diff options
Diffstat (limited to 'quadtree.cpp')
-rw-r--r-- | quadtree.cpp | 557 |
1 files changed, 0 insertions, 557 deletions
diff --git a/quadtree.cpp b/quadtree.cpp deleted file mode 100644 index 2112016..0000000 --- a/quadtree.cpp +++ /dev/null @@ -1,557 +0,0 @@ -#include "quadtree.h" -#include "vector.h" - -#include "gl.h" - -#include <cmath> -#include <queue> -#include <set> - -using std::min; -using std::max; - -Quadtree::QuadNode::QuadNode(QuadChunk *chunk, float x, float y, float width, float height) { - this->chunk = chunk; - this->x = x; - this->y = y; - this->width = width; - this->height = height; - - fill(); -} - -Quadtree::QuadNode::~QuadNode() { -} - -float Quadtree::QuadNode::distance(float px, float pz) { - bool in_width = px > x && px < x+width; - bool in_height = pz > y && pz < y+height; - - if(in_width && in_height) - return 0; - - Vector2 p(px, pz); - - float a = (p - Vector2(x, y)).length(); - float b = (p - Vector2(x+width, y)).length(); - float c = (p - Vector2(x, y+height)).length(); - float d = (p - Vector2(x+width, y+height)).length(); - - float dist = min(min(min(a, b), c), d); - - if(in_width) - dist = min(dist, (float)min(abs(y - pz), abs(y+height - pz))); - if(in_height) - dist = min(dist, (float)min(abs(x - px), abs(x+width - px))); - - return dist; -} - -void Quadtree::QuadNode::fill() { - vertex_array[0] = x + width / 2; - vertex_array[1] = chunk->heights[(int)floorf((int)(x + width/2)*(chunk->height+1) + (int)(y + height/2))]; - vertex_array[2] = y + height / 2; - - vertex_array[3] = x; - vertex_array[4] = chunk->heights[(int)floorf((x)*(chunk->height+1)+y)]; - vertex_array[5] = y; - - vertex_array[6] = x; - vertex_array[7] = chunk->heights[(int)floorf((x)*(chunk->height+1) + (y + height))]; - vertex_array[8] = y + height; - - vertex_array[9] = x + width; - vertex_array[10] = chunk->heights[(int)floorf((x + width)*(chunk->height+1) + (y + height))]; - vertex_array[11] = y + height; - - vertex_array[12] = x + width; - vertex_array[13] = chunk->heights[(int)floorf((x + width)*(chunk->height+1) + y)]; - vertex_array[14] = y; - - /* midpoint is average of corner heights when width == 1 */ - if(width == 1) { - vertex_array[1] = (vertex_array[4] + vertex_array[7] + vertex_array[10] + vertex_array[13])/4; - } -} - -void Quadtree::QuadNode::draw() { - float tex_coords[4][3][2] = { - {{.5, .5}, {0, 0}, {0, 1}}, - {{.5, .5}, {0, 1}, {1, 1}}, - {{.5, .5}, {1, 1}, {1, 0}}, - {{.5, .5}, {1, 0}, {0, 0}} - }; - - glBegin(GL_TRIANGLES); - for(int i = 0; i < 4; i++) { - Vector3 a(vertex_array[0], vertex_array[1], vertex_array[2]); - Vector3 b(vertex_array[i*3+3], vertex_array[i*3+4], vertex_array[i*3+5]); - Vector3 c(vertex_array[i == 3 ? 3 : (i*3+6)], vertex_array[i == 3 ? 4 : (i*3+7)], vertex_array[i == 3 ? 