Open Source Tomb Raider Engine
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Room.cpp 6.5KB

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  1. /*!
  2. * \file src/Room.cpp
  3. * \brief World Room Mesh
  4. *
  5. * \author xythobuz
  6. */
  7. #include "glm/gtx/intersect.hpp"
  8. #include <algorithm>
  9. #include "global.h"
  10. #include "Game.h"
  11. #include "Log.h"
  12. #include "Render.h"
  13. #include "Room.h"
  14. #include "TextureManager.h"
  15. Room::Room(float p[3], unsigned int f, unsigned int x, unsigned int z)
  16. : flags(f), numXSectors(x), numZSectors(z) {
  17. if (p == nullptr) {
  18. pos[0] = 0.0f;
  19. pos[1] = 0.0f;
  20. pos[2] = 0.0f;
  21. } else {
  22. pos[0] = p[0];
  23. pos[1] = p[0];
  24. pos[2] = p[0];
  25. }
  26. }
  27. void Room::setNumXSectors(unsigned int n) {
  28. numXSectors = n;
  29. }
  30. void Room::setNumZSectors(unsigned int n) {
  31. numZSectors = n;
  32. }
  33. void Room::setPos(float p[3]) {
  34. for (int i = 0; i < 3; i++)
  35. pos[i] = p[i];
  36. }
  37. #define EMPTY_VECTOR(x) \
  38. while (!x.empty()) { \
  39. delete x[x.size() - 1]; \
  40. x.pop_back(); \
  41. }
  42. Room::~Room() {
  43. EMPTY_VECTOR(sprites);
  44. EMPTY_VECTOR(models);
  45. EMPTY_VECTOR(portals);
  46. EMPTY_VECTOR(sectors);
  47. EMPTY_VECTOR(lights);
  48. }
  49. void Room::display(bool alpha) {
  50. /*
  51. glPushMatrix();
  52. //LightingSetup();
  53. getTextureManager().bindTextureId(TEXTURE_WHITE, TextureManager::TextureStorage::SYSTEM);
  54. if ((!alpha) && Render::getMode() == RenderMode::Wireframe) {
  55. glLineWidth(2.0);
  56. glColor3ubv(RED);
  57. for (unsigned int i = 0; i < sizePortals(); i++) {
  58. Portal& portal = getPortal(i);
  59. float vertices[4][3];
  60. portal.getVertices(vertices);
  61. glBegin(GL_LINE_LOOP);
  62. glVertex3fv(vertices[0]);
  63. glVertex3fv(vertices[1]);
  64. glVertex3fv(vertices[2]);
  65. glVertex3fv(vertices[3]);
  66. glEnd();
  67. }
  68. glLineWidth(1.0);
  69. }
  70. if (Render::getMode() == RenderMode::Wireframe && (!alpha)) {
  71. bbox.display(true, RED, GREEN);
  72. }
  73. glTranslated(pos[0], pos[1], pos[2]);
  74. // Reset since GL_MODULATE used, reset to WHITE
  75. glColor3ubv(WHITE);
  76. switch (Render::getMode()) {
  77. case RenderMode::Wireframe:
  78. mesh.mMode = Mesh::MeshModeWireframe;
  79. break;
  80. case RenderMode::Solid:
  81. mesh.mMode = Mesh::MeshModeSolid;
  82. break;
  83. default:
  84. mesh.mMode = Mesh::MeshModeTexture;
  85. break;
  86. }
  87. if (alpha)
  88. mesh.drawAlpha();
  89. else
  90. mesh.drawSolid();
  91. glPopMatrix();
  92. // Draw other room meshes and sprites
  93. if (alpha || (Render::getMode() == RenderMode::Wireframe)
  94. || (Render::getMode() == RenderMode::Solid)) {
  95. //sortModels(); // TODO
  96. for (unsigned int i = 0; i < sizeModels(); i++)
  97. getModel(i).display();
  98. for (unsigned int i = 0; i < sizeSprites(); i++)
  99. getSprite(i).display();
  100. }
  101. */
  102. }
  103. bool Room::isWall(unsigned long sector) {
  104. assert(sector < sectors.size());
  105. //! \fixme is (sector > 0) correct??
