diff options
Diffstat (limited to 'quadtree.cpp')
-rw-r--r-- | quadtree.cpp | 500 |
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; -} |