#pragma once #include "object-id.hpp" #include "tile.hpp" #include "local-coords.hpp" #include "src/RTree-fwd.h" #include "global-coords.hpp" #include "wall-defs.hpp" #include "collision.hpp" #include #include #include #include #include namespace floormat { class anim_atlas; class wall_atlas; struct object; struct object_proto; class tile_iterator; class tile_const_iterator; class chunk final { public: friend struct tile_ref; friend struct object; friend class world; tile_ref operator[](size_t idx) noexcept; tile_proto operator[](size_t idx) const noexcept; tile_ref operator[](local_coords xy) noexcept; tile_proto operator[](local_coords xy) const noexcept; chunk_coords_ coord() const noexcept; tile_ref at_offset(local_coords pos, Vector2i off); tile_ref at_offset(tile_ref r, Vector2i off); Optional at_offset_(local_coords pos, Vector2i off); Optional at_offset_(tile_ref r, Vector2i off); using iterator = tile_iterator; using const_iterator = tile_const_iterator; iterator begin() noexcept; iterator end() noexcept; const_iterator cbegin() const noexcept; const_iterator cend() const noexcept; const_iterator begin() const noexcept; const_iterator end() const noexcept; bool empty(bool force = false) const noexcept; explicit chunk(class world& w, chunk_coords_ ch) noexcept; ~chunk() noexcept; chunk(const chunk&) = delete; chunk& operator=(const chunk&) = delete; chunk(chunk&&) noexcept; chunk& operator=(chunk&&) noexcept; void mark_ground_modified() noexcept; void mark_walls_modified() noexcept; void mark_scenery_modified() noexcept; void mark_passability_modified() noexcept; void mark_modified() noexcept; bool is_passability_modified() const noexcept; bool is_scenery_modified() const noexcept; struct ground_mesh_tuple final { GL::Mesh& mesh; const ArrayView ids; const size_t size; }; struct wall_mesh_tuple final { GL::Mesh& mesh; const ArrayView indexes; const size_t size; }; struct topo_sort_data; struct object_draw_order; struct scenery_mesh_tuple; struct scenery_scratch_buffers; struct vertex { Vector3 position; Vector2 texcoords; float depth = -1; }; using RTree = ::RTree; void ensure_alloc_ground(); void ensure_alloc_walls(); ground_mesh_tuple ensure_ground_mesh() noexcept; ground_atlas* ground_atlas_at(size_t i) const noexcept; wall_atlas* wall_atlas_at(size_t i) const noexcept; wall_mesh_tuple ensure_wall_mesh() noexcept; scenery_mesh_tuple ensure_scenery_mesh(scenery_scratch_buffers buffers) noexcept; scenery_mesh_tuple ensure_scenery_mesh() noexcept; void ensure_passability() noexcept; RTree* rtree() noexcept; class world& world() noexcept { return *_world; } [[nodiscard]] bool can_place_object(const object_proto& proto, local_coords pos); void add_object(const std::shared_ptr& e); void add_object_unsorted(const std::shared_ptr& e); void sort_objects(); void remove_object(size_t i); ArrayView> objects() const; // for drawing only static constexpr size_t max_wall_quad_count = TILE_COUNT*Wall::Direction_COUNT*(Wall::Group_COUNT+4); private: struct ground_stuff { std::array, TILE_COUNT> atlases; std::array indexes = {}; std::array variants = {}; }; struct wall_stuff { std::array, 2*TILE_COUNT> atlases; std::array variants; std::array mesh_indexes; }; Pointer _ground; Pointer _walls; Array> _objects; class world* _world; GL::Mesh ground_mesh{NoCreate}, wall_mesh{NoCreate}, scenery_mesh{NoCreate}; Pointer _rtree; chunk_coords_ _coord; mutable bool _maybe_empty : 1 = true, _ground_modified : 1 = true, _walls_modified : 1 = true, _scenery_modified : 1 = true, _pass_modified : 1 = true, _teardown : 1 = false, _objects_sorted : 1 = true; void ensure_scenery_buffers(scenery_scratch_buffers bufs); static topo_sort_data make_topo_sort_data(object& e, uint32_t mesh_idx); struct bbox final // NOLINT(cppcoreguidelines-pro-type-member-init) { object_id id; Vector2i start, end; bool operator==(const bbox& other) const noexcept; }; static bool _bbox_for_scenery(const object& s, bbox& value) noexcept; static bool _bbox_for_scenery(const object& s, local_coords local, Vector2b offset, Vector2b bbox_offset, Vector2ub bbox_size, bbox& value) noexcept; void _remove_bbox(const bbox& x); void _add_bbox(const bbox& x); void _replace_bbox(const bbox& x0, const bbox& x, bool b0, bool b); GL::Mesh make_wall_mesh(); template static std::array, N*TILE_COUNT> make_index_array(size_t max); }; } // namespace floormat