Open Source Tomb Raider Engine
Você não pode selecionar mais de 25 tópicos Os tópicos devem começar com uma letra ou um número, podem incluir traços ('-') e podem ter até 35 caracteres.

RoomData.cpp 6.0KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263
  1. /*!
  2. * \file src/RoomData.cpp
  3. * \brief World Room Mesh
  4. *
  5. * \author xythobuz
  6. */
  7. #include "global.h"
  8. #include "Render.h"
  9. #include "RoomData.h"
  10. #include "World.h"
  11. BoundingBox::BoundingBox() {
  12. a[0] = a[1] = a[2] = 0;
  13. b[0] = b[1] = b[2] = 0;
  14. }
  15. void BoundingBox::getBoundingBox(vec3_t box[2]) {
  16. box[0][0] = a[0];
  17. box[1][0] = b[0];
  18. box[0][1] = a[1];
  19. box[1][1] = b[1];
  20. box[0][2] = a[2];
  21. box[1][2] = b[2];
  22. }
  23. void BoundingBox::setBoundingBox(vec3_t min, vec3_t max) {
  24. a[0] = min[0];
  25. b[0] = max[0];
  26. a[1] = min[1];
  27. b[1] = max[1];
  28. a[2] = min[2];
  29. b[2] = max[2];
  30. }
  31. bool BoundingBox::inBox(vec_t x, vec_t y, vec_t z) {
  32. return ((y > a[1]) && (y < b[1]) && inBoxPlane(x, z));
  33. }
  34. bool BoundingBox::inBoxPlane(vec_t x, vec_t z) {
  35. return ((x > a[0]) && (x < b[0])
  36. && (z > a[2]) && (z < b[2]));
  37. }
  38. void BoundingBox::display(bool points, const vec4_t c1, const vec4_t c2) {
  39. // Bind before entering now
  40. //glBindTexture(GL_TEXTURE_2D, 1);
  41. glPointSize(4.0);
  42. //glLineWidth(1.25);
  43. //! \fixme Need to make custom color key for this
  44. glColor3fv(c1);
  45. glBegin(GL_POINTS);
  46. glVertex3f(b[0], b[1], b[2]);
  47. glVertex3f(a[0], a[1], a[2]);
  48. if (points)
  49. {
  50. glVertex3f(b[0], a[1], b[2]);
  51. glVertex3f(a[0], b[1], b[2]);
  52. glVertex3f(b[0], b[1], a[2]);
  53. glVertex3f(a[0], a[1], b[2]);
  54. glVertex3f(a[0], b[1], a[2]);
  55. glVertex3f(b[0], a[1], a[2]);
  56. }
  57. glEnd();
  58. glColor3fv(c2);
  59. glBegin(GL_LINES);
  60. // max, top quad
  61. glVertex3f(b[0], b[1], b[2]);
  62. glVertex3f(b[0], a[1], b[2]);
  63. glVertex3f(b[0], b[1], b[2]);
  64. glVertex3f(a[0], b[1], b[2]);
  65. glVertex3f(b[0], b[1], b[2]);
  66. glVertex3f(b[0], b[1], a[2]);
  67. // max-min, vertical quads
  68. glVertex3f(a[0], b[1], b[2]);
  69. glVertex3f(a[0], b[1], a[2]);
  70. glVertex3f(b[0], a[1], b[2]);
  71. glVertex3f(b[0], a[1], a[2]);
  72. glVertex3f(b[0], a[1], b[2]);
  73. glVertex3f(a[0], a[1], b[2]);
  74. // min-max, vertical quads
  75. glVertex3f(b[0], b[1], a[2]);
  76. glVertex3f(b[0], a[1], a[2]);
  77. glVertex3f(b[0], b[1], a[2]);
  78. glVertex3f(a[0], b[1], a[2]);
  79. glVertex3f(a[0], b[1], b[2]);
  80. glVertex3f(a[0], a[1], b[2]);
  81. // min, bottom quad
  82. glVertex3f(a[0], a[1], a[2]);
  83. glVertex3f(a[0], b[1], a[2]);
  84. glVertex3f(a[0], a[1], a[2]);
  85. glVertex3f(b[0], a[1], a[2]);
  86. glVertex3f(a[0], a[1], a[2]);
  87. glVertex3f(a[0], a[1], b[2]);
  88. glEnd();
  89. glPointSize(1.0);
  90. //glLineWidth(1.0);
  91. }
  92. // ----------------------------------------------------------------------------
  93. Light::Light(TombRaider &tr, unsigned int room, unsigned int index) {
  94. unsigned int lightFlags, lightType;
  95. tr.getRoomLight(room, index, pos, color,
  96. dir, &att, &cutoff, &lightType, &lightFlags);
  97. switch (lightType) {
  98. case tombraiderLight_typeDirectional:
  99. type = Light::typeDirectional;
  100. break;
  101. case tombraiderLight_typeSpot:
  102. type = Light::typeSpot;
  103. break;
  104. case tombraiderLight_typePoint:
  105. default:
  106. type = Light::typePoint;
  107. }
  108. //! \todo Light flags?
