[1114] | 1 | using System;
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| 2 | using System.IO;
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| 3 | using System.Collections.Generic;
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| 4 | using Oni.Imaging;
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| 5 |
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| 6 | namespace Oni.Akira
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| 7 | {
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| 8 | internal class RoomGridRasterizer
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| 9 | {
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| 10 | private const int origin = -2;
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| 11 | private const float tileSize = 4.0f;
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| 12 | private const int margin = 3;
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| 13 | private readonly int xTiles;
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| 14 | private readonly int zTiles;
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| 15 | private readonly byte[] data;
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| 16 | private readonly Vector3 worldOrigin;
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| 17 | //private readonly List<RoomGridDebugData> debugData;
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| 18 |
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| 19 | private enum RoomGridDebugType : byte
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| 20 | {
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| 21 | None,
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| 22 | SlopedQuad,
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| 23 | StairQuad,
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| 24 | Wall,
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| 25 | DangerQuad,
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| 26 | ImpassableQuad,
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| 27 | Floor
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| 28 | }
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| 29 |
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| 30 | //private class RoomGridDebugData
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| 31 | //{
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| 32 | // public int quadIndex;
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| 33 | // public RoomGridDebugType type;
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| 34 | // public RoomGridWeight weight;
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| 35 | // public short x, y;
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| 36 | //}
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| 37 |
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| 38 | public RoomGridRasterizer(BoundingBox bbox)
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| 39 | {
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| 40 | this.xTiles = (int)(((bbox.Max.X - bbox.Min.X) / tileSize) + (-origin * 2) + 1) + margin * 2;
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| 41 | this.zTiles = (int)(((bbox.Max.Z - bbox.Min.Z) / tileSize) + (-origin * 2) + 1) + margin * 2;
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| 42 | this.data = new byte[xTiles * zTiles];
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| 43 | this.worldOrigin = bbox.Min;
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| 44 | //this.debugData = new List<RoomGridDebugData>();
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| 45 | }
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| 46 |
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| 47 | public void Clear(RoomGridWeight weight)
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| 48 | {
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| 49 | for (int i = 0; i < xTiles * zTiles; i++)
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| 50 | data[i] = (byte)weight;
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| 51 | }
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| 52 |
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| 53 | public int XTiles => xTiles;
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| 54 | public int ZTiles => ZTiles;
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| 55 |
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| 56 | public float TileSize => tileSize;
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| 57 |
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| 58 | public RoomGridWeight this[int x, int z]
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| 59 | {
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| 60 | get { return (RoomGridWeight)data[x + z * xTiles]; }
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| 61 | set { data[x + z * xTiles] = (byte)value; }
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| 62 | }
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| 63 |
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| 64 | public void DrawFloor(IEnumerable<Vector3> points)
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| 65 | {
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| 66 | foreach (var point in ScanPolygon(points.Select(v => WorldToGrid(v)).ToList()))
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| 67 | this[point.X, point.Y] = RoomGridWeight.Clear;
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| 68 | }
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| 69 |
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| 70 | public void DrawDanger(IEnumerable<Vector3> points)
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| 71 | {
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| 72 | foreach (var point in ScanPolygon(points.Select(v => WorldToGrid(v)).ToList()))
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| 73 | this[point.X, point.Y] = RoomGridWeight.Danger;
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| 74 | }
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| 75 |
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| 76 | public void DrawStairsEntry(IEnumerable<Vector3> points)
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| 77 | {
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| 78 | var v0 = points.First();
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| 79 | var v1 = v0;
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| 80 |
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| 81 | foreach (var v in points)
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| 82 | {
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| 83 | if (v.X < v0.X || (v.X == v0.X && v.Z < v0.Z))
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| 84 | v0 = v;
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| 85 |
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| 86 | if (v.X > v1.X || (v.X == v1.X && v.Z > v1.Z))
