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authorThomas Fach-Pedersen2018-05-07 19:17:13 +0200
committerThomas Fach-Pedersen2018-05-07 19:17:13 +0200
commite3363635cbac7f3b0f322e3cd2c532e97cff6abb (patch)
treeab8452fb70732effb6dd199e20ef00ecb4d56829 /engines
parent4be77793a42a739dafb6cf20b64ffb7e245fe8e2 (diff)
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BLADERUNNER: Implement obstacle polygon merging
Diffstat (limited to 'engines')
-rw-r--r--engines/bladerunner/bladerunner.cpp3
-rw-r--r--engines/bladerunner/debugger.cpp8
-rw-r--r--engines/bladerunner/debugger.h1
-rw-r--r--engines/bladerunner/obstacles.cpp454
-rw-r--r--engines/bladerunner/obstacles.h54
-rw-r--r--engines/bladerunner/rect.h75
-rw-r--r--engines/bladerunner/script/scene_script.cpp2
-rw-r--r--engines/bladerunner/vector.h12
8 files changed, 585 insertions, 24 deletions
diff --git a/engines/bladerunner/bladerunner.cpp b/engines/bladerunner/bladerunner.cpp
index e3324bd877..fab708cbb8 100644
--- a/engines/bladerunner/bladerunner.cpp
+++ b/engines/bladerunner/bladerunner.cpp
@@ -860,6 +860,9 @@ void BladeRunnerEngine::gameTick() {
if (_debugger->_viewSceneObjects) {
_debugger->drawSceneObjects();
}
+ if (_debugger->_viewObstacles) {
+ _obstacles->draw();
+ }
blitToScreen(_surfaceFront);
_system->delayMillis(10);
diff --git a/engines/bladerunner/debugger.cpp b/engines/bladerunner/debugger.cpp
index 5dfd3f47ae..0355f9d0f5 100644
--- a/engines/bladerunner/debugger.cpp
+++ b/engines/bladerunner/debugger.cpp
@@ -57,6 +57,7 @@ Debugger::Debugger(BladeRunnerEngine *vm) : GUI::Debugger() {
_viewSceneObjects = false;
_viewActorsOnly = false;
+ _viewObstacles = false;
_viewUI = false;
_viewZBuffer = false;
@@ -107,8 +108,8 @@ bool Debugger::cmdAnimation(int argc, const char **argv) {
bool Debugger::cmdDraw(int argc, const char **argv) {
if (argc != 2) {
- debugPrintf("Enables debug rendering of scene objects, ui elements, zbuffer or disables debug rendering.\n");
- debugPrintf("Usage: %s (obj | actors | ui | zbuf | reset)\n", argv[0]);
+ debugPrintf("Enables debug rendering of scene objects, obstacles, ui elements, zbuffer or disables debug rendering.\n");
+ debugPrintf("Usage: %s (obj | actors | obstacles | ui | zbuf | reset)\n", argv[0]);
return true;
}
@@ -120,6 +121,9 @@ bool Debugger::cmdDraw(int argc, const char **argv) {
_viewSceneObjects = !_viewSceneObjects;
_viewActorsOnly = _viewSceneObjects;
debugPrintf("Drawing scene actors = %i\n", _viewSceneObjects);
+ } else if (arg == "obstacles") {
+ _viewObstacles = !_viewObstacles;
+ debugPrintf("Drawing obstacles = %i\n", _viewObstacles);
} else if (arg == "ui") {
_viewUI = !_viewUI;
debugPrintf("Drawing UI elements = %i\n", _viewUI);
diff --git a/engines/bladerunner/debugger.h b/engines/bladerunner/debugger.h
index e507e8c176..64e312ae20 100644
--- a/engines/bladerunner/debugger.h
+++ b/engines/bladerunner/debugger.h
@@ -42,6 +42,7 @@ class Debugger : public GUI::Debugger{
public:
bool _viewSceneObjects;
bool _viewActorsOnly;
+ bool _viewObstacles;
bool _viewUI;
bool _viewZBuffer;
diff --git a/engines/bladerunner/obstacles.cpp b/engines/bladerunner/obstacles.cpp
index 69d1ba47c3..b8fc1f16fa 100644
--- a/engines/bladerunner/obstacles.cpp
+++ b/engines/bladerunner/obstacles.cpp
@@ -25,6 +25,12 @@
#include "bladerunner/bladerunner.h"
#include "bladerunner/savefile.h"
+#include "bladerunner/scene.h" // for debug
+#include "bladerunner/view.h"
+
+#include "common/debug.h"
+
+#define WITHIN_TOLERANCE(a, b) (((a) - 0.009) < (b) && ((a) + 0.009) > (b))
namespace BladeRunner {
@@ -37,9 +43,16 @@ Obstacles::Obstacles(BladeRunnerEngine *vm) {
}
Obstacles::~Obstacles() {
- delete[] _vertices;
- delete[] _polygonsBackup;
+ clear();
+
delete[] _polygons;
+ _polygons = nullptr;
+
+ delete[] _polygonsBackup;
+ _polygonsBackup = nullptr;
+
+ delete[] _vertices;
+ _vertices = nullptr;
}
void Obstacles::clear() {
@@ -56,7 +69,250 @@ void Obstacles::clear() {
_count = 0;
}
-void Obstacles::add(float x0, float z0, float x1, float z1) {
+#define IN_RANGE(v, start, end) ((start) <= (v) && (v) <= (end))
+
+/*
+ * This function is limited to finding intersections between
+ * horizontal and vertical lines!
