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engines/stark/resources/floor.h
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199
engines/stark/resources/floor.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef STARK_RESOURCES_FLOOR_H
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#define STARK_RESOURCES_FLOOR_H
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#include "common/array.h"
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#include "common/str.h"
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#include "math/line3d.h"
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#include "math/ray.h"
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#include "math/vector3d.h"
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#include "engines/stark/resources/object.h"
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namespace Stark {
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namespace Formats {
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class XRCReadStream;
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}
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namespace Resources {
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class Floor;
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class FloorFace;
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class FloorField;
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/**
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* A floor face (triangle) edge
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*
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* Used for path finding
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*/
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class FloorEdge {
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public:
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FloorEdge(uint16 vertexIndex1, uint16 vertexIndex2, uint32 faceIndex1);
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/** Build a list of neighbour edges in the graph */
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void buildNeighbours(const Floor *floor);
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/** Set the edge middle position */
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void computeMiddle(const Floor *floor);
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/** Set the edge's second face */
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void setOtherFace(uint32 faceIndex);
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/** Check if the edge has the same vertices as the parameters */
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bool hasVertices(uint16 vertexIndex1, uint16 vertexIndex2) const;
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/** List the edge neighbour edges in the floor */
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Common::Array<FloorEdge *> getNeighbours() const;
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/**
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* Computes the cost for going to a neighbour edge
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*
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* This is used for pathfinding. The cost is equal to the distance
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* between the middle of both edges
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*/
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float costTo(const FloorEdge *other) const;
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/**
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* Get the edge position
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*
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* This is the middle of the edge
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*/
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Math::Vector3d getPosition() const;
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/** Is this edge on the floor border? */
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bool isFloorBorder() const;
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/** Does the segment intersect the edge in the 2D plane? */
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bool intersectsSegment(const Floor *floor, const Math::Line3d &segment) const;
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int32 getFaceIndex1() const;
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int32 getFaceIndex2() const;
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/** Allow or disallow characters to path using this edge */
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void enable(bool enable);
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/** Is pathing through this edge allowed for characters? */
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bool isEnabled() const;
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/** Save or restore the edge's status */
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void saveLoad(ResourceSerializer *serializer);
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private:
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void addNeighboursFromFace(const FloorFace *face);
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static bool intersectLine2d(const Math::Line3d &s1, const Math::Line3d &s2);
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uint16 _vertexIndex1;
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uint16 _vertexIndex2;
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Math::Vector3d _middle;
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int32 _faceIndex1;
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int32 _faceIndex2;
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bool _enabled;
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Common::Array<FloorEdge *> _neighbours;
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};
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/**
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* This resource represents the floor of a 3D layer.
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* Characters can only walk on the floor.
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*
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* The floor is made of a list of faces building a mesh.
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*/
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class Floor : public Object {
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public:
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static const Type::ResourceType TYPE = Type::kFloor;
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Floor(Object *parent, byte subType, uint16 index, const Common::String &name);
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virtual ~Floor();
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// Resource API
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void onAllLoaded() override;
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void saveLoad(ResourceSerializer *serializer) override;
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/** Obtain the vertex for an index */
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Math::Vector3d getVertex(uint32 index) const;
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/**
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* Obtain the index of the face containing the point when both the floorfield
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* and the point are projected on a Z=0 plane.
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*
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* Return -1 if no face contains the point.
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*/
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int32 findFaceContainingPoint(const Math::Vector3d &point) const;
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/** Fill the z coordinate of the point so that it is on the plane of a face */
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void computePointHeightInFace(Math::Vector3d &point, uint32 faceIndex) const;
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/**
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* Check if a ray is intersecting the floor
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*
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* Faces where walking is disabled are ignored.
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*
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* @param ray The ray
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* @param intersection The intersection between the ray and the floor. Only valid when the return value is positive.
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* @return -1 if no face contains the point, the hit face index otherwise
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*/
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int32 findFaceHitByRay(const Math::Ray &ray, Math::Vector3d &intersection) const;
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/**
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* Find the floor face center closest to the ray
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*
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* Faces where walking is disabled are ignored.
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*
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* @param ray The ray
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* @param center The closest face center to the ray. Only valid when the return value is positive.
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* @return -1 if no face was found, the face index with its center closest to the ray otherwise
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*/
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int32 findFaceClosestToRay(const Math::Ray &ray, Math::Vector3d ¢er) const;
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/** Obtain the distance to the camera for a face */
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float getDistanceFromCamera(uint32 faceIndex) const;
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/** Get a floor face by its index */
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FloorFace *getFace(uint32 index) const;
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/** Check if the segment is entirely inside the floor */
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bool isSegmentInside(const Math::Line3d &segment) const;
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/** Allow or disallow characters to walk on some faces of the floor */
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void enableFloorField(FloorField *floorfield, bool enable);
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protected:
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void readData(Formats::XRCReadStream *stream) override;
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void printData() override;
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void buildEdgeList();
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void addFaceEdgeToList(uint32 faceIndex, uint32 index1, uint32 index2);
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uint32 _facesCount;
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Common::Array<Math::Vector3d> _vertices;
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Common::Array<FloorFace *> _faces;
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Common::Array<FloorEdge> _edges;
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};
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} // End of namespace Resources
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} // End of namespace Stark
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#endif // STARK_RESOURCES_FLOOR_H
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