Open Source Tomb Raider Engine
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  1. /*!
  2. * \file src/Room.cpp
  3. * \brief World Room Mesh
  4. *
  5. * \author xythobuz
  6. */
  7. #include <algorithm>
  8. #include "global.h"
  9. #include "Game.h"
  10. #include "Log.h"
  11. #include "Render.h"
  12. #include "Room.h"
  13. #include "TextureManager.h"
  14. #include <glm/gtc/matrix_transform.hpp>
  15. #include <glm/gtx/intersect.hpp>
  16. Room::Room(glm::vec3 _pos, BoundingBox* _bbox, RoomMesh* _mesh, unsigned int f,
  17. int a, int x, int z) : pos(_pos), bbox(_bbox), mesh(_mesh), flags(f),
  18. alternateRoom(a), numXSectors(x), numZSectors(z) {
  19. model = glm::translate(glm::mat4(1.0f), pos);
  20. }
  21. void Room::display(glm::mat4 VP) {
  22. glm::mat4 MVP = VP * model;
  23. mesh->display(MVP);
  24. for (auto& m : models) {
  25. m->display(VP);
  26. }
  27. if (Render::getMode() == RenderMode::Wireframe)
  28. bbox->display(VP, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(1.0f, 0.0f, 1.0f));
  29. }
  30. bool Room::isWall(unsigned long sector) {
  31. assert(sector < sectors.size());
  32. //! \fixme is (sector > 0) correct??
  33. return ((sector > 0) && sectors.at(sector)->isWall());
  34. }
  35. long Room::getSector(float x, float z, float* floor, float* ceiling) {
  36. assert(floor != nullptr);
  37. assert(ceiling != nullptr);
  38. long sector = getSector(x, z);
  39. if ((sector >= 0) && (sector < (long)sectors.size())) {
  40. *floor = sectors.at(sector)->getFloor();
  41. *ceiling = sectors.at(sector)->getCeiling();
  42. }
  43. return sector;
  44. }
  45. long Room::getSector(float x, float z) {
  46. long sector = (((((int)x - (int)pos[0]) / 1024) *
  47. numZSectors) + (((int)z - (int)pos[2]) / 1024));
  48. if (sector < 0)
  49. return -1;
  50. return sector;
  51. }
  52. void Room::getHeightAtPosition(float x, float* y, float z) {
  53. long sector = getSector(x, z);
  54. if ((sector >= 0) && (sector < (long)sectors.size()))
  55. *y = sectors.at(sector)->getFloor();
  56. }
  57. int Room::getAdjoiningRoom(float x, float y, float z,
  58. float x2, float y2, float z2) {
  59. glm::vec3 orig(x, y, z);
  60. glm::vec3 dir(x2 - x, y2 - y, z2 - z);
  61. glm::vec3 intersect;
  62. for (unsigned long i = 0; i < portals.size(); i++) {
  63. if ((glm::intersectLineTriangle(orig, dir, portals.at(i)->getVertex(0),
  64. portals.at(i)->getVertex(1),
  65. portals.at(i)->getVertex(2), intersect))
  66. || (glm::intersectLineTriangle(orig, dir, portals.at(i)->getVertex(0),
  67. portals.at(i)->getVertex(3),
  68. portals.at(i)->getVertex(1), intersect)))
  69. return portals.at(i)->getAdjoiningRoom();
  70. }
  71. return -1;
  72. }
  73. // --------------------------------------
  74. unsigned long Room::sizePortals() {
  75. return portals.size();
  76. }
  77. Portal& Room::getPortal(unsigned long index) {
  78. assert(index < portals.size());
  79. return *portals.at(index);
  80. }
  81. void Room::addPortal(Portal* p) {
  82. portals.emplace_back(p);
  83. }
  84. unsigned long Room::sizeSectors() {
  85. return sectors.size();
  86. }
  87. Sector& Room::getSector(unsigned long index) {
  88. assert(index < sectors.size());
  89. return *sectors.at(index);
  90. }
  91. void Room::addSector(Sector* s) {
  92. sectors.emplace_back(s);
  93. }
  94. unsigned long Room::sizeModels() {
  95. return models.size();
  96. }
  97. StaticModel& Room::getModel(unsigned long index) {
  98. assert(index < models.size());
  99. return *models.at(index);
  100. }
  101. void Room::addModel(StaticModel* s) {
  102. models.emplace_back(s);
  103. }
  104. unsigned long Room::sizeLights() {
  105. return lights.size();
  106. }
  107. Light& Room::getLight(unsigned long index) {
  108. assert(index < lights.size());
  109. return *lights.at(index);
  110. }
  111. void Room::addLight(Light* l) {
  112. lights.emplace_back(l);
  113. }
  114. unsigned long Room::sizeSprites() {
  115. return sprites.size();
  116. }
  117. Sprite& Room::getSprite(unsigned long index) {
  118. assert(index < sprites.size());
  119. return *sprites.at(index);
  120. }
  121. void Room::addSprite(Sprite* s) {
  122. sprites.emplace_back(s);
  123. }