1 | using System;
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2 | using System.Collections.Generic;
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3 | using System.IO;
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4 | using Oni.Collections;
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5 | using Oni.Imaging;
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6 |
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7 | namespace Oni.Akira
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8 | {
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9 | internal class RoomGridBuilder
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10 | {
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11 | private readonly Dae.Scene roomsScene;
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12 | private readonly PolygonMesh geometryMesh;
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13 | private PolygonMesh roomsMesh;
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14 | private OctreeNode geometryOcttree;
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15 | private OctreeNode dangerOcttree;
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16 |
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17 | public RoomGridBuilder(Dae.Scene roomsScene, PolygonMesh geometryMesh)
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18 | {
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19 | this.roomsScene = roomsScene;
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20 | this.geometryMesh = geometryMesh;
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21 | }
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22 |
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23 | public PolygonMesh Mesh => roomsMesh;
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24 |
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25 | public void Build()
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26 | {
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27 | roomsMesh = RoomDaeReader.Read(roomsScene);
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28 |
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29 | RoomBuilder.BuildRooms(roomsMesh);
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30 |
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31 | Console.Error.WriteLine("Read {0} rooms", roomsMesh.Rooms.Count);
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32 |
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33 | geometryOcttree = OctreeBuilder.Build(geometryMesh, GunkFlags.NoCollision | GunkFlags.NoCharacterCollision);
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34 | dangerOcttree = OctreeBuilder.Build(geometryMesh, p => (p.Flags & GunkFlags.Danger) != 0);
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35 |
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36 | ProcessStairsCollision();
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37 |
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38 | Parallel.ForEach(roomsMesh.Rooms, room =>
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39 | {
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40 | BuildGrid(room);
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41 | });
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42 | }
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43 |
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44 | private void ProcessStairsCollision()
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45 | {
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46 | var verticalTolerance1 = new Vector3(0.0f, 0.1f, 0.0f);
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47 | var verticalTolerance2 = new Vector3(0.0f, 7.5f, 0.0f);
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48 |
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49 | foreach (var stairs in geometryMesh.Polygons.Where(p => p.IsStairs && p.VertexCount == 4))
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50 | {
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51 | var floorPoints = stairs.Points.Select(v => v + verticalTolerance1).ToArray();
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52 | var ceilPoints = stairs.Points.Select(v => v + verticalTolerance2).ToArray();
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53 | var bbox = BoundingBox.CreateFromPoints(floorPoints.Concatenate(ceilPoints));
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54 |
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55 | var floorPlane = new Plane(floorPoints[0], floorPoints[1], floorPoints[2]);
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56 | var ceilingPlane = new Plane(ceilPoints[0], ceilPoints[1], ceilPoints[2]);
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57 |
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58 | foreach (var node in geometryOcttree.FindLeafs(bbox))
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59 | {
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60 | foreach (var poly in node.Polygons)
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61 | {
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62 | if ((poly.Flags & (GunkFlags.NoCollision | GunkFlags.NoCharacterCollision)) != 0)
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63 | {
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64 | //
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65 | // already a no collision polygon, skip it
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66 | //
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67 |
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68 | continue;
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69 | }
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70 |
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71 | if (!poly.BoundingBox.Intersects(bbox))
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72 | continue;
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73 |
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74 | var points = poly.Points.ToList();
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75 |
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76 | points = PolygonUtils.ClipToPlane(points, floorPlane);
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77 |
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78 | if (points == null)
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79 | {
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80 | //
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81 | // this polygon is below stairs, skip it
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82 | //
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83 |
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84 | continue;
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85 | }
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86 |
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87 | points = PolygonUtils.ClipToPlane(points, ceilingPlane);
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88 |
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89 | if (points != null)
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90 | {
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91 | //
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92 | // this polygon is too high above the stairs, skip it
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93 | //
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94 |
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95 | continue;
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96 | }
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97 |
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98 | poly.Flags |= GunkFlags.NoCharacterCollision;
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99 | }
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100 | }
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101 | }
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102 | }
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103 |
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104 | private void BuildGrid(Room room)
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105 | {
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106 | var floor = room.FloorPolygon;
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107 | var bbox = room.BoundingBox;
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108 |
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109 | //
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110 | // Create an empty grid and mark all tiles as 'danger'
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111 | //
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112 |
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113 | var rasterizer = new RoomGridRasterizer(bbox);
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114 | rasterizer.Clear(RoomGridWeight.Danger);
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115 |
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116 | //
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117 | // Collect all polygons that intersect the room
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118 | //
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119 |
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120 | bbox.Inflate(2.0f * new Vector3(rasterizer.TileSize, 0.0f, rasterizer.TileSize));
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121 |
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122 | var testbox = bbox;
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123 | testbox.Min.X -= 1.0f;
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124 | testbox.Min.Y = bbox.Min.Y - 6.0f;
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125 | testbox.Min.Z -= 1.0f;
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126 | testbox.Max.X += 1.0f;
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127 | testbox.Max.Y = bbox.Max.Y - 6.0f;
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128 | testbox.Max.Z += 1.0f;
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129 |
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130 | var polygons = new Set<Polygon>();
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131 | var dangerPolygons = new Set<Polygon>();
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132 |
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133 | foreach (var node in geometryOcttree.FindLeafs(testbox))
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134 | {
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135 | polygons.UnionWith(node.Polygons);
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136 | }
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137 |
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138 | foreach (var node in dangerOcttree.FindLeafs(testbox))
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139 | {
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140 | dangerPolygons.UnionWith(node.Polygons);
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141 | }
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142 |
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143 | //
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144 | // Draw all the floors on the grid. This will overwrite the 'danger'
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145 | // areas with 'clear' areas. This means danger area will remain
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146 | // where there isn't any floor.