  109. }
  110. void Light::getPos(vec4_t p) {
  111. p[0] = pos[0];
  112. p[1] = pos[1];
  113. p[2] = pos[2];
  114. p[3] = pos[3];
  115. }
  116. void Light::getDir(vec3_t d) {
  117. d[0] = dir[0];
  118. d[1] = dir[1];
  119. d[2] = dir[2];
  120. }
  121. vec_t Light::getAtt() {
  122. return att;
  123. }
  124. void Light::getColor(vec4_t c) {
  125. c[0] = color[0];
  126. c[1] = color[1];
  127. c[2] = color[2];
  128. c[3] = color[3];
  129. }
  130. vec_t Light::getCutoff() {
  131. return cutoff;
  132. }
  133. Light::LightType Light::getType() {
  134. return type;
  135. }
  136. // ----------------------------------------------------------------------------
  137. StaticModel::StaticModel(TombRaider &tr, unsigned int room, unsigned int i) {
  138. tr.getRoomModel(room, i, &index, pos, &yaw);
  139. }
  140. void StaticModel::display() {
  141. model_mesh_t *mesh = getWorld().getMesh(index);
  142. if (!mesh)
  143. return;
  144. if (!getRender().isVisible(pos[0], pos[1], pos[2], mesh->radius))
  145. return;
  146. glPushMatrix();
  147. glTranslated(pos[0], pos[1], pos[2]);
  148. glRotated(yaw, 0, 1, 0);
  149. getRender().drawModelMesh(mesh);
  150. glPopMatrix();
  151. }
  152. bool StaticModel::operator<(const StaticModel &other) {
  153. vec_t distA, distB;
  154. distA = getRender().mViewVolume.getDistToSphereFromNear(pos[0],
  155. pos[1], pos[2], 128.0f);
  156. distB = getRender().mViewVolume.getDistToSphereFromNear(other.pos[0],
  157. other.pos[1], other.pos[2], 128.0f);
  158. return (distA < distB);
  159. }
  160. // ----------------------------------------------------------------------------
  161. Portal::Portal(TombRaider &tr, unsigned int room, unsigned int index, Matrix &transform) {
  162. float portalVertices[12];
  163. tr.getRoomPortal(room, index, &adjoiningRoom, normal, portalVertices);
  164. for (unsigned int j = 0; j < 4; ++j) {
  165. vertices[j][0] = portalVertices[j*3];
  166. vertices[j][1] = portalVertices[j*3+1];
  167. vertices[j][2] = portalVertices[j*3+2];
  168. // Relative coors in vis portals
  169. transform.multiply3v(vertices[j], vertices[j]);
  170. }
  171. }
  172. void Portal::getVertices(vec3_t vert[4]) {
  173. for (unsigned int i = 0; i < 4; i++) {
  174. for (unsigned int j = 0; j < 3; j++) {
  175. vert[i][j] = vertices[i][j];
  176. }
  177. }
  178. }
  179. int Portal::getAdjoiningRoom() {
  180. return adjoiningRoom;
  181. }
  182. // ----------------------------------------------------------------------------
  183. Box::Box(TombRaider &tr, unsigned int room, unsigned int index) {
  184. tr.getRoomBox(room, index, a, b, c, d);
  185. }
  186. // ----------------------------------------------------------------------------
  187. Sector::Sector(TombRaider &tr, unsigned int room, unsigned int index) {
  188. unsigned int sectorFlags;
  189. int floorDataIndex, boxIndex, roomBelow, roomAbove;
  190. tr.getRoomSector(room, index, &sectorFlags,
  191. &ceiling, &floor, &floorDataIndex, &boxIndex,
  192. &roomBelow, &roomAbove);
  193. wall = (sectorFlags & tombraiderSector_wall);
  194. }
  195. vec_t Sector::getFloor() {
  196. return floor;
  197. }
  198. vec_t Sector::getCeiling() {
  199. return ceiling;
  200. }
  201. bool Sector::isWall() {
  202. return wall;
  203. }