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using System; |
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using System.Collections.Generic; |
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using System.IO; |
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using Oni.Collections; |
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using Oni.Imaging; |
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|
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namespace Oni.Akira |
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{ |
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internal class RoomGridBuilder |
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{ |
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private readonly Dae.Scene roomsScene; |
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private readonly PolygonMesh geometryMesh; |
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private PolygonMesh roomsMesh; |
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private OctreeNode geometryOcttree; |
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private OctreeNode dangerOcttree; |
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|
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public RoomGridBuilder(Dae.Scene roomsScene, PolygonMesh geometryMesh) |
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{ |
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this.roomsScene = roomsScene; |
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this.geometryMesh = geometryMesh; |
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} |
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|
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public PolygonMesh Mesh => roomsMesh; |
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|
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public void Build() |
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{ |
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roomsMesh = RoomDaeReader.Read(roomsScene); |
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|
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RoomBuilder.BuildRooms(roomsMesh); |
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|
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Console.Error.WriteLine("Read {0} rooms", roomsMesh.Rooms.Count); |
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|
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geometryOcttree = OctreeBuilder.Build(geometryMesh, GunkFlags.NoCollision | GunkFlags.NoCharacterCollision); |
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dangerOcttree = OctreeBuilder.Build(geometryMesh, p => (p.Flags & GunkFlags.Danger) != 0); |
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|
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ProcessStairsCollision(); |
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|
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Parallel.ForEach(roomsMesh.Rooms, room => |
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{ |
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BuildGrid(room); |
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}); |
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} |
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|
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private void ProcessStairsCollision() |
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{ |
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var verticalTolerance1 = new Vector3(0.0f, 0.1f, 0.0f); |
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var verticalTolerance2 = new Vector3(0.0f, 7.5f, 0.0f); |
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|
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foreach (var stairs in geometryMesh.Polygons.Where(p => p.IsStairs && p.VertexCount == 4)) |
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{ |
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var floorPoints = stairs.Points.Select(v => v + verticalTolerance1).ToArray(); |
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var ceilPoints = stairs.Points.Select(v => v + verticalTolerance2).ToArray(); |
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var bbox = BoundingBox.CreateFromPoints(floorPoints.Concatenate(ceilPoints)); |
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|
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var floorPlane = new Plane(floorPoints[0], floorPoints[1], floorPoints[2]); |
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var ceilingPlane = new Plane(ceilPoints[0], ceilPoints[1], ceilPoints[2]); |
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|
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foreach (var node in geometryOcttree.FindLeafs(bbox)) |
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{ |
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foreach (var poly in node.Polygons) |
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{ |
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if ((poly.Flags & (GunkFlags.NoCollision | GunkFlags.NoCharacterCollision)) != 0) |
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{ |
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// |
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// already a no collision polygon, skip it |
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// |
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|
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continue; |
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} |
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|
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if (!poly.BoundingBox.Intersects(bbox)) |
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continue; |
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|
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var points = poly.Points.ToList(); |
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|
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points = PolygonUtils.ClipToPlane(points, floorPlane); |
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|
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if (points == null) |
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{ |
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// |
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// this polygon is below stairs, skip it |
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// |
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|
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continue; |
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} |
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|
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points = PolygonUtils.ClipToPlane(points, ceilingPlane); |
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|
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if (points != null) |
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{ |
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// |
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// this polygon is too high above the stairs, skip it |
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// |
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|
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continue; |
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} |
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|
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poly.Flags |= GunkFlags.NoCharacterCollision; |
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} |
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} |
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} |
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} |
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|
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private void BuildGrid(Room room) |
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{ |
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var floor = room.FloorPolygon; |
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var bbox = room.BoundingBox; |
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|
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// |
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// Create an empty grid and mark all tiles as 'danger' |
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// |
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|
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var rasterizer = new RoomGridRasterizer(bbox); |
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rasterizer.Clear(RoomGridWeight.Danger); |
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|
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// |
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// Collect all polygons that intersect the room |
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// |
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|
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bbox.Inflate(2.0f * new Vector3(rasterizer.TileSize, 0.0f, rasterizer.TileSize)); |
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|