+ *
+ * The original implementation is more general but obstacle
+ * polygons only consists of horizontal and vertical lines,
+ * and this is more numerically stable.
+ */
+bool Obstacles::lineLineIntersection(LineSegment a, LineSegment b, Vector2 *intersection) {
+ assert(a.start.x == a.end.x || a.start.y == a.end.y);
+ assert(b.start.x == b.end.x || b.start.y == b.end.y);
+
+ if (a.start.x > a.end.x) SWAP(a.start.x, a.end.x);
+ if (a.start.y > a.end.y) SWAP(a.start.y, a.end.y);
+ if (b.start.x > b.end.x) SWAP(b.start.x, b.end.x);
+ if (b.start.y > b.end.y) SWAP(b.start.y, b.end.y);
+
+ if (a.start.x == a.end.x && b.start.y == b.end.y && IN_RANGE(a.start.x, b.start.x, b.end.x) && IN_RANGE(b.start.y, a.start.y, a.end.y)) {
+ // A is vertical, B is horizontal
+ *intersection = Vector2 { a.start.x, b.start.y };
+ return true;
+ }
+
+ if (a.start.y == a.end.y && b.start.x == b.end.x && IN_RANGE(a.start.y, b.start.y, b.end.y) && IN_RANGE(b.start.x, a.start.x, a.end.x)) {
+ // A is horizontal, B is vertical
+ *intersection = Vector2 { b.start.x, a.start.y };
+ return true;
+ }
+
+ return false;
+}
+
+bool Obstacles::linePolygonIntersection(LineSegment lineA, VertexType lineAType, Polygon *polyB, Vector2 *intersectionPoint, int *intersectionIndex) {
+ bool hasIntersection = false;
+ float nearestIntersectionDistance = 0.0f;
+
+ for (int i = 0; i != polyB->verticeCount; ++i) {
+ LineSegment lineB;
+ lineB.start = polyB->vertices[i];
+ lineB.end = polyB->vertices[(i+1) % polyB->verticeCount];
+
+ VertexType lineBType = polyB->vertexType[i];
+
+ Vector2 newIntersectionPoint;
+
+ if (lineLineIntersection(lineA, lineB, &newIntersectionPoint)) {
+ if (lineAType == TOP_RIGHT && lineBType == TOP_LEFT
+ || lineAType == BOTTOM_RIGHT && lineBType == TOP_RIGHT
+ || lineAType == BOTTOM_LEFT && lineBType == BOTTOM_RIGHT
+ || lineAType == TOP_LEFT && lineBType == BOTTOM_LEFT
+ ) {
+ if (!WITHIN_TOLERANCE(lineB.end.x, intersectionPoint->x)
+ || !WITHIN_TOLERANCE(lineB.end.y, intersectionPoint->y)) {
+ if (newIntersectionPoint != *intersectionPoint) {
+ float newIntersectionDistance = getLength(lineA.start.x, lineA.start.y, newIntersectionPoint.x, newIntersectionPoint.y);
+ if (!hasIntersection || newIntersectionDistance < nearestIntersectionDistance) {
+ hasIntersection = true;
+ nearestIntersectionDistance = newIntersectionDistance;
+ *intersectionPoint = newIntersectionPoint;
+ *intersectionIndex = i;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ return hasIntersection;
+}
+
+/*
+ * Polygons vertices are defined in clock-wise order
+ * starting at the top-most, right-most corner.
