Open Source Tomb Raider Engine
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Room.cpp 2.8KB

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  1. /*!
  2. * \file src/Room.cpp
  3. * \brief Room in World
  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. bool Room::showRoomModels = true;
  14. bool Room::showRoomSprites = true;
  15. bool Room::showRoomGeometry = true;
  16. Room::Room(glm::vec3 _pos, BoundingBox* _bbox, RoomMesh* _mesh, unsigned int f,
  17. int a, int x, int z, int i) : pos(_pos), bbox(_bbox), mesh(_mesh), flags(f),
  18. alternateRoom(a), numXSectors(x), numZSectors(z), roomIndex(i) {
  19. model = glm::translate(glm::mat4(1.0f), pos);
  20. }
  21. void Room::display(glm::mat4 VP) {
  22. glm::mat4 MVP = VP * model;
  23. if (showRoomGeometry)
  24. mesh->display(MVP);
  25. if (showRoomModels) {
  26. for (auto& m : models) {
  27. m->display(VP);
  28. }
  29. }
  30. if (showRoomSprites) {
  31. for (auto& s : sprites) {
  32. s->display(VP);
  33. }
  34. }
  35. if (showBoundingBox)
  36. bbox->display(VP, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(1.0f, 0.0f, 1.0f));
  37. }
  38. bool Room::isWall(unsigned long sector) {
  39. orAssertLessThan(sector, sectors.size());
  40. //! \fixme is (sector > 0) correct??
  41. return ((sector > 0) && sectors.at(sector)->isWall());
  42. }
  43. long Room::getSector(float x, float z, float* floor, float* ceiling) {
  44. orAssert(floor != nullptr);
  45. orAssert(ceiling != nullptr);
  46. long sector = getSector(x, z);
  47. if ((sector >= 0) && (sector < (long)sectors.size())) {
  48. *floor = sectors.at(sector)->getFloor();
  49. *ceiling = sectors.at(sector)->getCeiling();
  50. }
  51. return sector;
  52. }
  53. long Room::getSector(float x, float z) {
  54. long sector = (((((int)x - (int)pos[0]) / 1024) *
  55. numZSectors) + (((int)z - (int)pos[2]) / 1024));
  56. if (sector < 0)
  57. return -1;
  58. return sector;
  59. }
  60. void Room::getHeightAtPosition(float x, float* y, float z) {
  61. long sector = getSector(x, z);
  62. if ((sector >= 0) && (sector < (long)sectors.size()))
  63. *y = sectors.at(sector)->getFloor();
  64. }
  65. int Room::getAdjoiningRoom(float x, float y, float z,
  66. float x2, float y2, float z2) {
  67. glm::vec3 orig(x, y, z);
  68. glm::vec3 dir(x2 - x, y2 - y, z2 - z);
  69. glm::vec3 intersect;
  70. for (unsigned long i = 0; i < portals.size(); i++) {
  71. if ((glm::intersectLineTriangle(orig, dir, portals.at(i)->getVertex(0),
  72. portals.at(i)->getVertex(1),
  73. portals.at(i)->getVertex(2), intersect))
  74. || (glm::intersectLineTriangle(orig, dir, portals.at(i)->getVertex(0),
  75. portals.at(i)->getVertex(3),
  76. portals.at(i)->getVertex(1), intersect)))
  77. return portals.at(i)->getAdjoiningRoom();
  78. }
  79. return -1;
  80. }