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| 87 | v1 = v;
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| 88 | }
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| 89 |
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| 90 | Point p0 = WorldToGrid(v0);
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| 91 | Point p1 = WorldToGrid(v1);
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| 92 |
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| 93 | DrawLine(p0, p1, RoomGridWeight.Stairs);
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| 94 |
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| 95 | DrawLine(p0 - Point.UnitY, p1 - Point.UnitY, RoomGridWeight.Clear);
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| 96 | DrawLine(p0 + Point.UnitY, p1 + Point.UnitY, RoomGridWeight.Clear);
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| 97 | DrawLine(p0 + Point.UnitX, p1 + Point.UnitX, RoomGridWeight.Clear);
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| 98 | DrawLine(p0 - Point.UnitX, p1 - Point.UnitX, RoomGridWeight.Clear);
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| 99 |
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| 100 | var pp = points.ToArray();
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| 101 | Array.Sort(pp, (x, y) => x.Y.CompareTo(y.Y));
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| 102 | DrawImpassable(pp[0]);
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| 103 | DrawImpassable(pp[1]);
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| 104 | }
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| 105 |
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| 106 | public void DrawWall(IEnumerable<Vector3> points)
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| 107 | {
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| 108 | var v0 = points.First();
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| 109 | var v1 = v0;
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| 110 |
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| 111 | foreach (var v in points)
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| 112 | {
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| 113 | if (v.X < v0.X || (v.X == v0.X && v.Z < v0.Z))
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| 114 | v0 = v;
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| 115 |
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| 116 | if (v.X > v1.X || (v.X == v1.X && v.Z > v1.Z))
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| 117 | v1 = v;
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| 118 | }
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| 119 |
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| 120 | Point p0 = WorldToGrid(v0);
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| 121 | Point p1 = WorldToGrid(v1);
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| 122 |
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| 123 | DrawLine(p0, p1, RoomGridWeight.Impassable);
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| 124 |
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| 125 | DrawLine(p0 - Point.UnitY, p1 - Point.UnitY, RoomGridWeight.SemiPassable);
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| 126 | DrawLine(p0 + Point.UnitY, p1 + Point.UnitY, RoomGridWeight.SemiPassable);
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| 127 | DrawLine(p0 + Point.UnitX, p1 + Point.UnitX, RoomGridWeight.SemiPassable);
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| 128 | DrawLine(p0 - Point.UnitX, p1 - Point.UnitX, RoomGridWeight.SemiPassable);
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| 129 | }
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| 130 |
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| 131 | private void DrawLine(Point p0, Point p1, RoomGridWeight weight)
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| 132 | {
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| 133 | foreach (Point p in ScanLine(p0, p1))
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| 134 | {
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| 135 | if (weight > this[p.X, p.Y])
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| 136 | {
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| 137 | this[p.X, p.Y] = weight;
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| 138 |
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| 139 | //debugData.Add(new RoomGridDebugData {
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| 140 | // x = (short)p.X,
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| 141 | // y = (short)p.Y,
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| 142 | // weight = weight
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| 143 | //});
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| 144 | }
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| 145 | }
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| 146 | }
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| 147 |
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| 148 | private void FillPolygon(IEnumerable<Vector3> points, RoomGridWeight weight)
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| 149 | {
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| 150 | foreach (var point in ScanPolygon(points.Select(v => WorldToGrid(v)).ToList()))
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| 151 | {
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| 152 | if (weight > this[point.X, point.Y])
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| 153 | this[point.X, point.Y] = weight;
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| 154 | }
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| 155 | }
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| 156 |
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| 157 | public void DrawImpassable(IEnumerable<Vector3> points)
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| 158 | {
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| 159 | FillPolygon(points, RoomGridWeight.Impassable);
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| 160 | }
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| 161 |
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| 162 | public void DrawImpassable(Vector3 position)
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| 163 | {
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| 164 | var point = WorldToGrid(position);
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| 165 | int x = point.X;
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| 166 | int y = point.Y;
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| 167 |
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| 168 | DrawTile(x, y, RoomGridWeight.Impassable);
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| 169 |
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| 170 | DrawTile(x - 1, y, RoomGridWeight.SemiPassable);
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| 171 | DrawTile(x + 1, y, RoomGridWeight.SemiPassable);