+ *
+ * When merging two polygons, we start at the top-most, right-most vertex.
+ * The polygon with this vertex starts is the primary polygon.
+ * We follow the edges until we find an intersection with the secondary polygon,
+ * in which case we switch primary and secondary and continue following the new edges.
+ *
+ * Luckily the first two polygons added in RC01 (A, then B) are laid as as below,
+ * making an ideal test case.
+ *
+ * Merge order: (B0,B1) (B1,B2) (B2,J) (J,A2) (A2,A3) (A3,A0) (A0,I) (I,B0)
+ *
+ * 0,0 ---> x
+ * |
+ * | primary
+ * | B 0 ----- 1
+ * | | |
+ * | A 0 --I-- 1 |
+ * | | | | |
+ * | | 3 --J-- 2
+ * | | |
+ * | 3 ----- 2
+ * | secondary
+ * v y
+ */
+
+bool Obstacles::mergePolygons(Polygon &polyA, Polygon &polyB) {
+ bool flagDidMergePolygons = false;
+ Polygon polyMerged;
+ polyMerged.rect = merge(polyA.rect, polyB.rect);
+
+ Polygon *polyPrimary, *polySecondary;
+ if (polyA.rect.y0 < polyB.rect.y0 || (polyA.rect.y0 == polyB.rect.y0 && polyA.rect.x0 < polyB.rect.x0)) {
+ polyPrimary = &polyA;
+ polySecondary = &polyB;
+ } else {
+ polyPrimary = &polyB;
+ polySecondary = &polyA;
+ }
+
+ Vector2 intersectionPoint;
+ LineSegment polyLine;
+ bool flagAddVertexToVertexList = true;
+ bool flagDidFindIntersection = false;
+ int vertIndex = 0;
+
+ Polygon *startingPolygon = polyPrimary;
+ int flagDone = false;
+ while (!flagDone) {
+ VertexType polyPrimaryType;
+
+ polyLine.start = flagDidFindIntersection ? intersectionPoint : polyPrimary->vertices[vertIndex];
+ polyLine.end = polyPrimary->vertices[(vertIndex + 1) % polyPrimary->verticeCount];
+
+ // TODO(madmoose): How does this work when adding a new intersection point?
+ polyPrimaryType = polyPrimary->vertexType[vertIndex];
+
+ if (flagAddVertexToVertexList) {
+ assert(polyMerged.verticeCount < kPolygonVertexCount);
+ polyMerged.vertices[polyMerged.verticeCount] = polyLine.start;
+ polyMerged.vertexType[polyMerged.verticeCount] = polyPrimaryType;
+ polyMerged.verticeCount++;
+ }
+
+ flagAddVertexToVertexList = true;
+ int polySecondaryIntersectionIndex = -1;
+
+ if (linePolygonIntersection(polyLine, polyPrimaryType, polySecondary, &intersectionPoint, &polySecondaryIntersectionIndex)) {
+ if (WITHIN_TOLERANCE(intersectionPoint.x, polyLine.start.x) && WITHIN_TOLERANCE(intersectionPoint.y, polyLine.start.y)) {
+ warning("Set: %d Scene: %d", _vm->_scene->getSetId(), _vm->_scene->getSceneId());
+ assert(0 && "Report instances of this to madmoose!");
+ flagAddVertexToVertexList = false;
+ polyMerged.verticeCount--; // TODO(madmoose): How would this work?
