/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** 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 3 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, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : LevelEdit * * * * $Archive:: /Commando/Code/wwphys/floodfillbox.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 5/03/01 5:29p $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "floodfillbox.h" #include "pathfindsector.h" #include "pathfindportal.h" #include "pathfind.h" ////////////////////////////////////////////////////////////////////////// // Static member initialization ////////////////////////////////////////////////////////////////////////// FloodfillBoxClass *FloodfillBoxClass::m_First = NULL; FloodfillBoxClass *FloodfillBoxClass::m_Last = NULL; /////////////////////////////////////////////////////////////////////////// // // Is_Two_Way_Traversible // /////////////////////////////////////////////////////////////////////////// bool FloodfillBoxClass::Is_Two_Way_Traversible (PATHFIND_DIR dir) { bool retval = false; FloodfillBoxClass *neighbor = Peek_Neighbor (dir); if (neighbor != NULL) { retval = (neighbor->Peek_Neighbor (::Inverse_Pathfind_Dir (dir)) == this); } return retval; } /////////////////////////////////////////////////////////////////////////// // // Is_New_Portal // /////////////////////////////////////////////////////////////////////////// bool FloodfillBoxClass::Is_New_Portal (PATHFIND_DIR dir, PathfindSectorClass *dest_sector) { bool retval = false; // // Basically this box is part of a new 'portal' if: // // a) Its not already part of a portal. // b) It has a neighbor in the specified direction. // c) Its neighbor doesn't belong to the same sector OR // c) Its neighbor is the sector we are looking for // if ( (Part_Of_Portal (dir) == false) && (m_Sector != NULL) && (m_Neighbors[dir] != NULL) && (Get_Traversible (dir))) { if ( (dest_sector != NULL) && (m_Neighbors[dir]->m_Sector == dest_sector) && (m_Neighbors[dir]->m_Sector->Is_Valid ())) { retval = true; } else if ( (dest_sector == NULL) && (m_Neighbors[dir]->m_Sector != m_Sector) && (m_Neighbors[dir]->m_Sector != NULL) && m_Neighbors[dir]->m_Sector->Is_Valid ()) { retval = true; } } return retval; } /////////////////////////////////////////////////////////////////////////// // // Make_Portal // /////////////////////////////////////////////////////////////////////////// PathfindPortalClass * FloodfillBoxClass::Make_Portal ( PATHFIND_DIR dir, const Vector3 & box_size, float z_pos, float min_acceptable_size ) { PATHFIND_DIR slide_dir1 = PATHFIND_DIR((dir + 1) & 1); PATHFIND_DIR slide_dir2 = PATHFIND_DIR(slide_dir1 + 2); WWASSERT (m_Neighbors[dir] != NULL); PathfindSectorClass *dest_sector = m_Neighbors[dir]->m_Sector; FloodfillBoxClass *curr_box = this; Vector3 min_point (100000.0F, 100000.0F, 100000.0F); Vector3 max_point (-100000.0F, -100000.0F, -100000.0F); Vector3 offset (0.0F, 0.0F, 0.0F); Vector3 thickness (0.0F, 0.0F, box_size.Z * 1.1F); if (dir == DIR_FORWARD) { offset.X = box_size.X * 0.5F; thickness.X = box_size.X * 0.05F; thickness.Y = box_size.Y * 0.5F; } else if (dir == DIR_BACKWARD) { offset.X = box_size.X * -0.5F; thickness.X = box_size.X * -0.05F; thickness.Y = box_size.Y * 0.5F; } else if (dir == DIR_RIGHT) { offset.Y = box_size.Y * -0.5F; thickness.Y = box_size.Y * 0.05F; thickness.X = box_size.X * 0.5F; } else { offset.Y = box_size.Y * 0.5F; thickness.Y = box_size.Y * -0.05F; thickness.X = box_size.X * 0.5F; } DynamicVectorClass portal_list; // // Determine if this portal is going to be a one way or a two way... // bool is_two_way = Is_Two_Way_Traversible (dir); // // Calculate the height of the portal... // min_point.Z = z_pos; max_point.Z = z_pos + (box_size.Z * 1.1F); if (is_two_way) { PathfindSectorClass *sector_from = m_Sector; PathfindSectorClass *sector_to = dest_sector; const AABoxClass &box_from = sector_from->Get_Bounding_Box (); const AABoxClass &box_to = sector_to->Get_Bounding_Box (); float min_z1 = box_from.Center.Z - box_from.Extent.Z; float min_z2 = box_to.Center.Z - box_to.Extent.Z; float max_z1 = box_from.Center.Z + box_from.Extent.Z; float max_z2 = box_to.Center.Z + box_to.Extent.Z; min_point.Z = max (min_z1, min_z2); max_point.Z = min (max_z1, max_z2); } bool keep_going = true; // // Find the last box in the row that is a portal to the given sector. // Note: This is inclusive of the starting box. // while (keep_going) { portal_list.Add (curr_box); Vector3 position = curr_box->Get_Position (); position += offset; min_point.X = min (min_point.X, position.X); min_point.Y = min (min_point.Y, position.Y); min_point.X = min (min_point.X, position.X + thickness.X); min_point.Y = min (min_point.Y, position.Y + thickness.Y); min_point.X = min (min_point.X, position.X - thickness.X); min_point.Y = min (min_point.Y, position.Y - thickness.Y); max_point.X = max (max_point.X, position.X); max_point.Y = max (max_point.Y, position.Y); max_point.X = max (max_point.X, position.X + thickness.X); max_point.Y = max (max_point.Y, position.Y + thickness.Y); max_point.X = max (max_point.X, position.X - thickness.X); max_point.Y = max (max_point.Y, position.Y - thickness.Y); // // Should we keep going? // keep_going = ((curr_box = curr_box->Peek_Neighbor (slide_dir1)) != NULL) && (curr_box->m_Sector == m_Sector) && (curr_box->Is_New_Portal (dir, dest_sector)) && (curr_box->Is_Two_Way_Traversible (dir) == is_two_way); } // // Find the first box in the row that is a portal to the given sector. // curr_box = this; while ( ((curr_box = curr_box->Peek_Neighbor (slide_dir2)) != NULL) && (curr_box->m_Sector == m_Sector) && (curr_box->Is_New_Portal (dir, dest_sector)) && (curr_box->Is_Two_Way_Traversible (dir) == is_two_way)) { portal_list.Add (curr_box); Vector3 position = curr_box->Get_Position (); position += offset; min_point.X = min (min_point.X, position.X); min_point.Y = min (min_point.Y, position.Y); min_point.X = min (min_point.X, position.X + thickness.X); min_point.Y = min (min_point.Y, position.Y + thickness.Y); min_point.X = min (min_point.X, position.X - thickness.X); min_point.Y = min (min_point.Y, position.Y - thickness.Y); max_point.X = max (max_point.X, position.X); max_point.Y = max (max_point.Y, position.Y); max_point.X = max (max_point.X, position.X + thickness.X); max_point.Y = max (max_point.Y, position.Y + thickness.Y); max_point.X = max (max_point.X, position.X - thickness.X); max_point.Y = max (max_point.Y, position.Y - thickness.Y); } PathfindPortalClass *portal = NULL; // // Choose the largest dimension // float test1 = (max_point.X - min_point.X); float test2 = (max_point.Y - min_point.Y); float test_value = max (test1, test2); // // Is this portal large enough? // if (test_value >= min_acceptable_size) { // // Let each box know that it is being bound into this portal // for (int index = 0; index < portal_list.Count (); index ++) { FloodfillBoxClass *portal_box = portal_list[index]; portal_box->Part_Of_Portal (dir, true); if (is_two_way) { portal_box->m_Neighbors[dir]->Part_Of_Portal (::Inverse_Pathfind_Dir (dir), true); } } // // Create the new portal // portal = new PathfindPortalClass; portal->Add_Dest_Sector (dest_sector); if (is_two_way) { portal->Add_Dest_Sector (m_Sector); } // // Set the portal's bounding box // AABoxClass bounding_box; bounding_box.Center = min_point + ((max_point - min_point) / 2.0F); bounding_box.Extent.X = (max_point.X - min_point.X) / 2.0F; bounding_box.Extent.Y = (max_point.Y - min_point.Y) / 2.0F; bounding_box.Extent.Z = (max_point.Z - min_point.Z) / 2.0F; portal->Set_Bounding_Box (bounding_box); // // Register the portal with the system // int portal_index = PathfindClass::Get_Instance ()->Add_Portal (portal); m_Sector->Add_Portal (portal_index); if (is_two_way) { dest_sector->Add_Portal (portal_index); } } return portal; }