source: OniSplit/Akira/Room.cs@ 1193

Last change on this file since 1193 was 1114, checked in by iritscen, 5 years ago

Adding OniSplit source code (v0.9.99.0). Many thanks to Neo for all his work over the years.

File size: 3.7 KB
Line 
1using System;
2using System.Collections.Generic;
3
4namespace Oni.Akira
5{
6 internal class Room
7 {
8 private Polygon floorPolygon;
9 private RoomBspNode bspTree;
10 private BoundingBox boundingBox;
11 private RoomGrid grid;
12 private Plane floorPlane;
13 private float height;
14 private readonly List<RoomAdjacency> adjacencies = new List<RoomAdjacency>();
15
16 public BoundingBox BoundingBox
17 {
18 get { return boundingBox; }
19 set { boundingBox = value; }
20 }
21
22 public RoomBspNode BspTree
23 {
24 get { return bspTree; }
25 set { bspTree = value; }
26 }
27
28 public RoomGrid Grid
29 {
30 get { return grid; }
31 set { grid = value; }
32 }
33
34 public Polygon FloorPolygon
35 {
36 get { return floorPolygon; }
37 set { floorPolygon = value; }
38 }
39
40 public Plane FloorPlane
41 {
42 get { return floorPlane; }
43 set { floorPlane = value; }
44 }
45
46 public bool IsStairs => floorPlane.Normal.Y < 0.999f;
47
48 public float Height
49 {
50 get { return height; }
51 set { height = value; }
52 }
53
54 public List<RoomAdjacency> Ajacencies => adjacencies;
55
56 public bool Contains(Vector3 point)
57 {
58 if (!boundingBox.Contains(point))
59 return false;
60
61 bool front = false;
62 RoomBspNode node = bspTree;
63
64 while (node != null)
65 {
66 front = (node.Plane.DotCoordinate(point) >= MathHelper.Eps);
67 node = front ? node.FrontChild : node.BackChild;
68 }
69
70 return !front;
71 }
72
73 public bool Intersect(BoundingBox bbox)
74 {
75 if (!boundingBox.Intersects(bbox))
76 return false;
77
78 bool front = false;
79 RoomBspNode node = bspTree;
80
81 while (node != null)
82 {
83 int intersects = node.Plane.Intersects(bbox);
84
85 if (intersects == 0)
86 return true;
87
88 front = intersects > 0;
89 node = front ? node.FrontChild : node.BackChild;
90 }
91
92 return !front;
93 }
94
95 public List<Vector3[]> GetFloorPolygons()
96 {
97 var polys = new List<Vector3[]>();
98
99 if (floorPolygon != null)
100 {
101 polys.Add(floorPolygon.Points.ToArray());
102 return polys;
103 }
104
105 var min = new Vector2(boundingBox.Min.X, boundingBox.Min.Z);
106 var max = new Vector2(boundingBox.Max.X, boundingBox.Max.Z);
107
108 var root = new Polygon2(new[]
109 {
110 new Vector2(min.X, min.Y),
111 new Vector2(max.X, min.Y),
112 new Vector2(max.X, max.Y),
113 new Vector2(min.X, max.Y)
114 });
115
116 var cutter = new Polygon2Clipper(bspTree);
117
118 foreach (Polygon2 polygon in cutter.Clip(root))
119 {
120 var points = new Vector3[polygon.Length];
121
122 for (int i = 0; i < points.Length; i++)
123 {
124 var point = polygon[i];
125
126 points[i].X = point.X;
127 points[i].Y = (-floorPlane.D - floorPlane.Normal.Z * point.Y - floorPlane.Normal.X * point.X) / floorPlane.Normal.Y;
128 points[i].Z = point.Y;
129 }
130
131 Array.Reverse(points);
132
133 polys.Add(points);
134 }
135
136 return polys;
137 }
138 }
139}
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