+ } else {
+ // Obstacles::nop
+ }
+ vertIndex = polySecondaryIntersectionIndex;
+ flagDidFindIntersection = true;
+
+ SWAP(polyPrimary, polySecondary);
+
+ flagDidMergePolygons = true;
+ } else {
+ vertIndex = (vertIndex + 1) % polyPrimary->verticeCount;
+ flagDidFindIntersection = false;
+ }
+ if (polyPrimary->vertices[vertIndex] == startingPolygon->vertices[0]) {
+ flagDone = true;
+ }
+ }
+
+ if (flagDidMergePolygons) {
+ *startingPolygon = polyMerged;
+ startingPolygon->isPresent = true;
+ if (startingPolygon == &polyA) {
+ polyB.isPresent = false;
+ } else {
+ polyA.isPresent = false;
+ }
+ }
+
+ return flagDidMergePolygons;
+}
+
+void Obstacles::add(Rect rect) {
+ int polygonIndex = findEmptyPolygon();
+ if (polygonIndex < 0) {
+ return;
+ }
+
+ rect.expand(12.0f);
+ rect.trunc_2_decimals();
+
+ Polygon &poly = _polygons[polygonIndex];
+
+ poly.rect = rect;
+
+ poly.vertices[0] = Vector2(rect.x0, rect.y0);
+ poly.vertexType[0] = TOP_LEFT;
+
+ poly.vertices[1] = Vector2(rect.x1, rect.y0);
+ poly.vertexType[1] = TOP_RIGHT;
+
+ poly.vertices[2] = Vector2(rect.x1, rect.y1);
+ poly.vertexType[2] = BOTTOM_RIGHT;
+
+ poly.vertices[3] = Vector2(rect.x0, rect.y1);
+ poly.vertexType[3] = BOTTOM_LEFT;
+
+ poly.isPresent = true;
+ poly.verticeCount = 4;
+
+restart:
+ for (int i = 0; i < kPolygonCount; ++i) {
+ Polygon &polyA = _polygons[i];
+ if (!polyA.isPresent) {
+ continue;
+ }
+
+ for (int j = i+1; j < kPolygonCount; ++j) {
+ Polygon &polyB = _polygons[j];
+ if (!polyB.isPresent) {
+ continue;
+ }
+
+ if (!overlaps(polyA.rect, polyB.rect)) {
+ continue;
+ }
+
+ if (mergePolygons(polyA, polyB)) {
+ goto restart;
+ }
+ }
+ }
+}
+
+int Obstacles::findEmptyPolygon() const {
+ for (int i = 0; i < kPolygonCount; i++) {
+ if (!_polygons[i].isPresent) {
+ return i;
+ }
+ }
+ return -1;
+}
+
+float Obstacles::getLength(float x0, float z0, float x1, float z1) {
+ if (x0 == x1) {
+ return fabs(z1 - z0);
+ }
+ return fabs(x1 - x0);
}
bool Obstacles::find(const Vector3 &from, const Vector3 &to, Vector3 *next) const {
@@ -65,10 +321,157 @@ bool Obstacles::find(const Vector3 &from, const Vector3 &to, Vector3 *next) cons
return true;
}
+bool Obstacles::findIntersectionNearest(int polygonIndex, Vector2 from, Vector2 to,
+ int *outVertexIndex, float *outDistance, Vector2 *out) const
+{
+ float minDistance = 0.0f;
+ Vector2 minIntersection;
+ int minVertexIndex = -1;
+
+ bool hasDistance = false;
+
+ for (int i = 0; i < _polygons[polygonIndex].verticeCount; ++i) {
+ int nextIndex = (i + 1) % _polygons[polygonIndex].verticeCount;
+ Vector2 *vertices = _polygons[polygonIndex].vertices;
+ Vector2 intersection;
+ bool intersects = lineIntersection(from, to, vertices[i], vertices[nextIndex], &intersection);
+ if (intersects) {
+ float distance2 = distance(from, intersection);
+ if (!hasDistance || distance2 < minDistance) {
+ minDistance = distance2;
+ minIntersection = intersection;
+ minVertexIndex = i;
+ hasDistance = true;
+ }
+ }
+ }
+
+ *outDistance = minDistance;
+ *outVertexIndex = minVertexIndex;
+ *out = minIntersection;
+
+ return minVertexIndex != -1;
+}
+
+bool Obstacles::findIntersectionFarthest(int polygonIndex, Vector2 from, Vector2 to,
