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