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cluster.h
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cluster.h
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#ifdef CLUSTER_INSIDES
#ifndef CLUSTER_H
#define CLUSTER_H
#include "tiles.h"
#include "bbox_tree.h"
#include "e3d.h"
#include "lights.h"
#include "particles.h"
#ifdef MAP_EDITOR
#include "map_editor/2d_objects.h"
#include "map_editor/3d_objects.h"
#else
#include "2d_objects.h"
#include "3d_objects.h"
#endif
#ifdef __cplusplus
extern "C" {
#endif
/*!
* \ingroup maps
* \brief Update the occupation array with the height map
*
* Mark the fields in the occupation array that are walkable.
*
* \param occupied The occupation array
* \param height_map The height map
*/
static __inline__ void update_occupied_with_height_map (char* occupied, const unsigned char* height_map)
{
int i;
for (i = 0; i < tile_map_size_x*tile_map_size_y*6*6; i++)
if (height_map[i]) occupied[i] = 1;
}
/*!
* \ingroup maps
* \brief Update the occupation array with the tile map
*
* Mark the fields in the occupation array that are occupied by
* ground tiles
*
* \param occupied The occupation array
* \param tile_map The tile map
*/
static __inline__ void update_occupied_with_tile_map (char* occupied, const unsigned char* tile_map)
{
int nx = tile_map_size_x * 6;
int ny = tile_map_size_y * 6;
int x, y, idx;
idx = 0;
for (y = 0; y < ny; y += 6)
{
for (x = 0; x < nx; x += 6, idx++)
{
if (tile_map[idx] != 255)
{
int offset = y*nx + x;
int i, j;
for (j = 0; j < 6; j++)
for (i = 0; i < 6; i++)
occupied[offset+j*nx+i] = 1;
}
}
}
}
/*!
* \ingroup maps
* \brief Update the occupation array with a bounding box
*
* Mark the fields in the occupation array that are included in
* the bounding box.
*
* \param occupied The occupation array
* \param box The axis aligned bounding box
*/
static __inline__ void update_occupied_with_bbox (char* occupied, const AABBOX* box)
{
int xs = (int) (box->bbmin[X] / 0.5f);
int ys = (int) (box->bbmin[Y] / 0.5f);
int xe = (int) (box->bbmax[X] / 0.5f) + 1;
int ye = (int) (box->bbmax[Y] / 0.5f) + 1;
int x, y;
if (xs < 0) xs = 0;
if (ys < 0) ys = 0;
if (xe > tile_map_size_x*6) xe = tile_map_size_x*6;
if (ye > tile_map_size_y*6) ye = tile_map_size_y*6;
for (y = ys; y < ye; y++)
{
for (x = xs; x < xe; x++)
occupied[y*tile_map_size_x*6+x] = 1;
}
}
/*!
* \ingroup maps
* \brief Update the occupation array with a 3D objec t
*
* Mark the fields in the occupation array that are included in
* the bounding box of the 3D object.
*
* \param occupied The occupation array
* \param id The position in objects_list of the 3D object
*/
static __inline__ void update_occupied_with_3d (char* occupied, int id)
{
const e3d_object* obj;
int i;
AABBOX box;
#ifdef MAP_EDITOR
MATRIX4x4 matrix;
#endif
if (id < 0 || id >= MAX_OBJ_3D || !objects_list[id])
return;
obj = objects_list[id]->e3d_data;
if (!obj)
return;
for (i = 0; i < obj->material_no; i++)
{
box.bbmin[X] = obj->materials[i].min_x;
box.bbmin[Y] = obj->materials[i].min_y;
box.bbmin[Z] = obj->materials[i].min_z;
box.bbmax[X] = obj->materials[i].max_x;
box.bbmax[Y] = obj->materials[i].max_y;
box.bbmax[Z] = obj->materials[i].max_z;
#ifdef MAP_EDITOR
// the map editor doesn't store the object transformation matrices
calc_rotation_and_translation_matrix (matrix,
objects_list[id]->x_pos, objects_list[id]->y_pos, objects_list[id]->z_pos,
objects_list[id]->x_rot, objects_list[id]->y_rot, objects_list[id]->z_rot);
matrix_mul_aabb (&box, matrix);
#else
matrix_mul_aabb (&box, objects_list[id]->matrix);
#endif
update_occupied_with_bbox (occupied, &box);
}
}
/*!