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147 | //
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148 |
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149 | foreach (var polygon in polygons)
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150 | {
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151 | if (polygon.Plane.Normal.Y > 0.5f)
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152 | rasterizer.DrawFloor(polygon.Points);
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153 | }
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154 |
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155 | if (room.FloorPlane.Normal.Y >= 0.999f)
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156 | {
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157 | //
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158 | // Draw the walls.
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159 | //
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160 |
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161 | float floorMaxY = floor.BoundingBox.Max.Y;
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162 | var floorPlane = new Plane(floor.Plane.Normal, floor.Plane.D - 4.0f);
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163 | var ceilingPlane = new Plane(-floor.Plane.Normal, -(floor.Plane.D - 20.0f));
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164 |
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165 | foreach (var polygon in polygons)
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166 | {
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167 | if ((polygon.Flags & (GunkFlags.Stairs | GunkFlags.NoCharacterCollision | GunkFlags.Impassable)) == 0)
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168 | {
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169 | //
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170 | // Remove curbs from character collision.
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171 | //
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172 |
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173 | var polyBox = polygon.BoundingBox;
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174 |
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175 | if (Math.Abs(polygon.Plane.Normal.Y) < MathHelper.Eps
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176 | && polyBox.Height <= 4.0f
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177 | && Math.Abs(polyBox.Max.Y - floorMaxY) <= 4.0f)
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178 | {
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179 | polygon.Flags |= GunkFlags.NoCharacterCollision;
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180 | continue;
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181 | }
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182 | }
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183 |
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184 | if ((polygon.Flags & (GunkFlags.Stairs | GunkFlags.GridIgnore | GunkFlags.NoCollision | GunkFlags.NoCharacterCollision)) != 0)
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185 | continue;
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186 |
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187 | var points = polygon.Points.ToList();
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188 |
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189 | points = PolygonUtils.ClipToPlane(points, floorPlane);
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190 |
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191 | if (points == null)
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192 | continue;
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193 |
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194 | points = PolygonUtils.ClipToPlane(points, ceilingPlane);
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195 |
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196 | if (points == null)
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197 | continue;
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198 |
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199 | if (Math.Abs(polygon.Plane.Normal.Y) <= 0.1f)
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200 | rasterizer.DrawWall(points);
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201 | else
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202 | rasterizer.DrawImpassable(points);
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203 | }
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204 |
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205 | //
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206 | // Draw ramp entry/exit lines. Hmm, this seems useless.
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207 | //
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208 |
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209 | //if (room.FloorPlane.Normal.Y >= 0.98f)
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210 | //{
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211 | // foreach (RoomAdjacency adj in room.Ajacencies)
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212 | // {
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213 | // if (Math.Abs(room.FloorPlane.Normal.Y - adj.AdjacentRoom.FloorPlane.Normal.Y) > 0.001f)
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214 | // rasterizer.DrawStairsEntry(adj.Ghost.Points);
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215 | // }
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216 | //}
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217 |
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218 | //
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219 | // Draw 'danger' quads.
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220 | //
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221 |
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222 | foreach (var polygon in dangerPolygons)
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223 | {
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224 | rasterizer.DrawDanger(polygon.Points);
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225 | }
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226 |
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227 | //
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228 | // Draw 'near wall' borders.
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229 | //
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230 |
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231 | rasterizer.AddBorders();
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232 | }
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233 |
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234 | //
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235 | // Finally, get the rasterized pathfinding grid.
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236 | //
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237 |
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238 | room.Grid = rasterizer.GetGrid();
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239 |
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240 | if (room.Grid.XTiles * room.Grid.ZTiles > 256 * 256)
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241 | Console.Error.WriteLine("Warning: pathfinding grid too large");
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242 | }
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243 | }
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244 | }
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