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| 172 | DrawTile(x, y - 1, RoomGridWeight.SemiPassable);
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| 173 | DrawTile(x, y + 1, RoomGridWeight.SemiPassable);
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| 174 | DrawTile(x - 1, y - 1, RoomGridWeight.SemiPassable);
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| 175 | DrawTile(x + 1, y - 1, RoomGridWeight.SemiPassable);
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| 176 | DrawTile(x + 1, y + 1, RoomGridWeight.SemiPassable);
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| 177 | DrawTile(x - 1, y + 1, RoomGridWeight.SemiPassable);
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| 178 | }
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| 179 |
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| 180 | private void DrawTile(int x, int y, RoomGridWeight weight)
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| 181 | {
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| 182 | if (0 <= x && x < xTiles && 0 <= y && y < zTiles)
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| 183 | {
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| 184 | if (weight > this[x, y])
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| 185 | this[x, y] = weight;
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| 186 | }
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| 187 | }
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| 188 |
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| 189 | public void AddBorders()
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| 190 | {
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| 191 | AddBorder(RoomGridWeight.Danger, RoomGridWeight.Clear, RoomGridWeight.Border4);
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| 192 | AddBorder(RoomGridWeight.Border4, RoomGridWeight.Clear, RoomGridWeight.Border3);
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| 193 | AddBorder(RoomGridWeight.Border3, RoomGridWeight.Clear, RoomGridWeight.Border2);
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| 194 | AddBorder(RoomGridWeight.Border2, RoomGridWeight.Clear, RoomGridWeight.Border1);
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| 195 | AddBorder(RoomGridWeight.SemiPassable, RoomGridWeight.Clear, RoomGridWeight.NearWall);
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| 196 | }
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| 197 |
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| 198 | private void AddBorder(RoomGridWeight aroundOf, RoomGridWeight onlyIf, RoomGridWeight border)
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| 199 | {
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| 200 | for (int z = 0; z < zTiles; z++)
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| 201 | {
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| 202 | for (int x = 0; x < xTiles; x++)
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| 203 | {
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| 204 | if (this[x, z] != aroundOf)
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| 205 | continue;
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| 206 |
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| 207 | if (x - 1 >= 0 && this[x - 1, z] == onlyIf)
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| 208 | this[x - 1, z] = border;
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| 209 |
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| 210 | if (x + 1 < xTiles && this[x + 1, z] == onlyIf)
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| 211 | this[x + 1, z] = border;
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| 212 |
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| 213 | if (z - 1 >= 0 && this[x, z - 1] == onlyIf)
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| 214 | this[x, z - 1] = border;
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| 215 |
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| 216 | if (z + 1 < zTiles && this[x, z + 1] == onlyIf)
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| 217 | this[x, z + 1] = border;
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| 218 | }
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| 219 | }
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| 220 | }
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| 221 |
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| 222 | private Point WorldToGrid(Vector3 world)
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| 223 | {
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| 224 | return new Point(
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| 225 | FMath.TruncateToInt32((world.X - worldOrigin.X) / tileSize) - origin + margin,
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| 226 | FMath.TruncateToInt32((world.Z - worldOrigin.Z) / tileSize) - origin + margin);
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| 227 | }
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| 228 |
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| 229 | public RoomGrid GetGrid()
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| 230 | {
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| 231 | int gridXTiles = xTiles - 2 * margin;
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| 232 | int gridZTiles = zTiles - 2 * margin;
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| 233 |
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| 234 | var gridData = new byte[gridXTiles * gridZTiles];
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| 235 |
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| 236 | for (int z = margin; z < zTiles - margin; z++)
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| 237 | {
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| 238 | for (int x = margin; x < xTiles - margin; x++)
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| 239 | gridData[(x - margin) + (z - margin) * gridXTiles] = data[x + z * xTiles];
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| 240 | }
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| 241 |
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| 242 | //var debugStream = new MemoryStream(debugData.Count * 16);
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| 243 |
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| 244 | //using (var writer = new BinaryWriter(debugStream))
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| 245 | //{
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| 246 | // foreach (var data in debugData)
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| 247 | // {
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| 248 | // writer.WriteByte((byte)data.type);
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| 249 | // writer.WriteByte(0);
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| 250 | // writer.Write(data.x);
