public PortalTemplate(XmlNode xmlNode) { int pixel_x = Int32.Parse(xmlNode.Attributes["x"].Value); int pixel_y = Int32.Parse(xmlNode.Attributes["y"].Value); int pixel_width = (xmlNode.Attributes["width"] != null) ? Int32.Parse(xmlNode.Attributes["width"].Value) : (int)GameConstants.TILE_PIXEL_SIZE; int pixel_height = (xmlNode.Attributes["height"] != null) ? Int32.Parse(xmlNode.Attributes["height"].Value) : (int)GameConstants.TILE_PIXEL_SIZE; Point3d position0 = GameConstants.ConvertPixelPositionToRoomPosition(pixel_x, pixel_y); Point3d position1 = GameConstants.ConvertPixelPositionToRoomPosition(pixel_x + pixel_width, pixel_y + pixel_height); portal_id = Int32.Parse(xmlNode.Attributes["id"].Value); bounding_box = new AABB3d( Point3d.Min(position0, position1), Point3d.Max(position0, position1)); roomSide = (MathConstants.eSignedDirection)Enum.Parse(typeof(MathConstants.eSignedDirection), xmlNode.Attributes["Direction"].Value); portal_type = (ePortalType)Enum.Parse(typeof(ePortalType), xmlNode.Attributes["Type"].Value); }
public EnergyTankData() { energy_tank_id = -1; energy = 0; ownership = GameConstants.eFaction.neutral; position = new Point3d(); boundingBox = new AABB3d(); room_key = new RoomKey(); }
public AABB3d bounding_box; // Room Relative public Portal() { portal_id = -1; target_portal_id = -1; room_x = 0; room_y = 0; room_z = 0; portal_type = ePortalType.door; room_side = MathConstants.eSignedDirection.positive_x; bounding_box = new AABB3d(); }
public Portal() { portal_id= -1; target_portal_id = -1; room_x= 0; room_y= 0; room_z= 0; portal_type = ePortalType.door; room_side = MathConstants.eSignedDirection.positive_x; bounding_box = new AABB3d(); }
public void AppendAABB(AABB3d aabb) { Point3d p0 = aabb.Min; Point3d p1 = aabb.Max; int start = vertices.Count + 1; // Vertex indices are 1-based, not 0-based vertices.Add(new Point3d(p0.x, p0.y, p0.z)); // 0 vertices.Add(new Point3d(p1.x, p0.y, p0.z)); // 1 vertices.Add(new Point3d(p1.x, p1.y, p0.z)); // 2 vertices.Add(new Point3d(p0.x, p1.y, p0.z)); // 3 vertices.Add(new Point3d(p0.x, p0.y, p1.z)); // 4 vertices.Add(new Point3d(p1.x, p0.y, p1.z)); // 5 vertices.Add(new Point3d(p1.x, p1.y, p1.z)); // 6 vertices.Add(new Point3d(p0.x, p1.y, p1.z)); // 7 faces.Add(new Face(start + 0, start + 1, start + 5, start + 4)); // -Y face faces.Add(new Face(start + 1, start + 2, start + 6, start + 5)); // +X face faces.Add(new Face(start + 2, start + 3, start + 7, start + 6)); // +Y face faces.Add(new Face(start + 3, start + 0, start + 4, start + 7)); // -X face faces.Add(new Face(start + 4, start + 5, start + 6, start + 7)); // +Z face faces.Add(new Face(start + 0, start + 3, start + 2, start + 1)); // -Z face }
public bool Equals(AABB3d other) { return(m_pMin.Equals(other.m_pMin) && m_pMax.Equals(other.m_pMax)); }
public AABB3d(AABB3d other) { this.m_pMin = new Point3d(other.m_pMin); this.m_pMax = new Point3d(other.m_pMax); }
public AABB3d EncloseAABB(AABB3d other) { return(new AABB3d(Point3d.Min(m_pMin, other.m_pMin), Point3d.Max(m_pMax, other.m_pMax))); }
public AABB3d(AABB3d other) { this.m_pMin = new Point3d(other.m_pMin); this.m_pMax = new Point3d(other.m_pMax); }
public NavMesh() { m_roomKey = null; m_boundingBox = new AABB3d(); m_rowCount = 0; m_colomnCount = 0; m_nonEmptyNavCellCount = 0; m_navCells = null; m_pvs = null; }
