doom3-bfg/neo/idlib/TileMap.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 2014 Hawar Doghramachi
Copyright (C) 2022 Robert Beckebans (id Tech 4x integration)
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
#include "TileMap.h"
static unsigned int GetLog2( float x )
{
return ( unsigned int )( ceil( log( x ) / log( 2.0f ) ) );
}
void TileMap::Release()
{
//tileNodeList.DeleteContents();
}
bool TileMap::Init( unsigned int mapSize, unsigned int maxAbsTileSize, unsigned int numLevels )
{
if( ( !idMath::IsPowerOfTwo( mapSize ) ) || ( numLevels < 1 ) || ( maxAbsTileSize > mapSize ) || ( maxAbsTileSize < 16.0f ) )
{
return false;
}
this->mapSize = ( float )mapSize;
log2MapSize = GetLog2( this->mapSize );
this->maxAbsTileSize = ( float )maxAbsTileSize;
this->numLevels = numLevels;
minAbsTileSize = this->mapSize;
for( unsigned int i = 0; i < ( numLevels - 1 ); i++ )
{
minAbsTileSize *= 0.5f;
}
if( ( minAbsTileSize < 16.0f ) || ( minAbsTileSize > maxAbsTileSize ) )
{
return false;
}
numNodes = 1;
unsigned int multiplier = 1;
for( unsigned int i = 1; i < numLevels; i++ )
{
multiplier *= 4;
numNodes += multiplier;
}
tileNodeList.SetNum( numNodes );
TileNode& rootNode = tileNodeList[nodeIndex];
rootNode.position.x = 0;
rootNode.position.y = 0;
rootNode.level = 0;
rootNode.minLevel = 0;
BuildTree( rootNode, 0 );
return true;
}
void TileMap::BuildTree( TileNode& parentNode, unsigned int level )
{
level++;
if( level == numLevels )
{
return;
}
for( unsigned int i = 0; i < 4; i++ )
{
parentNode.childIndices[i] = ++nodeIndex;
assert( nodeIndex < numNodes );
TileNode& currentNode = tileNodeList[parentNode.childIndices[i]];
unsigned int denominator = 1 << level;
const float size = 1.0f / ( ( float )denominator );
idVec2 offsets[4] = { idVec2( -size, size ), idVec2( -size, -size ), idVec2( size, -size ), idVec2( size, size ) };
//idVec2 offsets[4] = { idVec2( 0, size * 2 ), idVec2( 0, -0 ), idVec2( size * 2, 0 ), idVec2( size * 2, size * 2 ) };
currentNode.position = parentNode.position + offsets[i];
currentNode.level = level;
currentNode.minLevel = 0;
BuildTree( currentNode, level );
}
}
void TileMap::Clear()
{
for( unsigned int i = 0; i < numNodes; i++ )
{
tileNodeList[i].minLevel = 0;
}
}
bool TileMap::GetTile( float size, Tile& tile )
{
size = idMath::ClampInt( minAbsTileSize, maxAbsTileSize, size );
unsigned int requiredLevel = log2MapSize - GetLog2( size );
foundNode = NULL;
TileNode& rootNode = tileNodeList[0];
FindNode( rootNode, requiredLevel );
if( !foundNode )
{
return false;
}
tile.position.x = foundNode->position.x;
tile.position.y = foundNode->position.y;
tile.size = size / mapSize;
return true;
}
void TileMap::FindNode( TileNode& parentNode, unsigned int level )
{
if( foundNode )
{
return;
}
for( unsigned int i = 0; i < 4; i++ )
{
if( foundNode )
{
return;
}
int childIndex = parentNode.childIndices[i];
if( childIndex < 0 )
{
return;
}
TileNode& currentNode = tileNodeList[childIndex];
if( level < currentNode.minLevel )
{
continue;
}
if( level == currentNode.level )
{
parentNode.minLevel = level;
currentNode.minLevel = numLevels;
foundNode = &currentNode;
return;
}
FindNode( currentNode, level );
}
}