/* =========================================================================== 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 . 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 = ¤tNode; return; } FindNode( currentNode, level ); } }