private void DumpLayoutGeometry( string dumpGeometryPath, DungeonLayout layout) { GeometryFileWriter fileWriter = new GeometryFileWriter(); string filename= string.Format("DungeonLayout_Game{0}_Size{1}", layout.GameID, layout.LayoutWorldTemplate.dungeon_size); string header = string.Format("DungeonLayout for GameID:{0} DungeonSize: {1}", layout.GameID, layout.LayoutWorldTemplate.dungeon_size); string result = SuccessMessages.GENERAL_SUCCESS; Vector3d roomSize = new Vector3d(WorldConstants.ROOM_X_SIZE, WorldConstants.ROOM_Y_SIZE, WorldConstants.ROOM_Z_SIZE); for (DungeonLayout.RoomIndexIterator iterator = new DungeonLayout.RoomIndexIterator(layout.RoomGrid); iterator.Valid; iterator.Next()) { DungeonLayout.RoomIndex roomIndex = iterator.Current; Room room = layout.GetRoomByIndex(roomIndex); AABB3d roomAABB = new AABB3d(room.world_position, room.world_position + roomSize); AABB3d shrunkRoomAABB = roomAABB.ScaleAboutCenter(0.5f); AABB3d centerAABB = roomAABB.ScaleAboutCenter(0.05f); // Add the AABB for this room fileWriter.AppendAABB(shrunkRoomAABB); // Create portal AABBs to all adjacent rooms for (MathConstants.eSignedDirection roomSide = MathConstants.eSignedDirection.first; roomSide < MathConstants.eSignedDirection.count; ++roomSide) { if (room.RoomHasPortalOnSide(roomSide)) { DungeonLayout.RoomIndex neighborRoomIndex = null; switch (roomSide) { case MathConstants.eSignedDirection.positive_x: neighborRoomIndex = roomIndex.Offset(1, 0, 0); break; case MathConstants.eSignedDirection.negative_x: neighborRoomIndex = roomIndex.Offset(-1, 0, 0); break; case MathConstants.eSignedDirection.positive_y: neighborRoomIndex = roomIndex.Offset(0, 1, 0); break; case MathConstants.eSignedDirection.negative_y: neighborRoomIndex = roomIndex.Offset(0, -1, 0); break; case MathConstants.eSignedDirection.positive_z: neighborRoomIndex = roomIndex.Offset(0, 0, 1); break; case MathConstants.eSignedDirection.negative_z: neighborRoomIndex = roomIndex.Offset(0, 0, -1); break; } Room neighborRoom = layout.GetRoomByIndex(neighborRoomIndex); AABB3d neighborRoomAABB = new AABB3d(neighborRoom.world_position, neighborRoom.world_position + roomSize); AABB3d neighborCenterAABB = neighborRoomAABB.ScaleAboutCenter(0.05f); AABB3d portalAABB = centerAABB.EncloseAABB(neighborCenterAABB); fileWriter.AppendAABB(portalAABB); } } // TODO: DumpLayoutGeometry: Color the rooms by teleporter pair } if (!fileWriter.SaveFile(dumpGeometryPath, filename, header, out result)) { _logger.WriteLine("DungeonValidator: WARNING: Failed to save layout geometry file"); _logger.WriteLine(result); } }
public RoomPortal() { portal_id = -1; target_portal_id = -1; boundingBox = new AABB3d(); }
public EnvironmentObjectDefinition() { classifier = eEnvironmentObjectClassifier.invalid; bounding_box = new AABB3d(); }
private void NavCellsFromXML(XmlNode navMeshXml) { string[] navMeshStringRows = navMeshXml.InnerText.Split(new char[] { '\r', '\n' }, StringSplitOptions.RemoveEmptyEntries); uint rowCount = (uint)navMeshStringRows.Length; uint colomnCount = (uint)navMeshStringRows[0].Length; // Compute derived room properties float roomWidth = (float)colomnCount * GameConstants.NAV_MESH_WORLD_UNITS_SIZE; float roomHeight = (float)rowCount * GameConstants.NAV_MESH_WORLD_UNITS_SIZE; BitArray navCellData = new BitArray((int)(rowCount * colomnCount)); int navMeshDataIndex = 0; foreach (string rowString in navMeshStringRows) { foreach (char c in rowString) { navCellData[navMeshDataIndex] = (c == '1'); ++navMeshDataIndex; } } m_colomnCount = colomnCount; m_rowCount = rowCount; m_nonEmptyNavCellCount = 0; m_roomKey = null; m_boundingBox = new AABB3d(); m_boundingBox.SetBounds2d(-roomWidth / 2.0f, -roomHeight / 2.0f, roomWidth / 2.0f, roomHeight / 2.0f); NavMesh.BuildNavCellConnectivityGrid( colomnCount, rowCount, navCellData, out m_navCells, out m_nonEmptyNavCellCount); }
