1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502
|
/* 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 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#include "hpl1/engine/scene/GridMap2D.h"
#include "hpl1/engine/math/Math.h"
#include "hpl1/engine/graphics/LowLevelGraphics.h"
#include "hpl1/engine/scene/Entity2D.h"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cGridMap2D::cGridMap2D(cVector2l avSize, cVector2l avGridSize, cVector2l avMaxGridSpan) {
mvSize = avSize;
mvGridSize = avGridSize;
mvMaxGridSpan = avMaxGridSpan;
mvGridNum = avSize / avGridSize + 1;
mlGlobalCount = 0;
mvGrids.resize(mvGridNum.x * mvGridNum.y);
for (int i = 0; i < (int)mvGrids.size(); i++)
mvGrids[i] = cGrid2D();
}
//-----------------------------------------------------------------------
cGridMap2D::~cGridMap2D() {
for (tGrid2DObjectMapIt it = m_mapAllObjects.begin(); it != m_mapAllObjects.end(); it++) {
it->second->Destroy();
hplDelete(it->second);
}
m_mapAllObjects.clear();
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// GRIDMAP PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
iGridMap2DIt *cGridMap2D::GetRectIterator(const cRect2f &aRect) {
cVector2l vPos = cVector2l((int)floor(aRect.x / (float)mvGridSize.x),
(int)floor(aRect.y / (float)mvGridSize.y));
cVector2l vSize = cVector2l((int)(aRect.w / (float)mvGridSize.x) + 1,
(int)(aRect.h / (float)mvGridSize.y) + 1);
// Check if we need yet another grid for x and y
if (aRect.x + aRect.w >= (vPos.x + vSize.x) * mvGridSize.x)
vSize.x++;
if (aRect.y + aRect.h >= (vPos.y + vSize.y) * mvGridSize.y)
vSize.y++;
// Log("\nPos: %d:%d\n",vPos.x,vPos.y);
// Log("Size: %d:%d\n\n",vSize.x,vSize.y);
return hplNew(cGridMap2DRectIt, (this, vPos, vSize));
}
//-----------------------------------------------------------------------
bool cGridMap2D::AddEntity(iEntity2D *apEntity) {
cGrid2DObject *pObject = hplNew(cGrid2DObject, (apEntity, this, mlHandleCount));
apEntity->SetGrid2DObject(pObject);
// Insert into the all map.
m_mapAllObjects.insert(tGrid2DObjectMap::value_type(mlHandleCount, pObject));
mlHandleCount++;
return true;
}
//-----------------------------------------------------------------------
bool cGridMap2D::RemoveEntity(iEntity2D *apEntity) {
cGrid2DObject *pObject = apEntity->GetGrid2DObject();
if (pObject == NULL)
return false;
pObject->Destroy();
m_mapAllObjects.erase(pObject->GetHandle());
hplDelete(pObject);
apEntity->SetGrid2DObject(NULL);
return true;
}
//-----------------------------------------------------------------------
cGrid2D *cGridMap2D::GetAt(int alX, int alY) {
if (alX >= mvGridNum.x || alX < 0 || alY >= mvGridNum.y || alY < 0)
return NULL;
return &mvGrids[alX + alY * mvGridNum.x];
}
//-----------------------------------------------------------------------
void cGridMap2D::DrawGrid(iLowLevelGraphics *apLowLevel, float afZ, cColor aCol) {
for (int x = 0; x < mvGridNum.x; x++)
for (int y = 0; y < mvGridNum.y; y++) {
apLowLevel->DrawLineRect2D(cRect2f((float)(x * mvGridSize.x), (float)(y * mvGridSize.y),
(float)(mvGridSize.x), (float)(mvGridSize.y)),
afZ, aCol);
}
}
//-----------------------------------------------------------------------
void cGridMap2D::DrawEntityGrids(iLowLevelGraphics *apLowLevel, cVector2f avWorldPos, float afZ, cColor aCol) {
tGrid2DObjectMapIt it = m_mapAllObjects.begin();
while (it != m_mapAllObjects.end()) {
iEntity2D *pEntity = it->second->GetEntity();
cRect2f Rect = pEntity->GetBoundingBox();
Rect.x -= avWorldPos.x;
Rect.y -= avWorldPos.y;
apLowLevel->DrawLineRect2D(Rect, afZ, aCol);
it++;
}
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// GRIDMAP PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cGridMap2DRectIt::cGridMap2DRectIt(cGridMap2D *apGridMap, cVector2l avPos, cVector2l avSize) {
mpGridMap = apGridMap;
mvPos = avPos;
mvSize = avSize;
mlType = 0;
mpObject = NULL;
mlGridNum = 0;
mlGridAdd = 0;
mlGridRowCount = 0;
mbUpdated = false;
// Increase the counter so you can load all objects.
