summaryrefslogtreecommitdiff
path: root/quadtree.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'quadtree.cpp')
-rw-r--r--quadtree.cpp500
1 files changed, 0 insertions, 500 deletions
diff --git a/quadtree.cpp b/quadtree.cpp
deleted file mode 100644
index 3b329ac..0000000
--- a/quadtree.cpp
+++ /dev/null
@@ -1,500 +0,0 @@
-#include "quadtree.h"
-#include "vector.h"
-
-#include "gl.h"
-
-#include <cmath>
-#include <queue>
-
-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->tree->heights[(int)floorf((int)(x + width/2)*chunk->tree->height + (int)(y + height/2))];
- vertex_array[2] = y + height / 2;
-
- vertex_array[3] = x;
- vertex_array[4] = chunk->tree->heights[(int)floorf(x*chunk->tree->height+y)];
- vertex_array[5] = y;
-
- vertex_array[6] = x;
- vertex_array[7] = chunk->tree->heights[(int)floorf(x*chunk->tree->height + (y + height))];
- vertex_array[8] = y + height;
-
- vertex_array[9] = x + width;
- vertex_array[10] = chunk->tree->heights[(int)floorf((x + width)*chunk->tree->height + (y + height))];
- vertex_array[11] = y + height;
-
- vertex_array[12] = x + width;
- vertex_array[13] = chunk->tree->heights[(int)floorf((x + width)*chunk->tree->height + 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(a.x, a.y, a.z);
- glVertex3f(b.x, b.y, b.z);
- }
- glEnd();
- glBegin(GL_LINE_LOOP);
- glVertex3f(vertex_array[3], vertex_array[4], vertex_array[5]);
- glVertex3f(vertex_array[6], vertex_array[7], vertex_array[8]);
- glVertex3f(vertex_array[9], vertex_array[10], vertex_array[11]);
- glVertex3f(vertex_array[12], vertex_array[13], vertex_array[14]);
- glEnd();
-}
-
-float Quadtree::QuadNode::get_height(float px, float py) {
- 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;
-
- if(width / chunk_size > 1) {
- for(int i = 0; i < 4; i++) {
- float nx = x + ((i & 1) ^((i & 2) >> 1)) * width / 2;
- float ny = y + ((i & 2) >> 1) * height / 2;
- children[i] = new QuadChunk(tree, nx, ny, width / 2, height / 2);
- }
- return;
- }
-
- 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, x+j, y+i, 1, 1);
- }
- }
-}
-
-Quadtree::QuadChunk::~QuadChunk() {
- for(unsigned int i = 0; i < node_count; i++)
- delete nodes[i];
- delete[] nodes;
-}
-
-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 = tree->normals[(int)((node->x+1)*tree->height + node->y)];
- Vector3 br = tree->normals[(int)(node->x*tree->height + node->y)];
- Vector3 tr = tree->normals[(int)(node->x*tree->height + node->y+1)];
- Vector3 tl = tree->normals[(int)((node->x+1)*tree->height + 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(tree->normals[(int)((node->x+node->width/2)*tree->height + 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(!nodes) {
- float mx = this->x + width / 2;
- float my = this->y + height / 2;
- int i = 2*(y >= my);
- if(i < 2 && x >= mx)
- i = 1;
- else if(i == 2 && x < mx)
- i = 3;
- return children[i]->find(x, 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)];
-}
-
-/* Quadtree */
-
-Quadtree::Quadtree(int width, int height, float *heightmap) {
- std::cout << "width: " << width << " height: " << height << std::endl;
- std::cout << "heightmap: " << heightmap << std::endl;
-
- this->width = width;
- this->height = height;
- heights = heightmap;
-
- this->root = new QuadChunk(this, 0, 0, width-1, height-1);
- std::cout << "root: " << root << std::endl;
-
- normals = new Vector3[width*height];
- for(int x = 0; x < width; x++) {
- for(int y = 0; y < height; y++) {
- calc_normal(x, y);
- }
- }
-}
-
-Quadtree::~Quadtree() {
- delete root;
- delete[] heights;
- delete[] normals;
-}
-
-void Quadtree::raise(float x, float z, float radius, float focus, float strength) {
- if(x < 0 || x >= width-1 || z < 0 || z >= height-1)
- return;
-
- /* adjust heights */
- QuadNode *node = find(x, z);
- 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;
- heights[i*height + j] += strength / max(powf((Vector2(x, z) - Vector2(i, j)).length(), focus), 1.0f);
- }
- }
-
- /* 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+chunk_size; nx+=chunk_size) {
- if(nx < 0 || nx >= width-1)
- continue;
- for(int nz = z-radius-1; nz < z+chunk_size; nz+=chunk_size) {
- if(nz < 0 || nz >= height-1)
- continue;
- QuadNode *node = find(nx, nz);
- for(int i = 0; i < node->chunk->node_count; i++) {
- node->chunk->nodes[i]->fill();
- }
- node->chunk->make_vbo();
- }
- }
-}
-
-Vector3 Quadtree::calc_normal(int x, int y) {
- Vector3 p(x, heights[x*height + y], y);
- Vector3 N;
-
- if(x > 0) {
- Vector3 U = Vector3(x-1, heights[(x-1)*height + y], y) - p;
- if(y > 0) {
- Vector3 V = Vector3(x, heights[x*height + y - 1], y-1) - p;
- N += V.cross(U);
- }
- if(y < height-1) {
- Vector3 V = Vector3(x, heights[x*height + y + 1], y+1) - p;
- N += U.cross(V);
- }
- }
- if(x < width-1) {
- Vector3 U = Vector3(x+1, heights[(x+1)*height + y], y) - p;
- if(y > 0) {
- Vector3 V = Vector3(x, heights[x*height + y - 1], y-1) - p;
- N += U.cross(V);
- }
- if(y < height-1) {
- Vector3 V = Vector3(x, heights[x*height + y + 1], y+1) - p;
- N += V.cross(U);
- }
- }
- N /= N.length();
- normals[x*height + y] = N;
- return N;
-}
-
-void Quadtree::update(float x, float z) {
- std::queue<QuadChunk*> q;
- std::cout << "root: " << root << std::endl;
- q.push(root);
- while(!q.empty()) {
- QuadChunk *chunk = q.front();
- q.pop();
- std::cout << "chunk: " << chunk << std::endl;
- if(!chunk->nodes) {
- for(int i = 0; i < 4; i++)
- q.push(chunk->children[i]);
- continue;
- }
- std::cout << "foo" << std::endl;
-
- float d = chunk->distance(x, z);
- if(d < 100 && !chunk->vbo_object) {
- chunk->make_vbo();
- } else if(d > 100 && chunk->vbo_object) {
- glDeleteBuffers(1, &chunk->vbo_object);
- chunk->vbo_object = 0;
- chunk->vertices = 0;
- }
- }
-}
-
-Quadtree::QuadNode *Quadtree::find(float x, float y) {
- return root->find(x, y);
-}
-
-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;
-}