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#pragma once
#include "tile.hpp"
#include "tile-iterator.hpp"
#include "scenery.hpp"
#include <type_traits>
#include <array>
#include <vector>
#include <memory>
#include <Magnum/GL/Mesh.h>
namespace loose_quadtree {
template<typename Number, typename Object, typename BBExtractor> class LooseQuadtree;
template<typename Number, typename Object, typename BBExtractor> struct Query;
template<typename Number> struct BoundingBox;
template<typename Number> struct TrivialBBExtractor;
} // namespace loose_quadtree
namespace floormat {
struct anim_atlas;
template<typename Num, typename BB, typename BBE> struct collision_iterator;
template<typename Num, typename BB, typename BBE> struct collision_query;
struct collision_bbox;
#ifdef FLOORMAT_64
struct compact_bb;
struct compact_bb_extractor;
#endif
enum class collision : std::uint8_t {
view, shoot, move,
};
struct chunk final
{
friend struct tile_ref;
tile_ref operator[](std::size_t idx) noexcept;
tile_proto operator[](std::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;
chunk() 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_modified() noexcept;
struct ground_mesh_tuple final {
GL::Mesh& mesh;
const ArrayView<const std::uint8_t> ids;
const std::size_t size;
};
struct wall_mesh_tuple final {
GL::Mesh& mesh;
const ArrayView<const std::uint16_t> ids;
const std::size_t size;
};
struct scenery_mesh_tuple final {
GL::Mesh& mesh;
const ArrayView<const std::uint8_t> ids;
const std::size_t size;
};
ground_mesh_tuple ensure_ground_mesh() noexcept;
tile_atlas* ground_atlas_at(std::size_t i) const noexcept;
wall_mesh_tuple ensure_wall_mesh() noexcept;
tile_atlas* wall_atlas_at(std::size_t i) const noexcept;
scenery_mesh_tuple ensure_scenery_mesh() noexcept;
anim_atlas* scenery_atlas_at(std::size_t i) const noexcept;
void ensure_passability() noexcept;
#ifdef FLOORMAT_64
using BB = compact_bb;
using BBE = compact_bb_extractor;
#else
using BB = loose_quadtree::BoundingBox<std::int16_t>;
using BBE = loose_quadtree::TrivialBBExtractor<std::int16_t>;
#endif
using lqt = loose_quadtree::LooseQuadtree<std::int16_t, BB, BBE>;
using Query = collision_query<std::int16_t, BB, BBE>;
Query query_collisions(Vector2s position, Vector2us size, collision type) const;
Query query_collisions(local_coords p, Vector2us size, Vector2s offset, collision type) const;
Query query_collisions(Vector4s vec, collision type) const;
lqt* lqt_from_collision_type(collision type) const noexcept;
private:
std::array<std::shared_ptr<tile_atlas>, TILE_COUNT> _ground_atlases;
std::array<std::uint8_t, TILE_COUNT> ground_indexes = {};
std::array<variant_t, TILE_COUNT> _ground_variants = {};
std::array<std::shared_ptr<tile_atlas>, TILE_COUNT*2> _wall_atlases;
std::array<std::uint16_t, TILE_COUNT*2> wall_indexes = {};
std::array<variant_t, TILE_COUNT*2> _wall_variants = {};
std::array<std::shared_ptr<anim_atlas>, TILE_COUNT> _scenery_atlases;
std::array<std::uint8_t, TILE_COUNT> scenery_indexes = {};
std::array<scenery, TILE_COUNT> _scenery_variants = {};
template<bool> struct lqt_ops;
std::unique_ptr<lqt> _lqt_move, _lqt_shoot, _lqt_view;
std::vector<loose_quadtree::BoundingBox<std::int16_t>> _bboxes;
GL::Mesh ground_mesh{NoCreate}, wall_mesh{NoCreate}, scenery_mesh{NoCreate};
mutable bool _maybe_empty : 1 = true,
_ground_modified : 1 = true,
_walls_modified : 1 = true,
_scenery_modified : 1 = true,
_pass_modified : 1 = true;
static std::unique_ptr<lqt> make_lqt();
void cleanup_lqt();
};
} // namespace floormat
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