5 : (i*3+8)]); - - Vector3 U(c.x-a.x, c.y-a.y, c.z-a.z); - Vector3 V(b.x-a.x, b.y-a.y, b.z-a.z); - Vector3 N(V.cross(U)); - glNormal3f(N.x, N.y, N.z); - - glTexCoord2f(tex_coords[i][0][0], tex_coords[i][0][1]); - glVertex3f(a.x, a.y, a.z); - - glTexCoord2f(tex_coords[i][1][0], tex_coords[i][1][1]); - glVertex3f(b.x, b.y, b.z); - - glTexCoord2f(tex_coords[i][2][0], tex_coords[i][2][1]); - glVertex3f(c.x, c.y, c.z); - } - glEnd(); -} - -void Quadtree::QuadNode::draw_grid() { - glNormal3f(0, 1, 0); - glBegin(GL_LINES); - for(int i = 0; i < 4; i++) { - Vector3 a(vertex_array[0], vertex_array[1], vertex_array[2]); - Vector3 b(vertex_array[i*3+3], vertex_array[i*3+4], vertex_array[i*3+5]); - - glVertex3f(chunk->x + a.x, a.y, chunk->y + a.z); - glVertex3f(chunk->x + b.x, b.y, chunk->y + b.z); - } - glEnd(); - glBegin(GL_LINE_LOOP); - glVertex3f(chunk->x + vertex_array[3], vertex_array[4], chunk->y + vertex_array[5]); - glVertex3f(chunk->x + vertex_array[6], vertex_array[7], chunk->y + vertex_array[8]); - glVertex3f(chunk->x + vertex_array[9], vertex_array[10], chunk->y + vertex_array[11]); - glVertex3f(chunk->x + vertex_array[12], vertex_array[13], chunk->y + vertex_array[14]); - glEnd(); -} - -void Quadtree::QuadNode::draw_normal() { - glNormal3f(0, 1, 0); - glColor3f(1, 0, 0); - int i = (int)(x*(chunk->height+1) + y); - glBegin(GL_LINES); - Vector3 N = chunk->normals[i]; - glVertex3f(chunk->x + x, chunk->heights[i], chunk->y + y); - glVertex3f(chunk->x + x + N.x, chunk->heights[i] + N.y, chunk->y + y + N.z); - glEnd(); -} - -float Quadtree::QuadNode::get_height(float px, float py) { - px -= chunk->x; - py -= chunk->y; - bool left; - bool top; - top = px - x >= height - (py - y); - left = px - x >= py - y; - Vector3 a(vertex_array[0], vertex_array[1], vertex_array[2]); - Vector3 b, c; - int bi, ci; - if(left) { - if(top) { - bi = 3*3; - ci = 4*3; - } else { - bi = 4*3; - ci = 1*3; - } - } else { - if(top) { - bi = 2*3; - ci = 3*3; - } else { - bi = 1*3; - ci = 2*3; - } - } - b = Vector3(vertex_array[bi], vertex_array[bi+1], vertex_array[bi+2]); - c = Vector3(vertex_array[ci], vertex_array[ci+1], vertex_array[ci+2]); - float det1 = (b.z - c.z) * (a.x - c.x) + (c.x - b.x) * (a.z - c.z); - float det2 = (c.z - a.z) * (b.x - c.x) + (a.x - c.x) * (b.z - c.z); - float l1 = ((b.z - c.z) * (px - c.x) + (c.x - b.x) * (py - c.z)) / det1; - float l2 = ((c.z - a.z) * (px - c.x) + (a.x - c.x) * (py - c.z)) / det2; - float l3 = 1 - l1 - l2; - return l1 * a.y + l2 * b.y + l3 * c.y; -} - -/* QuadChunk */ - -Quadtree::QuadChunk::QuadChunk(Quadtree *tree, float x, float y, float width, float height) { - this->tree = tree; - this->x = x; - this->y = y; - this->width = width; - this->height = height; - this->vbo_object = this->node_count = this->vertices = 0; - this->nodes = NULL; - heights = tree->terrain->generate_heights(x, y, width+1, height+1); - normals = new Vector3[(int)((width+1)*(height+1))]; - - calc_normals(); - - node_count = width*height; - nodes = new QuadNode*[node_count]; - for(int i = 0; i < height; i++) { - for(int j = 0; j < width; j++) { - nodes[j*(int)height + i] = new QuadNode(this, j, i, 1, 1); - } - } - make_vbo(); -} - -Quadtree::QuadChunk::~QuadChunk() { - for(unsigned int i = 0; i < node_count; i++) - delete nodes[i]; - delete[] nodes; - delete[] heights; - delete[] normals; -} - -float Quadtree::QuadChunk::distance(float px, float pz) { - bool in_width = px > x && px < x+width; - bool in_height = pz > y && pz < y+height; - - if(in_width && in_height) - return 0; - - Vector2 p(px, pz); - - float a = (p - Vector2(x, y)).length(); - float b = (p - Vector2(x+width, y)).length(); - float