/* ** 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/Tools/LevelEdit/Grid3D.h $Modtime:: $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __GRID_3D_H #define __GRID_3D_H #include "Vector3.H" #include "WWDebug.H" ////////////////////////////////////////////////////////////////////////// // // Grid3DClass // ////////////////////////////////////////////////////////////////////////// template class Grid3DClass { public: //////////////////////////////////////////////////////////////////// // Public constructors/destructors //////////////////////////////////////////////////////////////////// Grid3DClass (void) : m_GridSize (0, 0, 0), m_Grid (NULL) { } Grid3DClass (const Vector3 &grid_size, const T &inital_value) : m_GridSize (0, 0, 0), m_Grid (NULL) { Create_Grid (grid_size, inital_value); } virtual ~Grid3DClass (void) { Free_Grid (); } //////////////////////////////////////////////////////////////////// // Public methods //////////////////////////////////////////////////////////////////// // Cell manipulation T & Get_At (int x, int y, int z); void Set_At (int x, int y, int z, const T &value); // Allocation routines void Create_Grid (const Vector3 &grid_size, const T &initial_value); void Free_Grid (void); // Information methods Vector3 Get_Grid_Size (void) const { return m_GridSize; } int Get_Cells_X (void) const { return m_GridSize.X; } int Get_Cells_Y (void) const { return m_GridSize.Y; } int Get_Cells_Z (void) const { return m_GridSize.Z; } // 'Flat' methods, for enumerating every cell T & Get_At_Flat (int index) { return m_Grid[index]; } int Get_Flat_Size (void) const { return (m_GridSize.X * m_GridSize.Y * m_GridSize.Z); } protected: //////////////////////////////////////////////////////////////////// // Protected methods //////////////////////////////////////////////////////////////////// virtual int Cell_Coord_To_Index (int x, int y, int z); private: //////////////////////////////////////////////////////////////////// // Private member data //////////////////////////////////////////////////////////////////// T * m_Grid; Vector3 m_GridSize; }; ////////////////////////////////////////////////////////////////////////// // // Create_Grid // ////////////////////////////////////////////////////////////////////////// template inline void Grid3DClass::Create_Grid (const Vector3 &grid_size, const T &inital_value) { // Start fresh Free_Grid (); // Store the grid's dimensions m_GridSize = grid_size; // // Allocate a flat array we can index into like a 3-D grid // int flat_size = m_GridSize.X * m_GridSize.Y * m_GridSize.Z; WWASSERT ((flat_size * sizeof (T)) < 16000000L); m_Grid = new T[flat_size]; // // Initialize the grid cells // for (int index = 0; index < flat_size; index ++) { m_Grid[index] = inital_value; } return ; } ////////////////////////////////////////////////////////////////////////// // // Free_Grid // ////////////////////////////////////////////////////////////////////////// template inline void Grid3DClass::Free_Grid (void) { if (m_Grid != NULL) { delete m_Grid; m_Grid = NULL; } m_GridSize.Set (0, 0, 0); return ; } ////////////////////////////////////////////////////////////////////////// // // Cell_Coord_To_Index // ////////////////////////////////////////////////////////////////////////// template inline int Grid3DClass::Cell_Coord_To_Index (int x, int y, int z) { return (x + (y * m_GridSize.X) + (z * m_GridSize.X * m_GridSize.Y)); } ////////////////////////////////////////////////////////////////////////// // // Get_At // ////////////////////////////////////////////////////////////////////////// template inline T & Grid3DClass::Get_At (int x, int y, int z) { WWASSERT (m_Grid != NULL); WWASSERT ((x < m_GridSize.X) && (y < m_GridSize.Y) && (z < m_GridSize.Z)); return m_Grid[Cell_Coord_To_Index (x, y, z)]; } ////////////////////////////////////////////////////////////////////////// // // Set_At // ////////////////////////////////////////////////////////////////////////// template inline void Grid3DClass::Set_At (int x, int y, int z, const T &value) { WWASSERT (m_Grid != NULL); WWASSERT ((x < m_GridSize.X) && (y < m_GridSize.Y) && (z < m_GridSize.Z)); m_Grid[Cell_Coord_To_Index (x, y, z)] = value; return ; } #endif //__GRID_3D_H