1 | using System;
|
---|
2 | using System.IO;
|
---|
3 | using System.Collections.Generic;
|
---|
4 | using Oni.Imaging;
|
---|
5 |
|
---|
6 | namespace Oni.Akira
|
---|
7 | {
|
---|
8 | internal class RoomGridRasterizer
|
---|
9 | {
|
---|
10 | private const int origin = -2;
|
---|
11 | private const float tileSize = 4.0f;
|
---|
12 | private const int margin = 3;
|
---|
13 | private readonly int xTiles;
|
---|
14 | private readonly int zTiles;
|
---|
15 | private readonly byte[] data;
|
---|
16 | private readonly Vector3 worldOrigin;
|
---|
17 | //private readonly List<RoomGridDebugData> debugData;
|
---|
18 |
|
---|
19 | private enum RoomGridDebugType : byte
|
---|
20 | {
|
---|
21 | None,
|
---|
22 | SlopedQuad,
|
---|
23 | StairQuad,
|
---|
24 | Wall,
|
---|
25 | DangerQuad,
|
---|
26 | ImpassableQuad,
|
---|
27 | Floor
|
---|
28 | }
|
---|
29 |
|
---|
30 | //private class RoomGridDebugData
|
---|
31 | //{
|
---|
32 | // public int quadIndex;
|
---|
33 | // public RoomGridDebugType type;
|
---|
34 | // public RoomGridWeight weight;
|
---|
35 | // public short x, y;
|
---|
36 | //}
|
---|
37 |
|
---|
38 | public RoomGridRasterizer(BoundingBox bbox)
|
---|
39 | {
|
---|
40 | this.xTiles = (int)(((bbox.Max.X - bbox.Min.X) / tileSize) + (-origin * 2) + 1) + margin * 2;
|
---|
41 | this.zTiles = (int)(((bbox.Max.Z - bbox.Min.Z) / tileSize) + (-origin * 2) + 1) + margin * 2;
|
---|
42 | this.data = new byte[xTiles * zTiles];
|
---|
43 | this.worldOrigin = bbox.Min;
|
---|
44 | //this.debugData = new List<RoomGridDebugData>();
|
---|
45 | }
|
---|
46 |
|
---|
47 | public void Clear(RoomGridWeight weight)
|
---|
48 | {
|
---|
49 | for (int i = 0; i < xTiles * zTiles; i++)
|
---|
50 | data[i] = (byte)weight;
|
---|
51 | }
|
---|
52 |
|
---|
53 | public int XTiles => xTiles;
|
---|
54 | public int ZTiles => ZTiles;
|
---|
55 |
|
---|
56 | public float TileSize => tileSize;
|
---|
57 |
|
---|
58 | public RoomGridWeight this[int x, int z]
|
---|
59 | {
|
---|
60 | get { return (RoomGridWeight)data[x + z * xTiles]; }
|
---|
61 | set { data[x + z * xTiles] = (byte)value; }
|
---|
62 | }
|
---|
63 |
|
---|
64 | public void DrawFloor(IEnumerable<Vector3> points)
|
---|
65 | {
|
---|
66 | foreach (var point in ScanPolygon(points.Select(v => WorldToGrid(v)).ToList()))
|
---|
67 | this[point.X, point.Y] = RoomGridWeight.Clear;
|
---|
68 | }
|
---|
69 |
|
---|
70 | public void DrawDanger(IEnumerable<Vector3> points)
|
---|
71 | {
|
---|
72 | foreach (var point in ScanPolygon(points.Select(v => WorldToGrid(v)).ToList()))
|
---|
73 | this[point.X, point.Y] = RoomGridWeight.Danger;
|
---|
74 | }
|
---|
75 |
|
---|
76 | public void DrawStairsEntry(IEnumerable<Vector3> points)
|
---|
77 | {
|
---|
78 | var v0 = points.First();
|
---|
79 | var v1 = v0;
|
---|
80 |
|
---|
81 | foreach (var v in points)
|
---|
82 | {
|
---|
83 | if (v.X < v0.X || (v.X == v0.X && v.Z < v0.Z))
|
---|
84 | v0 = v;
|
---|
85 |
|
---|
86 | if (v.X > v1.X || (v.X == v1.X && v.Z > v1.Z))