+ int *outVertexIndex, float *outDistance, Vector2 *out) const
+{
+ float maxDistance = 0.0f;
+ Vector2 maxIntersection;
+ int maxVertexIndex = -1;
+
+ bool hasDistance = false;
+
+ for (int i = 0; i < _polygons[polygonIndex].verticeCount; ++i) {
+ int nextIndex = (i + 1) % _polygons[polygonIndex].verticeCount;
+ Vector2 *vertices = _polygons[polygonIndex].vertices;
+ Vector2 intersection;
+ bool intersects = lineIntersection(from, to, vertices[i], vertices[nextIndex], &intersection);
+ if (intersects) {
+ float distance2 = distance(from, intersection);
+ if (!hasDistance || distance2 > maxDistance) {
+ maxDistance = distance2;
+ maxIntersection = intersection;
+ maxVertexIndex = i;
+ hasDistance = true;
+ }
+ }
+ }
+
+ *outDistance = maxDistance;
+ *outVertexIndex = maxVertexIndex;
+ *out = maxIntersection;
+
+ return maxVertexIndex != -1;
+}
+
+bool Obstacles::findPolygonVerticeByXZ(int *polygonIndex, int *verticeIndex, int *verticeCount, float x, float z) const {
+ *polygonIndex = -1;
+ *verticeIndex = -1;
+ *verticeCount = -1;
+
+ for (int i = 0; i != kPolygonCount; ++i) {
+ if (!_polygons[i].isPresent || _polygons[i].verticeCount == 0) {
+ continue;
+ }
+
+ for (int j = 0; j != kPolygonVertexCount; ++j) {
+ if (_polygons[i].vertices[j].x == x && _polygons[i].vertices[j].y == z) {
+ *polygonIndex = i;
+ *verticeIndex = j;
+ *verticeCount = _polygons[i].verticeCount;
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+bool Obstacles::findPolygonVerticeByXZWithinTolerance(float x, float z, int *polygonIndex, int *verticeIndex) const {
+ *polygonIndex = -1;
+ *verticeIndex = -1;
+
+ for (int i = 0; i != kPolygonCount; ++i) {
+ if (!_polygons[i].isPresent || _polygons[i].verticeCount == 0) {
+ continue;
+ }
+
+ for (int j = 0; j != kPolygonVertexCount; ++j) {
+ if (WITHIN_TOLERANCE(_polygons[i].vertices[j].x, x)) {
+ if (WITHIN_TOLERANCE(_polygons[i].vertices[j].y, z)) {
+ *polygonIndex = i;
+ *verticeIndex = j;
+ return true;
+ }
+ }
+ }
+ }
+
+ return false;
+}
+
+void Obstacles::clearVertices() {
+ _verticeCount = 0;
+}
+
+void Obstacles::copyVerticesReverse() {
+
+}
+
+void Obstacles::copyVertices() {
+
+}
+
void Obstacles::backup() {
+ for (int i = 0; i != kPolygonCount; ++i) {
+ _polygonsBackup[i].isPresent = false;
+ }
+
+ int count = 0;
+ for (int i = 0; i != kPolygonCount; ++i) {
+ if (_polygons[i].isPresent) {
+ _polygonsBackup[count] = _polygons[i];
+ ++count;
+ }
+ }
+
+ for (int i = 0; i != kPolygonCount; ++i) {
+ _polygons[i] = _polygonsBackup[count];
+ }
+
+ _count = count;
+ _backup = true;
}
-void Obstacles::restore() {}
+void Obstacles::restore() {
+ for (int i = 0; i != kPolygonCount; ++i) {
+ _polygons[i].isPresent = false;
+ }
+ for (int i = 0; i != kPolygonCount; ++i) {
+ _polygons[i] = _polygonsBackup[i];
+ }
+}
void Obstacles::save(SaveFileWriteStream &f) {
f.writeBool(_backup);
@@ -77,10 +480,10 @@ void Obstacles::save(SaveFileWriteStream &f) {
Polygon &p = _polygonsBackup[i];
f.writeBool(p.isPresent);
f.writeInt(p.verticeCount);
- f.writeFloat(p.left);
- f.writeFloat(p.bottom);
- f.writeFloat(p.right);
- f.writeFloat(p.top);
+ f.writeFloat(p.rect.x0);
+ f.writeFloat(p.rect.y0);
+ f.writeFloat(p.rect.x1);
+ f.writeFloat(p.rect.y1);
