Files
scummvm-cursorfix/engines/scumm/he/basketball/collision/bball_collision_tree.cpp
2026-02-02 04:50:13 +01:00

129 lines
4.6 KiB
C++

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