|
---|
87 | v1 = v;
|
---|
88 | }
|
---|
89 |
|
---|
90 | Point p0 = WorldToGrid(v0);
|
---|
91 | Point p1 = WorldToGrid(v1);
|
---|
92 |
|
---|
93 | DrawLine(p0, p1, RoomGridWeight.Stairs);
|
---|
94 |
|
---|
95 | DrawLine(p0 - Point.UnitY, p1 - Point.UnitY, RoomGridWeight.Clear);
|
---|
96 | DrawLine(p0 + Point.UnitY, p1 + Point.UnitY, RoomGridWeight.Clear);
|
---|
97 | DrawLine(p0 + Point.UnitX, p1 + Point.UnitX, RoomGridWeight.Clear);
|
---|
98 | DrawLine(p0 - Point.UnitX, p1 - Point.UnitX, RoomGridWeight.Clear);
|
---|
99 |
|
---|
100 | var pp = points.ToArray();
|
---|
101 | Array.Sort(pp, (x, y) => x.Y.CompareTo(y.Y));
|
---|
102 | DrawImpassable(pp[0]);
|
---|
103 | DrawImpassable(pp[1]);
|
---|
104 | }
|
---|
105 |
|
---|
106 | public void DrawWall(IEnumerable<Vector3> points)
|
---|
107 | {
|
---|
108 | var v0 = points.First();
|
---|
109 | var v1 = v0;
|
---|
110 |
|
---|
111 | foreach (var v in points)
|
---|
112 | {
|
---|
113 | if (v.X < v0.X || (v.X == v0.X && v.Z < v0.Z))
|
---|
114 | v0 = v;
|
---|
115 |
|
---|
116 | if (v.X > v1.X || (v.X == v1.X && v.Z > v1.Z))
|
---|
117 | v1 = v;
|
---|
118 | }
|
---|
119 |
|
---|
120 | Point p0 = WorldToGrid(v0);
|
---|
121 | Point p1 = WorldToGrid(v1);
|
---|
122 |
|
---|
123 | DrawLine(p0, p1, RoomGridWeight.Impassable);
|
---|
124 |
|
---|
125 | DrawLine(p0 - Point.UnitY, p1 - Point.UnitY, RoomGridWeight.SemiPassable);
|
---|
126 | DrawLine(p0 + Point.UnitY, p1 + Point.UnitY, RoomGridWeight.SemiPassable);
|
---|
127 | DrawLine(p0 + Point.UnitX, p1 + Point.UnitX, RoomGridWeight.SemiPassable);
|
---|
128 | DrawLine(p0 - Point.UnitX, p1 - Point.UnitX, RoomGridWeight.SemiPassable);
|
---|
129 | }
|
---|
130 |
|
---|
131 | private void DrawLine(Point p0, Point p1, RoomGridWeight weight)
|
---|
132 | {
|
---|
133 | foreach (Point p in ScanLine(p0, p1))
|
---|
134 | {
|
---|
135 | if (weight > this[p.X, p.Y])
|
---|
136 | {
|
---|
137 | this[p.X, p.Y] = weight;
|
---|
138 |
|
---|
139 | //debugData.Add(new RoomGridDebugData {
|
---|
140 | // x = (short)p.X,
|
---|
141 | // y = (short)p.Y,
|
---|
142 | // weight = weight
|
---|
143 | //});
|
---|
144 | }
|
---|
145 | }
|
---|
146 | }
|
---|
147 |
|
---|
148 | private void FillPolygon(IEnumerable<Vector3> points, RoomGridWeight weight)
|
---|
149 | {
|
---|
150 | foreach (var point in ScanPolygon(points.Select(v => WorldToGrid(v)).ToList()))
|
---|
151 | {
|
---|
152 | if (weight > this[point.X, point.Y])
|
---|
153 | this[point.X, point.Y] = weight;
|
---|
154 | }
|
---|
155 | }
|
---|
156 |
|
---|
157 | public void DrawImpassable(IEnumerable<Vector3> points)
|
---|
158 | {
|
---|
159 | FillPolygon(points, RoomGridWeight.Impassable);
|
---|
160 | }
|
---|
161 |
|
---|
162 | public void DrawImpassable(Vector3 position)
|
---|
163 | {
|
---|
164 | var point = WorldToGrid(position);
|
---|
165 | int x = point.X;
|
---|
166 | int y = point.Y;
|
---|
167 |
|
---|
168 | DrawTile(x, y, RoomGridWeight.Impassable);
|
---|
169 |
|
---|