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var testbox = bbox; |
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testbox.Min.X -= 1.0f; |
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testbox.Min.Y = bbox.Min.Y - 6.0f; |
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testbox.Min.Z -= 1.0f; |
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testbox.Max.X += 1.0f; |
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testbox.Max.Y = bbox.Max.Y - 6.0f; |
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testbox.Max.Z += 1.0f; |
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|
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var polygons = new Set<Polygon>(); |
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var dangerPolygons = new Set<Polygon>(); |
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|
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foreach (var node in geometryOcttree.FindLeafs(testbox)) |
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{ |
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polygons.UnionWith(node.Polygons); |
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} |
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|
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foreach (var node in dangerOcttree.FindLeafs(testbox)) |
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{ |
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dangerPolygons.UnionWith(node.Polygons); |
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} |
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|
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// |
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// Draw all the floors on the grid. This will overwrite the 'danger' |
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// areas with 'clear' areas. This means danger area will remain |
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// where there isn't any floor. |
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// |
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|
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foreach (var polygon in polygons) |
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{ |
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if (polygon.Plane.Normal.Y > 0.5f) |
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rasterizer.DrawFloor(polygon.Points); |
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} |
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|
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if (room.FloorPlane.Normal.Y >= 0.999f) |
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{ |
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// |
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// Draw the walls. |
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// |
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|
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float floorMaxY = floor.BoundingBox.Max.Y; |
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var floorPlane = new Plane(floor.Plane.Normal, floor.Plane.D - 4.0f); |
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var ceilingPlane = new Plane(-floor.Plane.Normal, -(floor.Plane.D - 20.0f)); |
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|
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foreach (var polygon in polygons) |
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{ |
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if ((polygon.Flags & (GunkFlags.Stairs | GunkFlags.NoCharacterCollision | GunkFlags.Impassable)) == 0) |
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{ |
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// |
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// Remove curbs from character collision. |
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// |
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|
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var polyBox = polygon.BoundingBox; |
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|
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if (Math.Abs(polygon.Plane.Normal.Y) < MathHelper.Eps |
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&& polyBox.Height <= 4.0f |
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&& Math.Abs(polyBox.Max.Y - floorMaxY) <= 4.0f) |
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{ |
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polygon.Flags |= GunkFlags.NoCharacterCollision; |
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continue; |
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} |
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} |
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|
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if ((polygon.Flags & (GunkFlags.Stairs | GunkFlags.GridIgnore | GunkFlags.NoCollision | GunkFlags.NoCharacterCollision)) != 0) |
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continue; |
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|
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var points = polygon.Points.ToList(); |
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|
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points = PolygonUtils.ClipToPlane(points, floorPlane); |
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|
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if (points == null) |
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continue; |
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|
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points = PolygonUtils.ClipToPlane(points, ceilingPlane); |
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|
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if (points == null) |
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continue; |
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|
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if (Math.Abs(polygon.Plane.Normal.Y) <= 0.1f) |
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rasterizer.DrawWall(points); |
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else |
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rasterizer.DrawImpassable(points); |
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} |
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|
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// |
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// Draw ramp entry/exit lines. Hmm, this seems useless. |
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// |
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|
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//if (room.FloorPlane.Normal.Y >= 0.98f) |
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//{ |
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// foreach (RoomAdjacency adj in room.Ajacencies) |
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// { |
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// if (Math.Abs(room.FloorPlane.Normal.Y - adj.AdjacentRoom.FloorPlane.Normal.Y) > 0.001f) |
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// rasterizer.DrawStairsEntry(adj.Ghost.Points); |
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// } |
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//} |
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|
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// |
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// Draw 'danger' quads. |
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// |
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|
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foreach (var polygon in dangerPolygons) |
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{ |
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rasterizer.DrawDanger(polygon.Points); |
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} |
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|
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// |
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// Draw 'near wall' borders. |
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// |
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|
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rasterizer.AddBorders(); |
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} |
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|
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// |
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// Finally, get the rasterized pathfinding grid. |
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// |
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|
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room.Grid = rasterizer.GetGrid(); |
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|
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if (room.Grid.XTiles * room.Grid.ZTiles > 256 * 256) |
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Console.Error.WriteLine("Warning: pathfinding grid too large"); |
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} |
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} |
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} |