mpGridMap->mlGlobalCount++;
mIt = mpGridMap->m_mapGlobalObjects.begin();
}
//-----------------------------------------------------------------------
bool cGridMap2DRectIt::HasNext() {
if (!mbUpdated) {
GetGridObject();
mbUpdated = true;
}
if (mpObject)
return true;
else
return false;
}
//-----------------------------------------------------------------------
iEntity2D *cGridMap2DRectIt::Next() {
iEntity2D *pEntity = NULL;
if (!mbUpdated) {
GetGridObject();
mbUpdated = true;
}
if (mpObject) {
pEntity = mpObject->GetEntity();
mIt++;
mbUpdated = false;
}
return pEntity;
}
//-----------------------------------------------------------------------
/////////////////////////// PRIVATE //////////////////////////////////////
//-----------------------------------------------------------------------
void cGridMap2DRectIt::GetGridObject() {
// bool bEnd = false;
switch (mlType) {
//// GLOBAL OBJECTS //////////////////
case 0: {
// No need to check if the GridObject has been used.
// All objects in globla only occur once
if (mIt == mpGridMap->m_mapGlobalObjects.end()) {
// Log("Reached end of global\n");
mlType = 1;
// Check if the coord is in an outer bound
if (mvPos.x < 0 || mvPos.y < 0 ||
mvPos.x + mvSize.x > mpGridMap->mvGridNum.x ||
mvPos.y + mvSize.y > mpGridMap->mvGridNum.y) {
// Log("Has outer!\n");
mIt = mpGridMap->m_mapOuterObjects.begin();
} else {
// Log("Has NO outer!\n");
mIt = mpGridMap->m_mapOuterObjects.end();
}
// FIXME: fallthrough intended from here?
// fallthrough
} else {
mpObject = mIt->second;
// Log("Found the object in global!\n");
break;
}
}
// FIXME: fallthrough intended?
// fallthrough
//// OUTER OBJECTS //////////////////
case 1: {
// No need to loop this one, since they only occur once and
// no other calls to the objects inside the grid has been made.
if (mIt == mpGridMap->m_mapOuterObjects.end()) {
// Log("End of outer!\n");
// Log("Pos: %d:%d\n",mvPos.x,mvPos.y);
// Log("Size: %d:%d\n",mvSize.x,mvSize.y);
// Log("----------\n");
mlType = 2;
// Check if the rect is outside of the grid map
// If so, we are done
if (mvPos.x >= mpGridMap->mvGridNum.x || mvPos.y >= mpGridMap->mvGridNum.y ||
mvPos.x + mvSize.x - 1 < 0 || mvPos.y + mvSize.y - 1 < 0) {
// Log("Outside Grid!\n");
mpObject = NULL;
mlType = -1;
break;
}
// Remove grids outside of the grid.
