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#pragma once
/*
* int3.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
/// Class which consists of three integer values. Represents position on adventure map.
class int3
{
public:
si32 x, y, z;
//c-tor: x, y, z initialized to 0
int3() : x(0), y(0), z(0) {} // I think that x, y, z should be left uninitialized.
//c-tor: x, y, z initialized to i
explicit int3(const si32 i) : x(i), y(i), z(i) {}
//c-tor: x, y, z initialized to X, Y, Z
int3(const si32 X, const si32 Y, const si32 Z) : x(X), y(Y), z(Z) {}
int3(const int3 & c) : x(c.x), y(c.y), z(c.z) {} // Should be set to default (C++11)?
int3 & operator=(const int3 & c) // Should be set to default (C++11)?
{
x = c.x;
y = c.y;
z = c.z;
return *this;
}
int3 operator-() const { return int3(-x, -y, -z); }
int3 operator+(const int3 & i) const { return int3(x + i.x, y + i.y, z + i.z); }
int3 operator-(const int3 & i) const { return int3(x - i.x, y - i.y, z - i.z); }
//returns int3 with coordinates increased by given number
int3 operator+(const si32 i) const { return int3(x + i, y + i, z + i); }
//returns int3 with coordinates decreased by given number
int3 operator-(const si32 i) const { return int3(x - i, y - i, z - i); }
int3 & operator+=(const int3 & i)
{
x += i.x;
y += i.y;
z += i.z;
return *this;
}
int3 & operator-=(const int3 & i)
{
x -= i.x;
y -= i.y;
z -= i.z;
return *this;
}
//increases all coordinates by given number
int3 & operator+=(const si32 i)
{
x += i;
y += i;
z += i;
return *this;
}
//decreases all coordinates by given number
int3 & operator-=(const si32 i)
{
x -= i;
y -= i;
z -= i;
return *this;
}
bool operator==(const int3 & i) const { return (x == i.x && y == i.y && z == i.z); }
bool operator!=(const int3 & i) const { return (x != i.x || y != i.y || z != i.z); }
bool operator<(const int3 & i) const
{
if (z < i.z)
return true;
if (z > i.z)
return false;
if (y < i.y)
return true;
if (y > i.y)
return false;
if (x < i.x)
return true;
if (x > i.x)
return false;
return false;
}
//returns squared distance on Oxy plane (z coord is not used)
ui32 dist2dSQ(const int3 & o) const
{
const si32 dx = (x - o.x);
const si32 dy = (y - o.y);
return (ui32)(dx*dx) + (ui32)(dy*dy);
}
//returns distance on Oxy plane (z coord is not used)
double dist2d(const int3 & o) const
{
return std::sqrt((double)dist2dSQ(o));
}
//manhattan distance used for patrol radius (z coord is not used)
double mandist2d(const int3 & o) const
{
return abs(o.x - x) + abs(o.y - y);
}
bool areNeighbours(const int3 & o) const
{
return (dist2dSQ(o) < 4) && (z == o.z);
}
//returns "(x y z)" string
std::string operator ()() const //Change to int3::toString()?
{
std::string result("(");
result += boost::lexical_cast<std::string>(x); result += ' ';
result += boost::lexical_cast<std::string>(y); result += ' ';
result += boost::lexical_cast<std::string>(z); result += ')';
return result;
}
bool valid() const //Should be named "isValid"?
{
return z >= 0; //minimal condition that needs to be fulfilled for tiles in the map
}
template <typename Handler>
void serialize(Handler &h, const int version)
{
h & x & y & z;
}
static std::array<int3, 8> getDirs()
{
return { { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) } };
}
};
inline std::ostream & operator<<(std::ostream & str, const int3 & sth)
{
return str << sth.x << ' ' << sth.y << ' ' << sth.z;
}
inline std::istream & operator>>(std::istream & str, int3 & dest)
{
return str >> dest.x >> dest.y >> dest.z;
}
//Why not normal function?
struct ShashInt3
{
size_t operator()(int3 const& pos) const
{
size_t ret = std::hash<int>()(pos.x);
vstd::hash_combine(ret, pos.y);
vstd::hash_combine(ret, pos.z);
return ret;
}
};
template<typename Container>
int3 findClosestTile (Container & container, int3 dest)
{
static_assert(std::is_same<typename Container::value_type, int3>::value,
"findClosestTile requires <int3> container.");
int3 result(-1, -1, -1);
ui32 distance = std::numeric_limits<ui32>::max();
for (const int3& tile : container)
{
const ui32 currentDistance = dest.dist2dSQ(tile);
if (currentDistance < distance)
{
result = tile;
distance = currentDistance;
}
}
return result;
}
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