170 | DrawTile(x - 1, y, RoomGridWeight.SemiPassable);
|
---|
171 | DrawTile(x + 1, y, RoomGridWeight.SemiPassable);
|
---|
172 | DrawTile(x, y - 1, RoomGridWeight.SemiPassable);
|
---|
173 | DrawTile(x, y + 1, RoomGridWeight.SemiPassable);
|
---|
174 | DrawTile(x - 1, y - 1, RoomGridWeight.SemiPassable);
|
---|
175 | DrawTile(x + 1, y - 1, RoomGridWeight.SemiPassable);
|
---|
176 | DrawTile(x + 1, y + 1, RoomGridWeight.SemiPassable);
|
---|
177 | DrawTile(x - 1, y + 1, RoomGridWeight.SemiPassable);
|
---|
178 | }
|
---|
179 |
|
---|
180 | private void DrawTile(int x, int y, RoomGridWeight weight)
|
---|
181 | {
|
---|
182 | if (0 <= x && x < xTiles && 0 <= y && y < zTiles)
|
---|
183 | {
|
---|
184 | if (weight > this[x, y])
|
---|
185 | this[x, y] = weight;
|
---|
186 | }
|
---|
187 | }
|
---|
188 |
|
---|
189 | public void AddBorders()
|
---|
190 | {
|
---|
191 | AddBorder(RoomGridWeight.Danger, RoomGridWeight.Clear, RoomGridWeight.Border4);
|
---|
192 | AddBorder(RoomGridWeight.Border4, RoomGridWeight.Clear, RoomGridWeight.Border3);
|
---|
193 | AddBorder(RoomGridWeight.Border3, RoomGridWeight.Clear, RoomGridWeight.Border2);
|
---|
194 | AddBorder(RoomGridWeight.Border2, RoomGridWeight.Clear, RoomGridWeight.Border1);
|
---|
195 | AddBorder(RoomGridWeight.SemiPassable, RoomGridWeight.Clear, RoomGridWeight.NearWall);
|
---|
196 | }
|
---|
197 |
|
---|
198 | private void AddBorder(RoomGridWeight aroundOf, RoomGridWeight onlyIf, RoomGridWeight border)
|
---|
199 | {
|
---|
200 | for (int z = 0; z < zTiles; z++)
|
---|
201 | {
|
---|
202 | for (int x = 0; x < xTiles; x++)
|
---|
203 | {
|
---|
204 | if (this[x, z] != aroundOf)
|
---|
205 | continue;
|
---|
206 |
|
---|
207 | if (x - 1 >= 0 && this[x - 1, z] == onlyIf)
|
---|
208 | this[x - 1, z] = border;
|
---|
209 |
|
---|
210 | if (x + 1 < xTiles && this[x + 1, z] == onlyIf)
|
---|
211 | this[x + 1, z] = border;
|
---|
212 |
|
---|
213 | if (z - 1 >= 0 && this[x, z - 1] == onlyIf)
|
---|
214 | this[x, z - 1] = border;
|
---|
215 |
|
---|
216 | if (z + 1 < zTiles && this[x, z + 1] == onlyIf)
|
---|
217 | this[x, z + 1] = border;
|
---|
218 | }
|
---|
219 | }
|
---|
220 | }
|
---|
221 |
|
---|
222 | private Point WorldToGrid(Vector3 world)
|
---|
223 | {
|
---|
224 | return new Point(
|
---|
225 | FMath.TruncateToInt32((world.X - worldOrigin.X) / tileSize) - origin + margin,
|
---|
226 | FMath.TruncateToInt32((world.Z - worldOrigin.Z) / tileSize) - origin + margin);
|
---|
227 | }
|
---|
228 |
|
---|
229 | public RoomGrid GetGrid()
|
---|
230 | {
|
---|
231 | int gridXTiles = xTiles - 2 * margin;
|
---|
232 | int gridZTiles = zTiles - 2 * margin;
|
---|
233 |
|
---|
234 | var gridData = new byte[gridXTiles * gridZTiles];
|
---|
235 |
|
---|
236 | for (int z = margin; z < zTiles - margin; z++)
|
---|
237 | {
|
---|
238 | for (int x = margin; x < xTiles - margin; x++)
|
---|
239 | gridData[(x - margin) + (z - margin) * gridXTiles] = data[x + z * xTiles];
|
---|
240 | }
|
---|
241 |
|
---|