* \ingroup maps
* \brief Update the occupation array with a 2D object
*
* Mark the fields in the occupation array that are included in
* the bounding box of the 2D object.
*
* \param occupied The occupation array
* \param id The index in obj_2d_list of the 2D object
*/
static __inline__ void update_occupied_with_2d (char* occupied, int id)
{
AABBOX box;
if (get_2d_bbox (id, &box))
update_occupied_with_bbox (occupied, &box);
}
/*!
* \ingroup maps
* \brief Update the occupation array with a light
*
* Mark the position of the light as occupied
*
* \param occupied The occupation array
* \param id The index in lights_list of the light
*/
static __inline__ void update_occupied_with_light (char* occupied, int id)
{
int x, y;
if (id < 0 || id >= MAX_LIGHTS)
return;
x = (int) (lights_list[id]->pos_x / 0.5f);
y = (int) (lights_list[id]->pos_y / 0.5f);
if (x >= 0 && x < tile_map_size_x*6 && y >= 0 && y < tile_map_size_y*6)
occupied[y*tile_map_size_x*6+x] = 1;
}
/*!
* \ingroup maps
* \brief Update the occupation array with a particle system
*
* Mark the fields in the occupation array that are included in
* the bounding box of the particle system.
*
* \param occupied The occupation array
* \param id The index in particles_list of the particle system
*/
static __inline__ void update_occupied_with_particle_system (char* occupied, int id)
{
AABBOX box;
if (id < 0 || id >= MAX_PARTICLE_SYSTEMS || !particles_list[id])
return;
calc_bounding_box_for_particle_sys (&box, particles_list[id]);
update_occupied_with_bbox (occupied, &box);
}
/*!
* \ingroup maps
* \brief Set the cluster map from file data
*
* Allocate and read the cluster map from file data.
*
* \param data The cluster data from the map file
* \note Either this function should be used, or when no cluster data is
* present in the file, compute_clusters() should be used. Doing
* both will lead to memory leaks and unnecesary CPU usage.
*/
void set_clusters (const char* data);
#ifdef MAP_EDITOR
/*!
* \ingroup maps
* \brief Get file data for the cluster map
*
* Serialize the cluster map data, and return it through
* character array \a data of length \a len.
*
* \param data Address where to store the pointer to the data
* \param len The length of the data in bytes
* \note The array in \a *data will be dynamically allocated, and should
* be \c free'd by the caller.
*/
void get_clusters (char** data, int *len);
#endif
/*!
* \ingroup maps
* \brief Group occupied areas into clusters
*
* Detect and number contiguous occupied areas in the occupation array.
*
* \param occupied The occupation array
* \note When reading maps, this function should only be used when the
* cluster map is not present in the file, otherwise
* set_clusters() should be used. Doing both will lead to memory
* leaks and unnecesary CPU usage.
*/
void compute_clusters (const char* occupied);
/*!
* \ingroup maps
* \brief Get the cluster number of a position
*
* Get the number of the visibility cluster to which point
* (\a x, \a y) belongs.
*
* \param x the x coordinate of the point to check
* \param y the y coordinate of the point to check
* \retval short The number of the visibility cluster, or 0 if the point
* is not inside any cluster.
*/
short get_cluster (int x, int y);
/*!
* \ingroup maps
* \brief Destroy the clusters array
*
* Free the memory associated with the clusters array, and clear
* the pointer associated with it.
*/
void destroy_clusters_array ();
#ifndef MAP_EDITOR
/*!
* \ingroup maps
* \brief Get the cluster where the actor is currently on
*
* Check the cluster map at the actor's current position, and
* return the number of the cluster that he's currently in.
*
* \retval short The number of the actor's current visibility cluster
*/
short get_actor_cluster ();
#endif
extern short current_cluster;
#ifdef __cplusplus
} // extern "C"
#endif
#endif // CLUSTER_H
#endif // CLUSTER_INSIDES