269 lines
8.1 KiB
C++
269 lines
8.1 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/wwphys/floodfillgrid.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 6/16/00 11:51a $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __FLOODFILLGRID_H
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#define __FLOODFILLGRID_H
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#include "vector2.h"
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#include "vector2i.h"
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#include "vector3.h"
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#include "floodfillbox.h"
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#include "wwdebug.h"
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///////////////////////////////////////////////////////////////////////
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// Forward declarations
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///////////////////////////////////////////////////////////////////////
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class AABoxClass;
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///////////////////////////////////////////////////////////////////////
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//
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// FloodfillGridClass
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//
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///////////////////////////////////////////////////////////////////////
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class FloodfillGridClass
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{
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public:
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////////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////////
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FloodfillGridClass (void);
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virtual ~FloodfillGridClass (void);
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////////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////////
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//
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// Initialization methods
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//
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void Initialize (const Vector3 &box_extents, const Vector3 &min_extents, const Vector3 &max_extents);
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//
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// Insertion/removal methods
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//
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void Add_Box (FloodfillBoxClass *box);
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bool Remove_Box (FloodfillBoxClass *box);
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void Reset (void);
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//
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// Collection methods
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//
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void Collect_Boxes (const AABoxClass &vol);
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BODY_BOX_LIST & Get_Collection_List (void);
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FloodfillBoxClass * Find_Box (const Vector3 &pos);
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int Compute_Box_Count(const AABoxClass & vol);
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//
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// Accessors
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//
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Vector3 Get_Floodfill_Box_Extents(void);
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AABoxClass Convert_To_AABox(FloodfillBoxClass * floodbox);
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protected:
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////////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////////
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int Get_Cell_Index (const Vector3 &pos);
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void Point_To_Cell (const Vector3 &pos, int *cell_x, int *cell_y);
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private:
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////////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////////
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FloodfillBoxClass ** m_Grid;
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Vector3 m_BoxExtent;
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Vector2 m_CellSize;
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Vector2 m_WorldMin;
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Vector2 m_WorldMax;
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int m_CellsX;
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int m_CellsY;
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BODY_BOX_LIST m_CollectionList;
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};
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////////////////////////////////////////////////////////////////////
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// Get_Collection_List
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////////////////////////////////////////////////////////////////////
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inline BODY_BOX_LIST &
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FloodfillGridClass::Get_Collection_List (void)
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{
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return m_CollectionList;
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}
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////////////////////////////////////////////////////////////////////
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// Get_Floodfill_Box_Size
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////////////////////////////////////////////////////////////////////
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inline Vector3 FloodfillGridClass::Get_Floodfill_Box_Extents(void)
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{
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return m_BoxExtent;
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}
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////////////////////////////////////////////////////////////////////
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// Point_To_Cell
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////////////////////////////////////////////////////////////////////
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inline void
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FloodfillGridClass::Point_To_Cell (const Vector3 &pos, int *cell_x, int *cell_y)
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{
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//
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// Convert from 'world-coords' to 'grid-coords'
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//
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float cell_x_pos = pos.X - m_WorldMin.X;
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float cell_y_pos = pos.Y - m_WorldMin.Y;
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//
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// Calculate cell indicies from the coordinates
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//
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(*cell_x) = int(cell_x_pos / m_CellSize.X);
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(*cell_y) = int(cell_y_pos / m_CellSize.Y);
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//
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// Clamp the cells to the bounds
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//
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(*cell_x) = max ((*cell_x), 0);
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(*cell_y) = max ((*cell_y), 0);
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(*cell_x) = min ((*cell_x), m_CellsX - 1);
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(*cell_y) = min ((*cell_y), m_CellsY - 1);
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return;
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}
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////////////////////////////////////////////////////////////////////
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// Get_Cell_Index
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////////////////////////////////////////////////////////////////////
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inline int
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FloodfillGridClass::Get_Cell_Index (const Vector3 &pos)
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{
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int cell_x = 0;
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int cell_y = 0;
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Point_To_Cell (pos, &cell_x, &cell_y);
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/*int min_x = 0;
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int min_y = 0;
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Point_To_Cell (pos - (m_BoxExtent-Vector3 (0.075F, 0.075F, 0.075F)), &min_x, &min_y);
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int max_x = 0;
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int max_y = 0;
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Point_To_Cell (pos + (m_BoxExtent-Vector3 (0.075F, 0.075F, 0.075F)), &max_x, &max_y);
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WWASSERT (cell_x == min_x && cell_x == max_x);
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WWASSERT (cell_y == min_y && cell_y == max_y);*/
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return (cell_y * m_CellsX) + cell_x;
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}
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////////////////////////////////////////////////////////////////////
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// Add_Box
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////////////////////////////////////////////////////////////////////
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inline void
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FloodfillGridClass::Add_Box (FloodfillBoxClass *box)
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{
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//
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// Calculate what cell this box should live in
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//
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int index = Get_Cell_Index (box->Get_Position ());
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WWASSERT (index >= 0 && index < m_CellsX * m_CellsY);
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//
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// Link the box into the system at the given index
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//
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FloodfillBoxClass *cell_contents = m_Grid[index];
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m_Grid[index] = box;
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box->Set_Grid_Link (cell_contents);
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return ;
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}
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////////////////////////////////////////////////////////////////////
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// Remove_Box
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////////////////////////////////////////////////////////////////////
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inline bool
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FloodfillGridClass::Remove_Box (FloodfillBoxClass *box)
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{
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//
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// Calculate what cell this box lives in
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//
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int index = Get_Cell_Index (box->Get_Position ());
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WWASSERT (index >= 0 && index < m_CellsX * m_CellsY);
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//
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// Attempt to find the box in this grid
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//
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bool found = false;
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FloodfillBoxClass *curr_box = NULL;
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FloodfillBoxClass *prev_box = NULL;
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for ( curr_box = m_Grid[index];
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curr_box != NULL && !found;
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curr_box = curr_box->Get_Grid_Link ())
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{
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//
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// Is this the box we are looking for?
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//
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if (box == curr_box) {
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//
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// Unlink this box from the grid
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//
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if (prev_box != NULL) {
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prev_box->Set_Grid_Link (box->Get_Grid_Link ());
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} else {
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m_Grid[index] = box->Get_Grid_Link ();
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}
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box->Set_Grid_Link (NULL);
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found = true;
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}
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prev_box = curr_box;
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}
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return found;
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}
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#endif //__FLOODFILLGRID_H
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