c = (p - Vector2(x, y+height)).length(); - float d = (p - Vector2(x+width, y+height)).length(); - - float dist = min(min(min(a, b), c), d); - - if(in_width) - dist = min(dist, (float)min(abs(y - pz), abs(y+height - pz))); - if(in_height) - dist = min(dist, (float)min(abs(x - px), abs(x+width - px))); - - return dist; -} - -void Quadtree::QuadChunk::make_vbo() { - node_count = width*height; - vertices = node_count*12; - if(vbo_object) - glDeleteBuffers(1, &vbo_object); - glGenBuffers(1, &vbo_object); - glBindBuffer(GL_ARRAY_BUFFER, vbo_object); - - const size_t vertex_chunk_size = /*sizeof(float)*/3*12; - const size_t vertices_size = vertex_chunk_size*node_count; - const size_t normal_chunk_size = vertex_chunk_size; - const size_t normals_size = normal_chunk_size*node_count; - const size_t tex_coord_chunk_size = /*sizeof(float)*/2*12; - const size_t tex_coords_size = tex_coord_chunk_size*node_count; - - buf_size = sizeof(float)*(vertices_size + normals_size + tex_coords_size); - - glBufferData(GL_ARRAY_BUFFER, buf_size, NULL, GL_STATIC_DRAW); - - float *buffer = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); - - for(unsigned int index = 0; index < node_count; index++) { - Quadtree::QuadNode *node = nodes[index]; - float tex_coords[4][4][3][2] = { - {{{.25, .25}, {0, 0}, {0, .5}}, - {{.25, .25}, {0, .5}, {.5, .5}}, - {{.25, .25}, {.5, .5}, {.5, 0}}, - {{.25, .25}, {.5, 0}, {0, 0}}}, - - {{{.75, .25}, {.5, 0}, {.5, .5}}, - {{.75, .25}, {.5, .5}, {1, .5}}, - {{.75, .25}, {1, .5}, {1, 0}}, - {{.75, .25}, {1, 0}, {.5, 0}}}, - - {{{.25, .75}, {0, .5}, {0, 1}}, - {{.25, .75}, {0, 1}, {.5, 1}}, - {{.25, .75}, {.5, 1}, {.5, .5}}, - {{.25, .75}, {.5, .5}, {0, .5}}}, - - {{{.75, .75}, {.5, .5}, {.5, 1}}, - {{.75, .75}, {.5, 1}, {1, 1}}, - {{.75, .75}, {1, 1}, {1, .5}}, - {{.75, .75}, {1, .5}, {.5, .5}}} - }; - for(int i = 0; i < 4; i++) { - float *v = buffer + vertex_chunk_size*index + 3*3*i; - for(int j = 0; j < 3; j++) { - float *tc = buffer + vertices_size + normals_size + tex_coord_chunk_size*index + 6*i + 2*j; - int k = (fmodf(node->x, 2) == 0 ? 1 : 0) + (fmodf(node->y, 2) == 0 ? 2 : 0); - tc[0] = tex_coords[k][i][j][0]*node->width; - tc[1] = tex_coords[k][i][j][1]*node->height; - } - - v[0] = node->vertex_array[0]; - v[1] = node->vertex_array[1]; - v[2] = node->vertex_array[2]; - - v[3] = node->vertex_array[i*3+3]; - v[4] = node->vertex_array[i*3+4]; - v[5] = node->vertex_array[i*3+5]; - - v[6] = node->vertex_array[i == 3 ? 3 : (i*3+6)]; - v[7] = node->vertex_array[i == 3 ? 4 : (i*3+7)]; - v[8] = node->vertex_array[i == 3 ? 5 : (i*3+8)]; - } - - float *n = buffer + vertices_size + normal_chunk_size*index; - - Vector3 bl = normals[(int)((node->x+1)*(height+1) + node->y)]; - Vector3 br = normals[(int)((node->x)*(height+1) + node->y)]; - Vector3 tr = normals[(int)((node->x)*(height+1) + node->y+1)]; - Vector3 tl = normals[(int)((node->x+1)*(height+1) + node->y+1)]; - - n[24] = n[30] = bl.x; - n[25] = n[31] = bl.y; - n[26] = n[32] = bl.z; - - n[3] = n[33] = br.x; - n[4] = n[34] = br.y; - n[5] = n[35] = br.z; - - n[6] = n[12] = tr.x; - n[7] = n[13] = tr.y; - n[8] = n[14] = tr.z; - - n[15] = n[21] = tl.x; - n[16] = n[22] = tl.y; - n[17] = n[23] = tl.z; - - if(node->width == 1) { - Vector3 v(bl + br + tr + tl); - v /= v.length(); - n[0] = n[9] = n[18] = n[27] = v.x; - n[1] = n[10] = n[19] = n[28] = v.y; - n[2] = n[11] = n[20] = n[29] = v.z; - } else { - Vector3 v(normals[(int)((node->x+node->width/2)*(height+1) + node->y+node->height/2)]); - n[0] = n[9] = n[18] = n[27] = v.x; - n[1] = n[10] = n[19] = n[28] = v.y; - n[2] = n[11] = n[20] = n[29] = v.z; - } - } - - glUnmapBuffer(GL_ARRAY_BUFFER); -} - -Quadtree::QuadNode* Quadtree::QuadChunk::find(float x, float y) { - if(!(x >= this->x && x < this->x+width && y >= this->y && y < this->y+height)) { - return NULL; - } - return nodes[(int)(x-this->x)*(int)height + (int)(y - this->y)]; -} - -void Quadtree::QuadChunk::calc_normals() { - float *right, *left, *up, *down; - right = left = up = down = NULL; - if(tree->terrain->has_chunk(this->x - chunk_size, this->y)) - right = tree->terrain->get_chunk(this->x - chunk_size, this->y, width, height); - if(tree->terrain->has_chunk(this->x + chunk_size, this->y)) - left = tree->terrain->get_chunk(this->x + chunk_size, this->y, width, height); - if(tree->terrain->has_chunk(this->x, this->y + chunk_size)) - up = tree->terrain->get_chunk(this->x, this->y + chunk_size, width, height); - if(tree->terrain->has_chunk(this->x, this->y - chunk_size)) - down = tree->terrain->get_chunk(this->x, this->y - chunk_size, width, height); - - for(int x = 0; x < width; x++) { - for(int y = 0; y < height; y++) { - Vector3 p(x, heights[x*(int)(height+1) + y], y); - Vector3 N; - Vector3 temp; - - // TODO: fix border bugginess - float h; - if(x > 0 || right) { - if(x == 0) - h = right[(chunk_size-1)*(int)(height) + y]; - else - h = heights[(x-1)*(int)(height+1) + y]; - Vector3 U = Vector3(x-1, h, y) - p; - if(y > 0 || down) { - if(y == 0) - h = down[x*(int)(height) + chunk_size - 1]; - else - h = heights[x*(int)(height+1) + y - 1]; - Vector3 V = Vector3(x, h, y-1) - p; - N += V.cross(U); - } - if(y < height-1 || up) { - if(y == height-1) - h = up[x*(int)(height)]; // y == 0 - else - h = heights[x*(int)(height+1) + y + 1]; - Vector3 V = Vector3(x, h, y+1) - p; - N += U.cross(V); - } - } - if(x < width-1 || left) { - if(x == width-1) - h = left[y]; // x == 0 - else - h = heights[(x+1)*(int)(height+1) + y]; - Vector3 U = Vector3(x+1, h, y) - p; - if(y > 0 || down) { - if(y == 0) - h = down[x*(int)(height) + chunk_size - 1]; - else - h = heights[x*(int)(height+1) + y - 1]; - Vector3 V = Vector3(x, h, y-1) - p; - N += U.cross(V); - } - if(y < height-1 || up) { - if(y == height-1) - h = up[x*(int)(height)]; // y == 0 - else - h = heights[x*(int)(height+1) + y + 1]; - Vector3 V = Vector3(x, h, y+1) - p; - N += V.cross(U); - } - } - N /= N.length(); - normals[x*(int)(height+1) + y] = N; - } - } - - if(right) - delete[] right; - if(left) - delete[] left; - if(up) - delete[] up; - if(down) - delete[] down; -} - -/* Quadtree */ - -Quadtree::Quadtree() { - terrain = new Terrain(); -} - -Quadtree::~Quadtree() { - delete terrain; - for(std::list<QuadChunk*>::iterator it = chunks.begin(); it != chunks.end(); it++) { - delete *it; - } -} - -void Quadtree::raise(float x, float z, float radius, float focus, float strength, bool up) { - // TODO: fix this -/* if(x < 0 || x >= width-1 || z < 0 || z >= height-1) - return; - - /* adjust heights */ - /*for(int i = x-radius; i < x+radius; i++) { - if(i < 0 || i >= width-1) - continue; - for(int j = z-radius; j < z+radius; j++) { - if(j < 0 || j >= height-1) - continue; - float v = powf((radius - min((Vector2(x, z) - Vector2(i, j)).length(), radius)) * strength, 1+focus); - - if(focus > 0) - /* Scale v with radius based on focus. - * Not 100% accurate, but close enough. - */ - /*v /= radius * (focus/2); - - if(up) - heights[i*height + j] += v; - else - heights[i*height + j] -= v; - } - } - - /* recalculate normals */ - /*for(int i = x-radius-1; i < x+radius; i++) { - if(i < 0 || i >= width-1) - continue; - for(int j = z-radius-1; j < z+radius; j++) { - if(j < 0 || j >= height-1) - continue; - calc_normal(i, j); - } - } - - /* refill nodes and remake VBOs */ - /*for(int nx = x-radius-1; nx < x+radius+chunk_size; nx+=chunk_size) { - if(nx < 0 || nx >= width-1) - continue; - for(int nz = z-radius-1; nz < z+radius+chunk_size; nz+=chunk_size) { - if(nz < 0 || nz >= height-1) - continue; - QuadNode *node = find(nx, nz); - for(unsigned int i = 0; i < node->chunk->node_count; i++) { - node->chunk->nodes[i]->fill(); - } - node->chunk->make_vbo(); - } - }*/ -} - -void Quadtree::update(float x, float z) { - std::set<std::pair<int, int> > chunk_indices; - int i = x - 100; - i -= i % chunk_size; - for(; i < x + 100; i += chunk_size) { - int j = z - 100; - j -= j % chunk_size; - for(; j < z + 100; j += chunk_size) { - float a = i - x; - float b = j - z; - if(sqrtf(a*a + b*b) < 100) - chunk_indices.insert(std::pair<int, int>(i, j)); - } - } - for(std::list<QuadChunk*>::iterator it = chunks.begin(); it != chunks.end(); it++) { - std::set<std::pair<int, int> >::iterator ind_it = chunk_indices.find(std::pair<int, int>((*it)->x, (*it)->y)); - if(ind_it != chunk_indices.end()) { - chunk_indices.erase(ind_it); - } - if((*it)->distance(x, z) > 100) { - it = chunks.erase(it); - } - } - for(std::set<std::pair<int, int> >::iterator it = chunk_indices.begin(); it != chunk_indices.end(); it++) { - QuadChunk *chunk = new QuadChunk(this, it->first, it->second, chunk_size, chunk_size); - chunks.push_back(chunk); - } -} - -Quadtree::QuadNode *Quadtree::find(float x, float y) { - for(std::list<QuadChunk*>::iterator it = chunks.begin(); it != chunks.end(); it++) { - QuadNode *node = (*it)->find(x, y); - if(node) - return node; - } - return NULL; -} - -Quadtree::QuadNode *Quadtree::get_left(Quadtree::QuadNode *node) { - QuadNode *n = find(node->x + node->width*1.5, node->y + node->height / 2); - if(n == node) - return NULL; - return n; -} - -Quadtree::QuadNode *Quadtree::get_right(Quadtree::QuadNode *node) { - QuadNode *n = find(node->x - node->width/2, node->y + node->height / 2); - if(n == node) - return NULL; - return n; -} - -Quadtree::QuadNode *Quadtree::get_up(Quadtree::QuadNode *node) { - QuadNode *n = find(node->x + node->width/2, node->y + node->height*1.5); - if(n == node) - return NULL; - return n; -} - -Quadtree::QuadNode *Quadtree::get_down(Quadtree::QuadNode *node) { - QuadNode *n = find(node->x + node->width/2, node->y); - if(n == node) - return NULL; - return n; -} |