for (int j = 0; j < kPolygonVertexCount; ++j) {
f.writeVector2(p.vertices[j]);
}
@@ -108,15 +511,15 @@ void Obstacles::load(SaveFileReadStream &f) {
Polygon &p = _polygonsBackup[i];
p.isPresent = f.readBool();
p.verticeCount = f.readInt();
- p.left = f.readFloat();
- p.bottom = f.readFloat();
- p.right = f.readFloat();
- p.top = f.readFloat();
+ p.rect.x0 = f.readFloat();
+ p.rect.y0 = f.readFloat();
+ p.rect.x1 = f.readFloat();
+ p.rect.y1 = f.readFloat();
for (int j = 0; j < kPolygonVertexCount; ++j) {
p.vertices[j] = f.readVector2();
}
for (int j = 0; j < kPolygonVertexCount; ++j) {
- p.vertexType[j] = f.readInt();
+ p.vertexType[j] = (VertexType)f.readInt();
}
}
@@ -130,5 +533,30 @@ void Obstacles::load(SaveFileReadStream &f) {
_verticeCount = f.readInt();
}
+void Obstacles::draw() {
+ for (int i = 0; i != kPolygonCount; ++i) {
+ if (!_polygons[i].isPresent) {
+ continue;
+ }
+
+ Vector3 p0 = _vm->_view->calculateScreenPosition(Vector3(
+ _polygons[i].vertices[_polygons[i].verticeCount - 1].x,
+ 0,
+ _polygons[i].vertices[_polygons[i].verticeCount - 1].y
+ ));
+
+ for (int j = 0; j != _polygons[i].verticeCount; ++j) {
+ Vector3 p1 = _vm->_view->calculateScreenPosition(Vector3(
+ _polygons[i].vertices[j].x,
+ 0.0f,
+ _polygons[i].vertices[j].y
+ ));
+
+ _vm->_surfaceFront.drawLine(p0.x, p0.y, p1.x, p1.y, 0x7FE0);
+
+ p0 = p1;
+ }
+ }
+}
} // End of namespace BladeRunner
diff --git a/engines/bladerunner/obstacles.h b/engines/bladerunner/obstacles.h
index b50c51e64c..25124904ef 100644
--- a/engines/bladerunner/obstacles.h
+++ b/engines/bladerunner/obstacles.h
@@ -23,6 +23,7 @@
#ifndef BLADERUNNER_OBSTACLES_H
#define BLADERUNNER_OBSTACLES_H
+#include "bladerunner/rect.h"
#include "bladerunner/vector.h"
namespace BladeRunner {
@@ -36,15 +37,27 @@ class Obstacles {
static const int kPolygonCount = 50;
static const int kPolygonVertexCount = 160;
+ enum VertexType {
+ BOTTOM_LEFT,
+ TOP_LEFT,
+ TOP_RIGHT,
+ BOTTOM_RIGHT
+ };
+
+ struct LineSegment {
+ Vector2 start;
+ Vector2 end;
+ };
+
struct Polygon {
- bool isPresent;
- int verticeCount;
- float left;
- float bottom;
- float right;
- float top;
- Vector2 vertices[kPolygonVertexCount];
- int vertexType[kPolygonVertexCount];
+ bool isPresent;
+ int verticeCount;
+ Rect rect;
+ Vector2 vertices[kPolygonVertexCount];
+ VertexType vertexType[kPolygonVertexCount];
+
+ Polygon() : isPresent(false), verticeCount(0)
+ {}
};
BladeRunnerEngine *_vm;
@@ -56,16 +69,39 @@ class Obstacles {
int _count;
bool _backup;
+ static bool lineLineIntersection(LineSegment a, LineSegment b, Vector2 *intersectionPoint);
+ static bool linePolygonIntersection(LineSegment lineA, VertexType lineAType, Polygon *polyB, Vector2 *intersectionPoint, int *intersectionIndex);
+
+ bool mergePolygons(Polygon &polyA, Polygon &PolyB);
+
public:
Obstacles(BladeRunnerEngine *vm);
~Obstacles();
void clear();
- void add(float x0, float z0, float x1, float z1);
+ void add(Rect rect);
+ void add(float x0, float z0, float x1, float z1) { add(Rect(x0, z0, x1, z1)); }
+ int findEmptyPolygon() const;
+ static float getLength(float x0, float z0, float x1, float z1);
bool find(const Vector3 &from, const Vector3 &to, Vector3 *next) const;
+
