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#pragma once
#include "object-id.hpp"
#include "tile.hpp"
#include "local-coords.hpp"
#include "src/RTree.h"
#include "global-coords.hpp"
#include <type_traits>
#include <array>
#include <Corrade/Containers/Pointer.h>
#include <Magnum/GL/Mesh.h>
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<const uint8_t> ids;
const size_t size;
};
struct wall_mesh_tuple final {
GL::Mesh& mesh;
const ArrayView<const uint16_t> 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<object_id, float, 2, float>;
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<object>& e);
void add_object_unsorted(const std::shared_ptr<object>& e);
void sort_objects();
void remove_object(size_t i);
const std::vector<std::shared_ptr<object>>& objects() const;
private:
struct ground_stuff {
std::array<std::shared_ptr<tile_atlas>, TILE_COUNT> _ground_atlases;
std::array<uint8_t, TILE_COUNT> ground_indexes = {};
std::array<variant_t, TILE_COUNT> _ground_variants = {};
};
struct wall_stuff {
std::array<std::shared_ptr<tile_atlas>, TILE_COUNT*2> _wall_atlases; // todo make into vector
std::array<uint16_t, TILE_COUNT*2> wall_indexes = {};
std::array<variant_t, TILE_COUNT*2> _wall_variants = {};
};
Pointer<ground_stuff> _ground;
Pointer<wall_stuff> _walls;
std::vector<std::shared_ptr<object>> _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
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