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| 251 | // writer.Write(data.y);
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| 252 | // writer.WriteInt16(0);
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| 253 | // writer.Write(data.quadIndex);
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| 254 | // writer.Write((int)data.weight);
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| 255 | // }
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| 256 | //}
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| 257 |
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| 258 | return new RoomGrid(gridXTiles, gridZTiles, gridData, null);
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| 259 | }
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| 260 |
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| 261 | private IEnumerable<Point> ScanLine(Point p0, Point p1)
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| 262 | {
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| 263 | return ScanLine(p0.X, p0.Y, p1.X, p1.Y);
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| 264 | }
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| 265 |
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| 266 | private IEnumerable<Point> ScanLine(int x0, int y0, int x1, int y1)
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| 267 | {
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| 268 | int dx = (x0 < x1) ? x1 - x0 : x0 - x1;
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| 269 | int dy = (y0 < y1) ? y1 - y0 : y0 - y1;
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| 270 | int sx = (x0 < x1) ? 1 : -1;
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| 271 | int sy = (y0 < y1) ? 1 : -1;
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| 272 | int err = dx - dy;
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| 273 |
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| 274 | while (true)
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| 275 | {
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| 276 | if (0 <= x0 && x0 < xTiles && 0 <= y0 && y0 < zTiles)
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| 277 | yield return new Point(x0, y0);
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| 278 |
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| 279 | if (x0 == x1 && y0 == y1)
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| 280 | break;
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| 281 |
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| 282 | int derr = 2 * err;
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| 283 |
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| 284 | if (derr > -dy)
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| 285 | {
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| 286 | err = err - dy;
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| 287 | x0 = x0 + sx;
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| 288 | }
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| 289 |
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| 290 | if (derr < dx)
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| 291 | {
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| 292 | err = err + dx;
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| 293 | y0 = y0 + sy;
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| 294 | }
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| 295 | }
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| 296 | }
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| 297 |
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| 298 | private IEnumerable<Vector2> ScanLine(Vector2 p0, Vector2 p1)
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| 299 | {
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| 300 | return ScanLine(p0.X, p0.Y, p1.X, p1.Y);
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| 301 | }
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| 302 |
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| 303 | private IEnumerable<Vector2> ScanLine(float x0, float y0, float x1, float y1)
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| 304 | {
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| 305 | float dx = (x0 < x1) ? x1 - x0 : x0 - x1;
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| 306 | float dy = (y0 < y1) ? y1 - y0 : y0 - y1;
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| 307 | float sx = (x0 < x1) ? 1 : -1;
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| 308 | float sy = (y0 < y1) ? 1 : -1;
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| 309 | float err = dx - dy;
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| 310 |
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| 311 | while (true)
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| 312 | {
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| 313 | if (0 <= x0 && x0 < xTiles && 0 <= y0 && y0 < zTiles)
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| 314 | yield return new Vector2(x0, y0);
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| 315 |
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| 316 | if (x0 == x1 && y0 == y1)
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| 317 | break;
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| 318 |
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| 319 | float derr = 2 * err;
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| 320 |
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| 321 | if (derr > -dy)
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| 322 | {
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| 323 | err = err - dy;
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| 324 | x0 = x0 + sx;
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| 325 | }
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| 326 |
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| 327 | if (derr < dx)
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| 328 | {
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| 329 | err = err + dx;
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| 330 | y0 = y0 + sy;
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| 331 | }
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| 332 | }
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| 333 | }
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| 334 |
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| 335 | private IEnumerable<Point> ScanPolygon(IList<Point> points)
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| 336 | {
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| 337 | var activeEdgeList = new List<Edge>();
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| 338 | var activeEdgeTable = new List<List<Edge>>();
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| 339 | int minY = BuildActiveEdgeTable(points, activeEdgeTable);
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| 340 |
