief Auxiliary Room classes
  4. *
  5. * \author xythobuz
  6. */
  7. #include "global.h"
  8. #include "Camera.h"
  9. #include "World.h"
  10. #include "system/Shader.h"
  11. #include "RoomData.h"
  12. #include "imgui/imgui.h"
  13. #include <glbinding/gl/gl33.h>
  14. #include <glm/gtc/matrix_transform.hpp>
  15. void BoundingBox::display(glm::mat4 VP, glm::vec3 colorLine, glm::vec3 colorDot) {
  16. std::vector<glm::vec3> verts;
  17. std::vector<glm::vec3> cols;
  18. std::vector<unsigned short> inds;
  19. for (int i = 0; i < 8; i++) {
  20. verts.push_back(corner[i]);
  21. cols.push_back(colorLine);
  22. }
  23. inds.push_back(0);
  24. inds.push_back(2);
  25. inds.push_back(4);
  26. inds.push_back(1);
  27. inds.push_back(6);
  28. inds.push_back(7);
  29. inds.push_back(5);
  30. inds.push_back(3);
  31. inds.push_back(0);
  32. inds.push_back(1);
  33. inds.push_back(4);
  34. inds.push_back(7);
  35. inds.push_back(6);
  36. inds.push_back(3);
  37. inds.push_back(5);
  38. inds.push_back(2);
  39. Shader::drawGL(verts, cols, inds, VP, gl::GL_LINE_STRIP);
  40. cols.clear();
  41. inds.clear();
  42. for (int i = 0; i < 8; i++) {
  43. cols.push_back(colorDot);
  44. inds.push_back(i);
  45. }
  46. Shader::drawGL(verts, cols, inds, VP, gl::GL_POINTS);
  47. }
  48. // ----------------------------------------------------------------------------
  49. StaticModel::StaticModel(glm::vec3 pos, float angle, int i) : id(i), cache(-1) {
  50. glm::mat4 translate = glm::translate(glm::mat4(1.0f), glm::vec3(pos.x, -pos.y, pos.z));
  51. glm::mat4 rotate = glm::rotate(glm::mat4(1.0f), angle, glm::vec3(0.0f, 1.0f, 0.0f));
  52. model = translate * rotate;
  53. }
  54. void StaticModel::display(glm::mat4 VP) {
  55. if (cache < 0) {
  56. for (int i = 0; i < World::sizeStaticMesh(); i++) {
  57. if (World::getStaticMesh(i).getID() == id) {
  58. cache = i;
  59. }
  60. }
  61. orAssertGreaterThanEqual(cache, 0);
  62. }
  63. World::getStaticMesh(cache).display(VP * model);
  64. }
  65. void StaticModel::displayUI() {
  66. ImGui::Text("ID %d; No. %d", id, cache);
  67. }
  68. // ----------------------------------------------------------------------------
  69. void RoomSprite::display(glm::mat4 VP) {
  70. glm::mat4 translate = glm::translate(glm::mat4(1.0f), glm::vec3(pos.x, -pos.y, pos.z));
  71. glm::mat4 rotate = glm::rotate(glm::mat4(1.0f), Camera::getRotation().x, glm::vec3(0.0f, 1.0f,
  72. 0.0f));
  73. glm::mat4 model = translate * rotate;
  74. World::getSprite(sprite).display(VP * model);
  75. }
  76. // ----------------------------------------------------------------------------
  77. bool Portal::showBoundingBox = false;
  78. Portal::Portal(int adj, glm::vec3 n, glm::vec3 v1, glm::vec3 v2, glm::vec3 v3,
  79. glm::vec3 v4) : adjoiningRoom(adj), normal(n), bbox(v1, v3),
  80. bboxNormal(v1 + ((v3 - v1) / 2.0f),
  81. v1 + ((v3 - v1) / 2.0f)
  82. + (normal * 1024.0f)) {
  83. vert[0] = v1; vert[1] = v2;
  84. vert[2] = v3; vert[3] = v4;
  85. }
  86. void Portal::display(glm::mat4 VP) {
  87. if (showBoundingBox) {
  88. bbox.display(VP, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
  89. bboxNormal.display(VP, glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(1.0f, 0.0f, 0.0f));
  90. }
  91. }
  92. void Portal::displayUI() {
  93. ImGui::Text("To %03d", adjoiningRoom);
  94. }
  95. // ----------------------------------------------------------------------------
  96. float Sector::getFloor() {
  97. return floor;
  98. }
  99. float Sector::getCeiling() {
  100. return ceiling;
  101. }
  102. bool Sector::isWall() {
  103. return wall;
  104. }