  106. return ((sector > 0) && sectors.at(sector)->isWall());
  107. }
  108. long Room::getSector(float x, float z, float* floor, float* ceiling) {
  109. assert(floor != nullptr);
  110. assert(ceiling != nullptr);
  111. long sector = getSector(x, z);
  112. if ((sector >= 0) && (sector < (long)sectors.size())) {
  113. *floor = sectors.at(sector)->getFloor();
  114. *ceiling = sectors.at(sector)->getCeiling();
  115. }
  116. return sector;
  117. }
  118. long Room::getSector(float x, float z) {
  119. long sector = (((((int)x - (int)pos[0]) / 1024) *
  120. numZSectors) + (((int)z - (int)pos[2]) / 1024));
  121. if (sector < 0)
  122. return -1;
  123. return sector;
  124. }
  125. void Room::getHeightAtPosition(float x, float* y, float z) {
  126. long sector = getSector(x, z);
  127. if ((sector >= 0) && (sector < (long)sectors.size()))
  128. *y = sectors.at(sector)->getFloor();
  129. }
  130. int Room::getAdjoiningRoom(float x, float y, float z,
  131. float x2, float y2, float z2) {
  132. float vertices[4][3];
  133. glm::vec3 orig(x, y, z);
  134. glm::vec3 dir(x2 - x, y2 - y, z2 - z);
  135. glm::vec3 intersect;
  136. glm::vec3 verts[4];
  137. for (unsigned long i = 0; i < portals.size(); i++) {
  138. portals.at(i)->getVertices(vertices);
  139. verts[0] = glm::vec3(vertices[0][0], vertices[0][1], vertices[0][2]);
  140. verts[1] = glm::vec3(vertices[1][0], vertices[1][1], vertices[1][2]);
  141. verts[2] = glm::vec3(vertices[2][0], vertices[2][1], vertices[2][2]);
  142. verts[3] = glm::vec3(vertices[3][0], vertices[3][1], vertices[3][2]);
  143. if ((glm::intersectLineTriangle(orig, dir, verts[0], verts[1], verts[2], intersect))
  144. || (glm::intersectLineTriangle(orig, dir, verts[0], verts[3], verts[1], intersect)))
  145. return portals.at(i)->getAdjoiningRoom();
  146. }
  147. return -1;
  148. }
  149. void Room::setFlags(unsigned int f) {
  150. flags = f;
  151. }
  152. unsigned int Room::getFlags() {
  153. return flags;
  154. }
  155. unsigned int Room::getNumXSectors() {
  156. return numXSectors;
  157. }
  158. unsigned int Room::getNumZSectors() {
  159. return numZSectors;
  160. }
  161. void Room::getPos(float p[3]) {
  162. for (unsigned int i = 0; i < 3; i++)
  163. p[i] = pos[i];
  164. }
  165. unsigned long Room::sizeAdjacentRooms() {
  166. return adjacentRooms.size();
  167. }
  168. long Room::getAdjacentRoom(unsigned long index) {
  169. assert(index < adjacentRooms.size());
  170. return adjacentRooms.at(index);
  171. }
  172. void Room::addAdjacentRoom(long r) {
  173. adjacentRooms.push_back(r);
  174. }
  175. unsigned long Room::sizePortals() {
  176. return portals.size();
  177. }
  178. Portal& Room::getPortal(unsigned long index) {
  179. assert(index < portals.size());
  180. return *portals.at(index);
  181. }
  182. void Room::addPortal(Portal* p) {
  183. portals.push_back(p);
  184. }
  185. unsigned long Room::sizeSectors() {
  186. return sectors.size();
  187. }
  188. Sector& Room::getSector(unsigned long index) {
  189. assert(index < sectors.size());
  190. return *sectors.at(index);
  191. }
  192. void Room::addSector(Sector* s) {
  193. sectors.push_back(s);
  194. }
  195. unsigned long Room::sizeModels() {
  196. return models.size();
  197. }
  198. StaticModel& Room::getModel(unsigned long index) {
  199. assert(index < models.size());
  200. return *models.at(index);
  201. }
  202. void Room::addModel(StaticModel* s) {
  203. models.push_back(s);
  204. }
  205. unsigned long Room::sizeLights() {
  206. return lights.size();
  207. }
  208. Light& Room::getLight(unsigned long index) {
  209. assert(index < lights.size());
  210. return *lights.at(index);
  211. }
  212. void Room::addLight(Light* l) {
  213. lights.push_back(l);
  214. }
  215. unsigned long Room::sizeSprites() {
  216. return sprites.size();
  217. }
  218. Sprite& Room::getSprite(unsigned long index) {
  219. assert(index < sprites.size());
  220. return *sprites.at(index);
  221. }
  222. void Room::addSprite(Sprite* s) {
  223. sprites.push_back(s);
  224. }
  225. BoundingBox& Room::getBoundingBox() {
  226. return bbox;
  227. }