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| 341 | for (int y = 0; y < activeEdgeTable.Count; y++)
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| 342 | {
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| 343 | for (int i = 0; i < activeEdgeTable[y].Count; i++)
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| 344 | activeEdgeList.Add(activeEdgeTable[y][i]);
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| 345 |
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| 346 | for (int i = 0; i < activeEdgeList.Count; i++)
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| 347 | {
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| 348 | if (activeEdgeList[i].maxY <= y + minY)
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| 349 | {
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| 350 | activeEdgeList.RemoveAt(i);
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| 351 | i--;
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| 352 | }
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| 353 | }
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| 354 |
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| 355 | activeEdgeList.Sort((a, b) => (a.currentX == b.currentX ? a.slopeRecip.CompareTo(b.slopeRecip) : a.currentX.CompareTo(b.currentX)));
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| 356 |
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| 357 | for (int i = 0; i < activeEdgeList.Count; i += 2)
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| 358 | {
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| 359 | int yLine = minY + y;
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| 360 |
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| 361 | if (0 <= yLine && yLine < zTiles)
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| 362 | {
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| 363 | int xStart = Math.Max(0, (int)Math.Ceiling(activeEdgeList[i].currentX));
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| 364 | int xEnd = Math.Min(xTiles - 1, (int)activeEdgeList[i + 1].currentX);
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| 365 |
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| 366 | for (int x = xStart; x <= xEnd; x++)
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| 367 | yield return new Point(x, yLine);
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| 368 | }
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| 369 | }
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| 370 |
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| 371 | for (int i = 0; i < activeEdgeList.Count; i++)
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| 372 | activeEdgeList[i].Next();
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| 373 | }
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| 374 | }
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| 375 |
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| 376 | private class Edge
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| 377 | {
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| 378 | public float maxY;
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| 379 | public float currentX;
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| 380 | public float slopeRecip;
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| 381 |
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| 382 | public Edge(Point current, Point next)
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| 383 | {
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| 384 | maxY = Math.Max(current.Y, next.Y);
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| 385 | slopeRecip = (current.X - next.X) / (float)(current.Y - next.Y);
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| 386 |
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| 387 | if (current.Y == maxY)
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| 388 | currentX = next.X;
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| 389 | else
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| 390 | currentX = current.X;
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| 391 | }
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| 392 |
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| 393 | public void Next()
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| 394 | {
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| 395 | currentX += slopeRecip;
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| 396 | }
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| 397 | }
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| 398 |
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| 399 | private static int BuildActiveEdgeTable(IList<Point> points, List<List<Edge>> activeEdgeTable)
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| 400 | {
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| 401 | activeEdgeTable.Clear();
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| 402 |
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| 403 | int minY = points.Min(p => p.Y);
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| 404 | int maxY = points.Max(p => p.Y);
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| 405 |
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| 406 | for (int i = minY; i <= maxY; i++)
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| 407 | activeEdgeTable.Add(new List<Edge>());
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| 408 |
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| 409 | for (int i = 0; i < points.Count; i++)
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| 410 | {
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| 411 | Point current = points[i];
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| 412 | Point next = points[(i + 1) % points.Count];
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| 413 |
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| 414 | if (current.Y == next.Y)
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| 415 | continue;
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| 416 |
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| 417 | var e = new Edge(current, next);
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| 418 |
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| 419 | if (current.Y == e.maxY)
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| 420 | activeEdgeTable[next.Y - minY].Add(e);
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| 421 | else
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| 422 | activeEdgeTable[current.Y - minY].Add(e);
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| 423 | }
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| 424 |
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| 425 | return minY;
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| 426 | }
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| 427 | }
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| 428 | }
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