#pragma once #include "object-id.hpp" #include "tile.hpp" #include "local-coords.hpp" #include "src/RTree.h" #include "global-coords.hpp" #include #include #include #include namespace Corrade::Containers { template class Array; } namespace floormat { struct anim_atlas; struct object; struct object_proto; class tile_iterator; class tile_const_iterator; enum class collision : unsigned char { view, shoot, move, }; enum class collision_type : unsigned char { none, object, scenery, geometry, }; struct collision_data final { uint64_t tag : 2; uint64_t pass : 2; uint64_t data : 60; }; struct chunk final { friend struct tile_ref; friend struct object; friend struct 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; 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(struct 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 ids; 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; tile_atlas* ground_atlas_at(size_t i) const noexcept; wall_mesh_tuple ensure_wall_mesh() noexcept; tile_atlas* wall_atlas_at(size_t i) const 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; struct 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); const std::vector>& objects() const; private: struct ground_stuff { std::array, TILE_COUNT> _ground_atlases; std::array ground_indexes = {}; std::array _ground_variants = {}; }; struct wall_stuff { std::array, TILE_COUNT*2> _wall_atlases; // todo make into vector std::array wall_indexes = {}; std::array _wall_variants = {}; }; Pointer _ground; Pointer _walls; std::vector> _objects; struct world* _world; GL::Mesh ground_mesh{NoCreate}, wall_mesh{NoCreate}, scenery_mesh{NoCreate}; RTree _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(size_t count); }; } // namespace floormat