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128
engines/scumm/he/basketball/collision/bball_collision_tree.cpp
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128
engines/scumm/he/basketball/collision/bball_collision_tree.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "scumm/he/basketball/collision/bball_collision_support_obj.h"
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#include "scumm/he/basketball/collision/bball_collision_object.h"
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#include "scumm/he/basketball/collision/bball_collision_sphere.h"
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#include "scumm/he/basketball/collision/bball_collision_box.h"
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#include "scumm/he/basketball/collision/bball_collision_cylinder.h"
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#include "scumm/he/basketball/collision/bball_collision_stack.h"
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#include "scumm/he/basketball/collision/bball_collision_node.h"
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#include "scumm/he/basketball/collision/bball_collision_tree.h"
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namespace Scumm {
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CCollisionObjectTree::CCollisionObjectTree(const CCollisionObjectVector &inputObjects) : _maxHeight(INIT_MAX_HEIGHT),
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_maxObjectsInNode(INIT_MAX_OBJECTS),
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_root(nullptr),
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_errorFlag(false) {
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initialize(inputObjects);
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}
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CCollisionObjectTree::~CCollisionObjectTree() {
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if (_root) {
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delete _root;
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_root = nullptr;
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}
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}
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void CCollisionObjectTree::initialize(const CCollisionObjectVector &inputObjects) {
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if (_root) {
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delete _root;
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_root = nullptr;
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}
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U32BoundingBox buildRange;
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buildRange.setMinPoint(inputObjects.getMinPoint(X_INDEX), inputObjects.getMinPoint(Y_INDEX));
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buildRange.setMaxPoint(inputObjects.getMaxPoint(X_INDEX), inputObjects.getMaxPoint(Y_INDEX));
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_root = buildSelectionStructure(inputObjects, 0, buildRange);
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}
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void CCollisionObjectTree::selectObjectsInBound(const U32BoundingBox &bound, CCollisionObjectVector *targetVector) {
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_root->searchTree(bound, targetVector);
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if (targetVector->size() <= 0) {
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warning("CCollisionObjectTree::selectObjectsInBound(): (targetVector->size() <= 0) Something went really wrong with a collision, ignore and U32 will attempt to correct.");
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_errorFlag = true;
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return;
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}
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// Here we make sure that we don't have any duplicate objects in our target stack...
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Std::sort(targetVector->begin(), targetVector->end());
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CCollisionObjectVector::iterator newEnd = Std::unique(targetVector->begin(), targetVector->end());
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targetVector->erase(newEnd, targetVector->end());
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}
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bool CCollisionObjectTree::checkErrors() {
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if (_errorFlag) {
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_errorFlag = false;
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return true;
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} else {
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return false;
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}
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}
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CCollisionNode *CCollisionObjectTree::buildSelectionStructure(const CCollisionObjectVector &inputObjects, int currentLevel, const U32BoundingBox &nodeRange) {
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// Create a new node, containing all of the input points...
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CCollisionNode *newNode = new CCollisionNode(inputObjects);
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newNode->_quadrant = nodeRange;
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// See if we are at the final level, or if we have reached our target occupancy...
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if ((currentLevel == _maxHeight) ||
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(inputObjects.size() <= _maxObjectsInNode)) {
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newNode->_isExternal = true;
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} else {
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newNode->_isExternal = false;
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// Otherwise, break the inputPoints into 4 new point lists...
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CCollisionObjectVector newList[NUM_CHILDREN_NODES];
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U32BoundingBox newRange[NUM_CHILDREN_NODES];
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int childID;
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for (childID = 0; childID < NUM_CHILDREN_NODES; childID++) {
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newRange[childID] = CCollisionNode::getChildQuadrant(nodeRange, (EChildID)childID);
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}
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// Go through each point in the list...
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for (size_t i = 0; i < inputObjects.size(); i++) {
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const ICollisionObject *currentObject = inputObjects[i];
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// Figure out which child each point belongs to...
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for (childID = 0; childID < NUM_CHILDREN_NODES; ++childID) {
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if (newRange[childID].intersect(currentObject->getBoundingBox())) {
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newList[childID].push_back(currentObject);
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}
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}
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}
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// Make recursive calls...
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for (childID = 0; childID < NUM_CHILDREN_NODES; ++childID) {
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newNode->_child[childID] = buildSelectionStructure(newList[childID],
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currentLevel + 1,
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newRange[childID]);
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}
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}
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return newNode;
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}
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} // End of namespace Scumm
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