private void NavCellsFromCompressedRawByteArray( byte[] compressedNavCells) { byte[] header = new byte[COMPRESSED_DATA_HEADER_BYTE_COUNT]; byte[] uncompressed = CompressionUtilities.RunLengthDecodeByteArray( compressedNavCells, CompressionUtilities.eEncodeType.Zeros, header); BitArray navCellData = new BitArray(uncompressed); // Read out the header Debug.Assert(COMPRESSED_DATA_HEADER_BYTE_COUNT == 2); uint colomnCount = (uint)header[0]; uint rowCount = (uint)header[1]; // Compute derived room properties int navCellCount = (int)(rowCount * colomnCount); float roomWidth = (float)colomnCount * GameConstants.NAV_MESH_WORLD_UNITS_SIZE; float roomHeight = (float)rowCount * GameConstants.NAV_MESH_WORLD_UNITS_SIZE; // Initialize the nav cell derived data m_colomnCount = colomnCount; m_rowCount = rowCount; m_nonEmptyNavCellCount = 0; m_roomKey = null; m_boundingBox = new AABB3d(); m_boundingBox.SetBounds2d(-roomWidth / 2.0f, -roomHeight / 2.0f, roomWidth / 2.0f, roomHeight / 2.0f); // Truncate extra bits added due to the bit array getting rounded up to the nearest byte navCellData.Length = navCellCount; // Compute the connectivity data from the nav cell bit array NavMesh.BuildNavCellConnectivityGrid( colomnCount, rowCount, navCellData, out m_navCells, out m_nonEmptyNavCellCount); }
public PortalTemplate(XmlNode xmlNode) { int pixel_x = Int32.Parse(xmlNode.Attributes["x"].Value); int pixel_y = Int32.Parse(xmlNode.Attributes["y"].Value); int pixel_width = (xmlNode.Attributes["width"] != null) ? Int32.Parse(xmlNode.Attributes["width"].Value) : (int)GameConstants.TILE_PIXEL_SIZE; int pixel_height = (xmlNode.Attributes["height"] != null) ? Int32.Parse(xmlNode.Attributes["height"].Value) : (int)GameConstants.TILE_PIXEL_SIZE; Point3d position0 = GameConstants.ConvertPixelPositionToRoomPosition(pixel_x, pixel_y); Point3d position1 = GameConstants.ConvertPixelPositionToRoomPosition(pixel_x + pixel_width, pixel_y + pixel_height); portal_id = Int32.Parse(xmlNode.Attributes["id"].Value); bounding_box = new AABB3d( Point3d.Min(position0, position1), Point3d.Max(position0, position1)); roomSide = (MathConstants.eSignedDirection)Enum.Parse(typeof(MathConstants.eSignedDirection), xmlNode.Attributes["Direction"].Value); portal_type = (ePortalType)Enum.Parse(typeof(ePortalType), xmlNode.Attributes["Type"].Value); }
public AABB3d EncloseAABB(AABB3d other) { return new AABB3d(Point3d.Min(m_pMin, other.m_pMin), Point3d.Max(m_pMax, other.m_pMax)); }
public bool Equals(AABB3d other) { return m_pMin.Equals(other.m_pMin) && m_pMax.Equals(other.m_pMax); }
public AABB3d bounding_box; // Object Relative public EnvironmentObjectDefinition() { classifier = eEnvironmentObjectClassifier.invalid; bounding_box = new AABB3d(); }
public NavMesh(RoomKey roomKey, NavMesh navMeshTemplate) { m_roomKey = new RoomKey(roomKey); m_boundingBox = new AABB3d(navMeshTemplate.m_boundingBox); m_rowCount = navMeshTemplate.m_rowCount; m_colomnCount = navMeshTemplate.m_colomnCount; m_nonEmptyNavCellCount = navMeshTemplate.m_nonEmptyNavCellCount; m_navCells = new NavCell[navMeshTemplate.m_navCells.Length]; Array.Copy(navMeshTemplate.m_navCells, m_navCells, m_navCells.Length); m_pvs = new PotentiallyVisibleSet(navMeshTemplate.m_pvs); }