// Pos below (0,0):
if (mvPos.x < 0) {
mvSize.x += mvPos.x;
mvPos.x = 0;
}
if (mvPos.y < 0) {
mvSize.y += mvPos.y;
mvPos.y = 0;
}
// Size large than grid map
if (mvPos.x + mvSize.x > mpGridMap->mvGridNum.x) {
mvSize.x -= (mvPos.x + mvSize.x) - (mpGridMap->mvGridNum.x);
}
if (mvPos.y + mvSize.y > mpGridMap->mvGridNum.y) {
mvSize.y -= (mvPos.y + mvSize.y) - (mpGridMap->mvGridNum.y);
}
// Log("Pos: %d:%d\n",mvPos.x,mvPos.y);
// Log("Size: %d:%d\n",mvSize.x,mvSize.y);
// Calculate numbers needed to iterate the grid
mlGridNum = mvPos.x + mvPos.y * mpGridMap->mvGridNum.x;
mlGridAdd = mpGridMap->mvGridNum.x - mvSize.x;
mlGridRowCount = mvSize.y;
mlGridColCount = mvSize.x;
// Log("Num: %d Add: %d Row: %d Col: %d\n",mlGridNum,mlGridAdd,
// mlGridRowCount,mlGridColCount);
// Rect is outsize of map.
if (mvSize.x <= 0 || mvSize.y <= 0) {
mlGridNum = 0;
mIt = mpGridMap->mvGrids[mlGridNum].m_mapObjects.end();
mlGridColCount = 0;
mlGridRowCount = 0;
} else {
mIt = mpGridMap->mvGrids[mlGridNum].m_mapObjects.begin();
}
// FIXME: fallthrough intended from here?
// fallthrough
} else {
// Log("Found the object in outer!\n");
mpObject = mIt->second;
// Set that is object has been used.
mpObject->FirstTime(mpGridMap->mlGlobalCount);
break;
}
}
// FIXME: fallthrough intended?
// fallthrough
//// GRID OBJECTS //////////////////
case 2: {
// Search through the grids til one with GridObjects is found
// or we are at the end
while (true) {
if (mIt == mpGridMap->mvGrids[mlGridNum].m_mapObjects.end()) {
// Log("End of grid[%d] list!\n",mlGridNum);
mlGridNum++;
mlGridColCount--;
if (mlGridColCount <= 0) {
// Log("New row!\n\n");
mlGridColCount = mvSize.x;
mlGridRowCount--;
if (mlGridRowCount <= 0) {
mpObject = NULL;
break;
}
mlGridNum += mlGridAdd;
}
mIt = mpGridMap->mvGrids[mlGridNum].m_mapObjects.begin();
} else {
mpObject = mIt->second;
// Check if object already have been loaded.
if (mpObject->FirstTime(mpGridMap->mlGlobalCount)) {
// Log("Found the object in grid[%d]!\n",mlGridNum);
break;
} else {
// Log("Found OLD object in grid[%d]!\n",mlGridNum);
mIt++;
}
}
}
}
}
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// GRIDOBJECT PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cGrid2DObject::cGrid2DObject(iEntity2D *apEntity, cGridMap2D *apGridMap, unsigned int alHandle) {
mpEntity = apEntity;
mpGridMap = apGridMap;
mvGridParents.resize(mpGridMap->GetMaxArraySize());
for (int i = 0; i < (int)mvGridParents.size(); i++)
mvGridParents[i] = NULL;
mvPosition = cVector2l(-1000);
mvGridSpan = cVector2l(-1, -1);
mlHandle = alHandle;
mbIsInOuter = false;
mbIsInGLobal = false;
mlCount = 0;
mpEntity->UpdateBoundingBox();
Update(mpEntity->GetBoundingBox());
}
//-----------------------------------------------------------------------
void cGrid2DObject::Destroy() {
// Remove all old grids. This should only remove stuff that are necessary.
for (int x = 0; x < mvGridSpan.x; x++)
for (int y = 0; y < mvGridSpan.y; y++) {
int lNum = x + y * mpGridMap->GetMaxGridSpan().x;
if (mvGridParents[lNum]) {
mvGridParents[lNum]->Erase(mlHandle);
mvGridParents[lNum] = NULL;
}
}
if (mbIsInGLobal) {
mpGridMap->m_mapGlobalObjects.erase(mlHandle);
mbIsInGLobal = false;
} else if (mbIsInOuter) {
mpGridMap->m_mapOuterObjects.erase(mlHandle);
mbIsInOuter = false;
}
}
//-----------------------------------------------------------------------
/**
* \todo This function should be as optimized as possible.
