[1114] | 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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