+ bool findIntersectionNearest(int polygonIndex, Vector2 from, Vector2 to,
+ int *outVertexIndex, float *outDistance, Vector2 *out) const;
+ bool findIntersectionFarthest(int polygonIndex, Vector2 from, Vector2 to,
+ int *outVertexIndex, float *outDistance, Vector2 *out) const;
+
+ bool findPolygonVerticeByXZ(int *polygonIndex, int *verticeIndex, int *verticeCount, float x, float z) const;
+ bool findPolygonVerticeByXZWithinTolerance(float x, float z, int *polygonIndex, int *verticeIndex) const;
+
+ void clearVertices();
+ void copyVerticesReverse();
+ void copyVertices();
+
void backup();
void restore();
+ void reset();
+ void draw();
void save(SaveFileWriteStream &f);
void load(SaveFileReadStream &f);
};
diff --git a/engines/bladerunner/rect.h b/engines/bladerunner/rect.h
new file mode 100644
index 0000000000..da01af389d
--- /dev/null
+++ b/engines/bladerunner/rect.h
@@ -0,0 +1,75 @@
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#ifndef BLADERUNNER_RECT_H
+#define BLADERUNNER_RECT_H
+
+#include "common/debug.h"
+#include "common/types.h"
+#include "common/util.h"
+
+namespace BladeRunner {
+
+struct Rect {
+ float x0;
+ float y0;
+ float x1;
+ float y1;
+
+ Rect()
+ : x0(0.0f), y0(0.0f), x1(0.0f), y1(0.0f)
+ {}
+ Rect(float x0, float y0, float x1, float y1)
+ : x0(x0), y0(y0), x1(x1), y1(y1)
+ {}
+
+ void expand(float d) {
+ x0 -= d;
+ y0 -= d;
+ x1 += d;
+ y1 += d;
+ }
+
+ void trunc_2_decimals() {
+ x0 = truncf(x0 * 100.0f) / 100.0f;
+ y0 = truncf(y0 * 100.0f) / 100.0f;
+ x1 = truncf(x1 * 100.0f) / 100.0f;
+ y1 = truncf(y1 * 100.0f) / 100.0f;
+ }
+};
+
+inline bool overlaps(const Rect &a, const Rect &b) {
+ return !(a.y1 < b.y0 || a.y0 > b.y1 || a.x0 > b.x1 || a.x1 < b.x0);
+}
+
+inline Rect merge(const Rect &a, const Rect &b) {
+ Rect c;
+ c.x0 = MIN(a.x0, b.x0);
+ c.y0 = MIN(a.y0, b.y0);
+ c.x1 = MAX(a.x1, b.x1);
+ c.y1 = MAX(a.y1, b.y1);
+ return c;
+}
+
+} // End of namespace BladeRunner
+
+#endif
diff --git a/engines/bladerunner/script/scene_script.cpp b/engines/bladerunner/script/scene_script.cpp
index 01fe3e3b1e..ff43853044 100644
--- a/engines/bladerunner/script/scene_script.cpp
+++ b/engines/bladerunner/script/scene_script.cpp
@@ -161,8 +161,10 @@ void SceneScript::initializeScene() {
}
void SceneScript::sceneLoaded() {
+ _vm->_sceneIsLoading = true;
_inScriptCounter++;
_currentScript->SceneLoaded();
+ _vm->_sceneIsLoading = false;
_inScriptCounter--;
}
diff --git a/engines/bladerunner/vector.h b/engines/bladerunner/vector.h
index f3cc1f1e6d..22ef5cd839 100644
--- a/engines/bladerunner/vector.h
+++ b/engines/bladerunner/vector.h
@@ -37,6 +37,14 @@ public:
Vector2(float ax, float ay) : x(ax), y(ay) {}
};
+inline bool operator==(const Vector2 &a, const Vector2 &b) {
+ return a.x == b.x && a.y == b.y;
+}
+
+inline bool operator!=(const Vector2 &a, const Vector2 &b) {
+ return !(a == b);
+}
+
class Vector3 {
public:
float x;
@@ -132,6 +140,10 @@ inline float distance(float x1, float z1, float x2, float z2) {
return int_part + frac_part;
}
+inline float distance(const Vector2 &v1, const Vector2 &v2) {
+ return distance(v1.x, v1.y, v2.x, v2.y);
+}
+
inline float distance(const Vector3 &v1, const Vector3 &v2) {
return distance(v1.x, v1.z, v2.x, v2.z);
}