* \param &aRect
*/
void cGrid2DObject::Update(const cRect2f &aRect) {
cVector2f vGSize((float)mpGridMap->GetGridSize().x, (float)mpGridMap->GetGridSize().y);
cVector2l vPos((int)floor(aRect.x / vGSize.x), (int)floor(aRect.y / vGSize.y));
// Calculate the num of extra grids in x,y direction that are needed.
cVector2l vGridSpan((int)(aRect.w / vGSize.x), (int)(aRect.h / vGSize.y));
vGridSpan += 1;
// Log("Rect: %f:%f:%f:%f\n",aRect.x,aRect.y,aRect.w,aRect.h);
// Log("GSize: %f:%f\n",vGSize.x,vGSize.y);
// Log("Pos: %d:%d\n",vPos.x,vPos.y);
// Test if the rect is to large or has negative size.
// If so put it in the global map.
// TODO: this is a long test and it would good to skip it for most stuff
// Fix that!
if (aRect.h < 0 || aRect.w < 0 || vGridSpan.x >= mpGridMap->GetMaxGridSpan().x ||
vGridSpan.y >= mpGridMap->GetMaxGridSpan().y) {
if (mbIsInGLobal == false) {
mbIsInGLobal = true;
// Erase old positions
for (int x = 0; x < mvGridSpan.x; x++)
for (int y = 0; y < mvGridSpan.y; y++) {
int lNum = x + y * mpGridMap->GetMaxGridSpan().x;
if (mvGridParents[lNum]) {
mvGridParents[lNum]->Erase(mlHandle);
mvGridParents[lNum] = NULL;
}
}
mpGridMap->m_mapGlobalObjects.insert(tGrid2DObjectMap::value_type(mlHandle, this));
// Log("Added to global\n");
}
return;
}
// The amount not covered in the span calc above
// Then check if this piece is out side of the last grid.
if (aRect.x + aRect.w >= (vPos.x + vGridSpan.x) * vGSize.x)
vGridSpan.x++;
if (aRect.y + aRect.h >= (vPos.y + vGridSpan.y) * vGSize.y)
vGridSpan.y++;
// Log("GridSpan: %d:%d\n",vGridSpan.x,vGridSpan.y);
if (vPos != mvPosition || vGridSpan != mvGridSpan) {
// Remove all old grids. This should only remove stuff that are necessary.
for (int x = 0; x < mvGridSpan.x; x++)
for (int y = 0; y < mvGridSpan.y; y++) {
int lNum = x + y * mpGridMap->GetMaxGridSpan().x;
if (mvGridParents[lNum] != NULL) {
mvGridParents[lNum]->Erase(mlHandle);
mvGridParents[lNum] = NULL;
}
}
if (mbIsInGLobal) {
mpGridMap->m_mapGlobalObjects.erase(mlHandle);
mbIsInGLobal = false;
} else if (mbIsInOuter) {
mpGridMap->m_mapOuterObjects.erase(mlHandle);
mbIsInOuter = false;
}
mvGridSpan = vGridSpan;
cGrid2D *pGrid = NULL;
for (int x = 0; x < mvGridSpan.x; x++)
for (int y = 0; y < mvGridSpan.y; y++) {
pGrid = mpGridMap->GetAt(vPos.x + x, vPos.y + y);
if (pGrid == NULL) {
if (!mbIsInOuter) {
mpGridMap->m_mapOuterObjects.insert(tGrid2DObjectMap::value_type(
mlHandle, this));
mbIsInOuter = true;
}
} else {
pGrid->Add(this);
mvGridParents[x + y * mpGridMap->GetMaxGridSpan().x] = pGrid;
}
}
}
}
//-----------------------------------------------------------------------
} // namespace hpl
|