242 | //var debugStream = new MemoryStream(debugData.Count * 16);
|
---|
243 |
|
---|
244 | //using (var writer = new BinaryWriter(debugStream))
|
---|
245 | //{
|
---|
246 | // foreach (var data in debugData)
|
---|
247 | // {
|
---|
248 | // writer.WriteByte((byte)data.type);
|
---|
249 | // writer.WriteByte(0);
|
---|
250 | // writer.Write(data.x);
|
---|
251 | // writer.Write(data.y);
|
---|
252 | // writer.WriteInt16(0);
|
---|
253 | // writer.Write(data.quadIndex);
|
---|
254 | // writer.Write((int)data.weight);
|
---|
255 | // }
|
---|
256 | //}
|
---|
257 |
|
---|
258 | return new RoomGrid(gridXTiles, gridZTiles, gridData, null);
|
---|
259 | }
|
---|
260 |
|
---|
261 | private IEnumerable<Point> ScanLine(Point p0, Point p1)
|
---|
262 | {
|
---|
263 | return ScanLine(p0.X, p0.Y, p1.X, p1.Y);
|
---|
264 | }
|
---|
265 |
|
---|
266 | private IEnumerable<Point> ScanLine(int x0, int y0, int x1, int y1)
|
---|
267 | {
|
---|
268 | int dx = (x0 < x1) ? x1 - x0 : x0 - x1;
|
---|
269 | int dy = (y0 < y1) ? y1 - y0 : y0 - y1;
|
---|
270 | int sx = (x0 < x1) ? 1 : -1;
|
---|
271 | int sy = (y0 < y1) ? 1 : -1;
|
---|
272 | int err = dx - dy;
|
---|
273 |
|
---|
274 | while (true)
|
---|
275 | {
|
---|
276 | if (0 <= x0 && x0 < xTiles && 0 <= y0 && y0 < zTiles)
|
---|
277 | yield return new Point(x0, y0);
|
---|
278 |
|
---|
279 | if (x0 == x1 && y0 == y1)
|
---|
280 | break;
|
---|
281 |
|
---|
282 | int derr = 2 * err;
|
---|
283 |
|
---|
284 | if (derr > -dy)
|
---|
285 | {
|
---|
286 | err = err - dy;
|
---|
287 | x0 = x0 + sx;
|
---|
288 | }
|
---|
289 |
|
---|
290 | if (derr < dx)
|
---|
291 | {
|
---|
292 | err = err + dx;
|
---|
293 | y0 = y0 + sy;
|
---|
294 | }
|
---|
295 | }
|
---|
296 | }
|
---|
297 |
|
---|
298 | private IEnumerable<Vector2> ScanLine(Vector2 p0, Vector2 p1)
|
---|
299 | {
|
---|
300 | return ScanLine(p0.X, p0.Y, p1.X, p1.Y);
|
---|
301 | }
|
---|
302 |
|
---|
303 | private IEnumerable<Vector2> ScanLine(float x0, float y0, float x1, float y1)
|
---|
304 | {
|
---|
305 | float dx = (x0 < x1) ? x1 - x0 : x0 - x1;
|
---|
306 | float dy = (y0 < y1) ? y1 - y0 : y0 - y1;
|
---|
307 | float sx = (x0 < x1) ? 1 : -1;
|
---|
308 | float sy = (y0 < y1) ? 1 : -1;
|
---|
309 | float err = dx - dy;
|
---|
310 |
|
---|
311 | while (true)
|
---|
312 | {
|
---|
313 | if (0 <= x0 && x0 < xTiles && 0 <= y0 && y0 < zTiles)
|
---|
314 | yield return new Vector2(x0, y0);
|
---|
315 |
|
---|
316 | if (x0 == x1 && y0 == y1)
|
---|
317 | break;
|
---|
318 |
|
---|
319 | float derr = 2 * err;
|
---|
320 |
|
---|
321 | if (derr > -dy)
|
---|
322 | {
|
---|
323 | err = err - dy;
|
---|
324 | x0 = x0 + sx;
|
---|
325 | }
|
---|
326 |
|
---|
327 | if (derr < dx)
|
---|
328 | {
|
---|
329 | err = err + dx;
|
---|
330 | y0 = y0 + sy;
|
---|
331 | }
|
---|
332 | }
|
---|
333 | }
|
---|
334 |
|
---|
335 | private IEnumerable<Point> ScanPolygon(IList<Point> points)
|
---|
336 | {
|
---|
337 | var activeEdgeList = new List<Edge>();
|
---|
338 | var activeEdgeTable = new List<List<Edge>>();
