#include "chunk.hpp" #include "ground-atlas.hpp" #include "object.hpp" #include "src/RTree-search.hpp" #include "src/chunk-scenery.hpp" #include "src/tile-bbox.hpp" #include "src/wall-atlas.hpp" #include #include #include namespace floormat { bool collision_data::operator==(const collision_data&) const noexcept = default; bool chunk::bbox::operator==(const floormat::chunk::bbox& other) const noexcept = default; chunk::RTree* chunk::rtree() noexcept { ensure_passability(); return &*_rtree; } namespace { constexpr collision_data make_id_(collision_type type, pass_mode p, object_id id) { return collision_data { (object_id)type, (object_id)p, id }; } constexpr object_id make_id(collision_type type, pass_mode p, object_id id) { return std::bit_cast(make_id_(type, p, id)); } } // namespace void chunk::ensure_passability() noexcept { fm_assert(_objects_sorted); // not strictly necessary if (!_pass_modified) return; _pass_modified = false; _rtree->RemoveAll(); for (const std::shared_ptr& s : objects()) { bbox box; if (_bbox_for_scenery(*s, box)) _add_bbox(box); } for (auto i = 0uz; i < TILE_COUNT; i++) { if (const auto* atlas = ground_atlas_at(i)) { auto [min, max] = whole_tile(i); auto id = make_id(collision_type::geometry, atlas->pass_mode(), i+1); _rtree->Insert(min.data(), max.data(), id); } } for (auto i = 0uz; i < TILE_COUNT; i++) { auto tile = operator[](i); if (const auto* atlas = tile.wall_north_atlas().get()) { auto [min, max] = wall_north(i, (float)atlas->info().depth); auto id = make_id(collision_type::geometry, atlas->info().passability, TILE_COUNT+i+1); _rtree->Insert(min.data(), max.data(), id); } if (const auto* atlas = tile.wall_west_atlas().get()) { auto [min, max] = wall_west(i, (float)atlas->info().depth); auto id = make_id(collision_type::geometry, atlas->info().passability, TILE_COUNT*2+i+1); _rtree->Insert(min.data(), max.data(), id); } } } bool chunk::_bbox_for_scenery(const object& s, local_coords local, Vector2b offset, Vector2b bbox_offset, Vector2ub bbox_size, bbox& value) noexcept { auto [start, end] = scenery_tile(local, offset, bbox_offset, bbox_size); auto id = make_id_(collision_type::scenery, s.pass, s.id); value = { .data = id, .start = start, .end = end }; return s.atlas && !Vector2ui(s.bbox_size).isZero(); } bool chunk::_bbox_for_scenery(const object& s, bbox& value) noexcept { return _bbox_for_scenery(s, s.coord.local(), s.offset, s.bbox_offset, s.bbox_size, value); } void chunk::_remove_bbox(const bbox& x) { auto start = Vector2(x.start), end = Vector2(x.end); _rtree->Remove(start.data(), end.data(), std::bit_cast(x.data)); } void chunk::_add_bbox(const bbox& x) { auto start = Vector2(x.start), end = Vector2(x.end); _rtree->Insert(start.data(), end.data(), std::bit_cast(x.data)); } void chunk::_replace_bbox(const bbox& x0, const bbox& x1, bool b0, bool b1) { if (_pass_modified) return; unsigned i = (unsigned)b1 << 1 | (unsigned)!!b0 << 0; CORRADE_ASSUME(i < 4u); (void)0; switch (i) { case 1 << 1 | 1 << 0: if (x1 == x0) return; _remove_bbox(x0); [[fallthrough]]; case 1 << 1 | 0 << 0: _add_bbox(x1); return; case 0 << 1 | 1 << 0: _remove_bbox(x0); return; case 0 << 1 | 0 << 0: return; default: break; } std::unreachable(); } bool chunk::can_place_object(const object_proto& proto, local_coords pos) { (void)ensure_scenery_mesh(); switch (proto.pass) { default: case pass_mode::blocked: case pass_mode::see_through: break; case pass_mode::pass: case pass_mode::shoot_through: return true; } if (!proto.bbox_size.x() || proto.bbox_size.y()) return true; auto bbox_size = Vector2i(proto.bbox_size); if (bbox_size.x() > 1) bbox_size.x() -= 1; if (bbox_size.y() > 1) bbox_size.y() -= 1; const auto center = Vector2(pos)*TILE_SIZE2 + Vector2(proto.offset) + Vector2(proto.bbox_offset), min = center - Vector2(bbox_size)*.5f, max = min + Vector2(bbox_size); bool ret = true; _rtree->Search(min.data(), max.data(), [&](uint64_t data, const auto&) { [[maybe_unused]] auto x = std::bit_cast(data); if (x.pass == (uint64_t)pass_mode::pass || x.pass == (uint64_t)pass_mode::shoot_through) return true; return ret = false; }); return ret; } } // namespace floormat