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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : LevelEdit *
- * *
- * $Archive:: /Commando/Code/wwphys/floodfillgrid.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 6/16/00 11:51a $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "floodfillgrid.h"
- //#include "utils.h"
- #include "aabox.h"
- #include "colmath.h"
- #include "colmathaabox.h"
- ///////////////////////////////////////////////////////////////////////
- //
- // FloodfillGridClass
- //
- ///////////////////////////////////////////////////////////////////////
- FloodfillGridClass::FloodfillGridClass (void)
- : m_Grid (NULL),
- m_BoxExtent (0, 0, 0),
- m_CellSize (0, 0),
- m_CellsX (0),
- m_CellsY (0),
- m_WorldMin (0, 0),
- m_WorldMax (0, 0)
- {
- return ;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // ~FloodfillGridClass
- //
- ///////////////////////////////////////////////////////////////////////
- FloodfillGridClass::~FloodfillGridClass (void)
- {
- Reset ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Reset
- //
- ///////////////////////////////////////////////////////////////////////
- void
- FloodfillGridClass::Reset (void)
- {
- if (m_Grid != NULL) {
- delete [] m_Grid;
- m_Grid = NULL;
- }
- m_CellsX = 0;
- m_CellsY = 0;
- m_CellSize.X = 0;
- m_CellSize.Y = 0;
- return ;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- ///////////////////////////////////////////////////////////////////////
- void
- FloodfillGridClass::Initialize
- (
- const Vector3 &box_extents,
- const Vector3 &min_extents,
- const Vector3 &max_extents
- )
- {
- Reset ();
- m_BoxExtent = box_extents;
- m_WorldMin.X = min_extents.X;
- m_WorldMin.Y = min_extents.Y;
- m_WorldMax.X = max_extents.X;
- m_WorldMax.Y = max_extents.Y;
- //
- // Modify the min and max so they are multiples of the box extents
- //
- Vector3 box_size = box_extents * 2.0F;
- m_WorldMin.X = (int(m_WorldMin.X / box_size.X) * box_size.X) - box_extents.X;
- m_WorldMin.Y = (int(m_WorldMin.Y / box_size.Y) * box_size.Y) - box_extents.Y;
- m_WorldMax.X = (int(m_WorldMax.X / box_size.X) * box_size.X) + box_extents.X;
- m_WorldMax.Y = (int(m_WorldMax.Y / box_size.Y) * box_size.Y) + box_extents.Y;
- //
- // Calcuate the grid dimensions
- //
- m_CellSize.X = box_extents.X * 32;
- m_CellSize.Y = box_extents.Y * 32;
- m_CellsX = ((m_WorldMax.X - m_WorldMin.X) / m_CellSize.X) + 1;
- m_CellsY = ((m_WorldMax.Y - m_WorldMin.Y) / m_CellSize.Y) + 1;
-
- //
- // Allocate the grid
- //
- m_Grid = new FloodfillBoxClass *[m_CellsX * m_CellsY];
- ::memset (m_Grid, 0, sizeof (FloodfillBoxClass *) * m_CellsX * m_CellsY);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Collect_Boxes
- //
- ///////////////////////////////////////////////////////////////////////
- void
- FloodfillGridClass::Collect_Boxes (const AABoxClass &vol)
- {
- int min_cell_x = 0;
- int min_cell_y = 0;
- int max_cell_x = 0;
- int max_cell_y = 0;
- Point_To_Cell ((vol.Center - vol.Extent), &min_cell_x, &min_cell_y);
- Point_To_Cell ((vol.Center + vol.Extent), &max_cell_x, &max_cell_y);
- AABoxClass bounding_box;
- bounding_box.Extent = m_BoxExtent;
- m_CollectionList.Delete_All ();
- //
- // Loop over all the cells this volume touches
- //
- for (int cell_y = min_cell_y; cell_y <= max_cell_y; cell_y ++) {
- for (int cell_x = min_cell_x; cell_x <= max_cell_x; cell_x ++) {
-
- //
- // Loop over all the objects in this cell
- //
- FloodfillBoxClass *curr_box = m_Grid[cell_y * m_CellsX + cell_x];
- for (; curr_box != NULL; curr_box = curr_box->Get_Grid_Link ()) {
- bounding_box.Center = curr_box->Get_Position ();
- //
- // Does this box overlap the collection volume?
- //
- if (CollisionMath::Overlap_Test (vol, bounding_box) != CollisionMath::OUTSIDE) {
- m_CollectionList.Add (curr_box);
- }
- }
- }
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Find_Box
- //
- ///////////////////////////////////////////////////////////////////////
- FloodfillBoxClass *
- FloodfillGridClass::Find_Box (const Vector3 &pos)
- {
- int index = Get_Cell_Index (pos);
- FloodfillBoxClass *box = NULL;
- AABoxClass bounding_box;
- bounding_box.Extent = m_BoxExtent;
- //
- // Loop over all the objects in this cell (looking for one inside the given point)
- //
- for ( FloodfillBoxClass *curr_box = m_Grid[index];
- curr_box != NULL && box == NULL;
- curr_box = curr_box->Get_Grid_Link ())
- {
- bounding_box.Center = curr_box->Get_Position ();
- //
- // Is the point inside this box?
- //
- if ( (WWMath::Fabs(pos.X - bounding_box.Center.X) <= bounding_box.Extent.X) &&
- (WWMath::Fabs(pos.Y - bounding_box.Center.Y) <= bounding_box.Extent.Y) &&
- (WWMath::Fabs(pos.Z - bounding_box.Center.Z) <= bounding_box.Extent.Z))
- {
- box = curr_box;
- }
- }
- return box;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Convert_To_AABox - converts a floodfill box into an AABox
- //
- ///////////////////////////////////////////////////////////////////////
- AABoxClass
- FloodfillGridClass::Convert_To_AABox(FloodfillBoxClass * floodbox)
- {
- return AABoxClass(floodbox->Get_Position(),m_BoxExtent);
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Compute_Box_Count - counts the number of boxes that overlap into
- // the specified AABox
- //
- ///////////////////////////////////////////////////////////////////////
- int
- FloodfillGridClass::Compute_Box_Count(const AABoxClass & vol)
- {
- int min_cell_x = 0;
- int min_cell_y = 0;
- int max_cell_x = 0;
- int max_cell_y = 0;
- Point_To_Cell ((vol.Center - vol.Extent), &min_cell_x, &min_cell_y);
- Point_To_Cell ((vol.Center + vol.Extent), &max_cell_x, &max_cell_y);
- AABoxClass bounding_box;
- bounding_box.Extent = m_BoxExtent;
- int count = 0;
- //
- // Loop over all the cells this volume touches
- //
- for (int cell_y = min_cell_y; cell_y <= max_cell_y; cell_y ++) {
- for (int cell_x = min_cell_x; cell_x <= max_cell_x; cell_x ++) {
-
- //
- // Loop over all the objects in this cell
- //
- FloodfillBoxClass *curr_box = m_Grid[cell_y * m_CellsX + cell_x];
- for (; curr_box != NULL; curr_box = curr_box->Get_Grid_Link ()) {
- bounding_box.Center = curr_box->Get_Position ();
- //
- // Does this box overlap the collection volume?
- //
- if (CollisionMath::Overlap_Test (vol, bounding_box) != CollisionMath::OUTSIDE) {
- count++;
- }
- }
- }
- }
- return count;
- }
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