|
---|
339 | int minY = BuildActiveEdgeTable(points, activeEdgeTable);
|
---|
340 |
|
---|
341 | for (int y = 0; y < activeEdgeTable.Count; y++)
|
---|
342 | {
|
---|
343 | for (int i = 0; i < activeEdgeTable[y].Count; i++)
|
---|
344 | activeEdgeList.Add(activeEdgeTable[y][i]);
|
---|
345 |
|
---|
346 | for (int i = 0; i < activeEdgeList.Count; i++)
|
---|
347 | {
|
---|
348 | if (activeEdgeList[i].maxY <= y + minY)
|
---|
349 | {
|
---|
350 | activeEdgeList.RemoveAt(i);
|
---|
351 | i--;
|
---|
352 | }
|
---|
353 | }
|
---|
354 |
|
---|
355 | activeEdgeList.Sort((a, b) => (a.currentX == b.currentX ? a.slopeRecip.CompareTo(b.slopeRecip) : a.currentX.CompareTo(b.currentX)));
|
---|
356 |
|
---|
357 | for (int i = 0; i < activeEdgeList.Count; i += 2)
|
---|
358 | {
|
---|
359 | int yLine = minY + y;
|
---|
360 |
|
---|
361 | if (0 <= yLine && yLine < zTiles)
|
---|
362 | {
|
---|
363 | int xStart = Math.Max(0, (int)Math.Ceiling(activeEdgeList[i].currentX));
|
---|
364 | int xEnd = Math.Min(xTiles - 1, (int)activeEdgeList[i + 1].currentX);
|
---|
365 |
|
---|
366 | for (int x = xStart; x <= xEnd; x++)
|
---|
367 | yield return new Point(x, yLine);
|
---|
368 | }
|
---|
369 | }
|
---|
370 |
|
---|
371 | for (int i = 0; i < activeEdgeList.Count; i++)
|
---|
372 | activeEdgeList[i].Next();
|
---|
373 | }
|
---|
374 | }
|
---|
375 |
|
---|
376 | private class Edge
|
---|
377 | {
|
---|
378 | public float maxY;
|
---|
379 | public float currentX;
|
---|
380 | public float slopeRecip;
|
---|
381 |
|
---|
382 | public Edge(Point current, Point next)
|
---|
383 | {
|
---|
384 | maxY = Math.Max(current.Y, next.Y);
|
---|
385 | slopeRecip = (current.X - next.X) / (float)(current.Y - next.Y);
|
---|
386 |
|
---|
387 | if (current.Y == maxY)
|
---|
388 | currentX = next.X;
|
---|
389 | else
|
---|
390 | currentX = current.X;
|
---|
391 | }
|
---|
392 |
|
---|
393 | public void Next()
|
---|
394 | {
|
---|
395 | currentX += slopeRecip;
|
---|
396 | }
|
---|
397 | }
|
---|
398 |
|
---|
399 | private static int BuildActiveEdgeTable(IList<Point> points, List<List<Edge>> activeEdgeTable)
|
---|
400 | {
|
---|
401 | activeEdgeTable.Clear();
|
---|
402 |
|
---|
403 | int minY = points.Min(p => p.Y);
|
---|
404 | int maxY = points.Max(p => p.Y);
|
---|
405 |
|
---|
406 | for (int i = minY; i <= maxY; i++)
|
---|
407 | activeEdgeTable.Add(new List<Edge>());
|
---|
408 |
|
---|
409 | for (int i = 0; i < points.Count; i++)
|
---|
410 | {
|
---|
411 | Point current = points[i];
|
---|
412 | Point next = points[(i + 1) % points.Count];
|
---|
413 |
|
---|
414 | if (current.Y == next.Y)
|
---|
415 | continue;
|
---|
416 |
|
---|
417 | var e = new Edge(current, next);
|
---|
418 |
|
---|
419 | if (current.Y == e.maxY)
|
---|
420 | activeEdgeTable[next.Y - minY].Add(e);
|
---|
421 | else
|
---|
422 | activeEdgeTable[current.Y - minY].Add(e);
|
---|
423 | }
|
---|
424 |
|
---|
425 | return minY;
|
---|
426 | }
|
---|
427 | }
|
---|
428 | }
|
---|