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- /*!
- * \file src/Room.cpp
- * \brief Room in World
- *
- * \author xythobuz
- */
-
- #include "global.h"
- #include "Log.h"
- #include "Room.h"
-
- #include <glm/gtc/matrix_transform.hpp>
- #include <glm/gtx/intersect.hpp>
-
- bool Room::showBoundingBox = false;
- bool Room::showRoomModels = true;
- bool Room::showRoomSprites = true;
- bool Room::showRoomGeometry = true;
-
- Room::Room(glm::vec3 _pos, BoundingBox* _bbox, RoomMesh* _mesh, unsigned int f,
- int a, int x, int z, int i) : pos(_pos), bbox(_bbox), mesh(_mesh), flags(f),
- alternateRoom(a), numXSectors(x), numZSectors(z), roomIndex(i) {
- model = glm::translate(glm::mat4(1.0f), pos);
- }
-
- void Room::display(glm::mat4 VP) {
- glm::mat4 MVP = VP * model;
-
- if (showRoomGeometry)
- mesh->display(MVP);
-
- if (showRoomModels) {
- for (auto& m : models) {
- m->display(VP);
- }
- }
-
- if (showRoomSprites) {
- for (auto& s : sprites) {
- s->display(VP);
- }
- }
-
- if (showBoundingBox)
- bbox->display(VP, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(1.0f, 0.0f, 1.0f));
- }
-
- bool Room::isWall(unsigned long sector) {
- orAssertLessThan(sector, sectors.size());
-
- //! \fixme is (sector > 0) correct??
- return ((sector > 0) && sectors.at(sector)->isWall());
- }
-
- long Room::getSector(float x, float z, float* floor, float* ceiling) {
- orAssert(floor != nullptr);
- orAssert(ceiling != nullptr);
-
- long sector = getSector(x, z);
-
- if ((sector >= 0) && (sector < (long)sectors.size())) {
- *floor = sectors.at(sector)->getFloor();
- *ceiling = sectors.at(sector)->getCeiling();
- }
-
- return sector;
- }
-
- long Room::getSector(float x, float z) {
- long sector = (((((int)x - (int)pos[0]) / 1024) *
- numZSectors) + (((int)z - (int)pos[2]) / 1024));
-
- if (sector < 0)
- return -1;
-
- return sector;
- }
-
- void Room::getHeightAtPosition(float x, float* y, float z) {
- long sector = getSector(x, z);
- if ((sector >= 0) && (sector < (long)sectors.size()))
- *y = sectors.at(sector)->getFloor();
- }
-
- int Room::getAdjoiningRoom(float x, float y, float z,
- float x2, float y2, float z2) {
- glm::vec3 orig(x, y, z);
- glm::vec3 dir(x2 - x, y2 - y, z2 - z);
- glm::vec3 intersect;
-
- for (unsigned long i = 0; i < portals.size(); i++) {
- if ((glm::intersectLineTriangle(orig, dir, portals.at(i)->getVertex(0),
- portals.at(i)->getVertex(1),
- portals.at(i)->getVertex(2), intersect))
- || (glm::intersectLineTriangle(orig, dir, portals.at(i)->getVertex(0),
- portals.at(i)->getVertex(3),
- portals.at(i)->getVertex(1), intersect)))
- return portals.at(i)->getAdjoiningRoom();
- }
-
- return -1;
- }
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