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//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// https://github.com/threerings/nenya
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.miso.data;
import java.util.List;
import java.awt.Rectangle;
import com.samskivert.util.ArrayUtil;
import com.samskivert.util.IntListUtil;
import com.samskivert.util.ListUtil;
import com.threerings.media.util.MathUtil;
import com.threerings.miso.util.ObjectSet;
/**
* Contains miso scene data for a scene that is assumed to be reasonably
* simple and small, such that all base tile data for the entire scene can
* be stored in a single contiguous array.
*
* Additionally, it makes the assumption that the single model will be
* used to display a scene on a rectangular screen (dimensions defined by
* {@link #vwidth} and {@link #vheight}) and further optimizes the base
* tile array to obviate the need to store tile data for things that fall
* outside the bounds of the screen.
*/
public class SimpleMisoSceneModel extends MisoSceneModel
{
/** The width of this scene in tiles. */
public short width;
/** The height of this scene in tiles. */
public short height;
/** The viewport width in tiles. */
public int vwidth;
/** The viewport height in tiles. */
public int vheight;
/** The combined tile ids (tile set id and tile id) in compressed
* format. Don't go poking around in here, use the accessor
* methods. */
public int[] baseTileIds;
/** The combined tile ids (tile set id and tile id) of the
* "uninteresting" tiles in the object layer. */
public int[] objectTileIds;
/** The x coordinate of the "uninteresting" tiles in the object
* layer. */
public short[] objectXs;
/** The y coordinate of the "uninteresting" tiles in the object
* layer. */
public short[] objectYs;
/** Information records for the "interesting" objects in the object
* layer. */
public ObjectInfo[] objectInfo;
/**
* Creates a completely uninitialized model suitable for little more
* than unserialization.
*/
public SimpleMisoSceneModel ()
{
}
/**
* Creates a blank scene model with the specified dimensions.
*/
public SimpleMisoSceneModel (int width, int height, int vwidth, int vheight)
{
this.width = (short)MathUtil.bound(
Short.MIN_VALUE, width, Short.MAX_VALUE);
this.height = (short)MathUtil.bound(
Short.MIN_VALUE, height, Short.MAX_VALUE);
this.vwidth = vwidth;
this.vheight = vheight;
allocateBaseTileArray();
// start with zero-length object arrays
objectTileIds = new int[0];
objectXs = new short[0];
objectYs = new short[0];
objectInfo = new ObjectInfo[0];
}
@Override
public int getBaseTileId (int col, int row)
{
int index = getIndex(col, row);
return (index == -1) ? 0 : baseTileIds[index];
}
@Override
public boolean setBaseTile (int fqBaseTileId, int col, int row)
{
int index = getIndex(col, row);
if (index == -1) {
return false;
}
baseTileIds[index] = fqBaseTileId;
return true;
}
@Override
public void getObjects (Rectangle region, ObjectSet set)
{
// first look for intersecting interesting objects
for (ObjectInfo info : objectInfo) {
if (region.contains(info.x, info.y)) {
set.insert(info);
}
}
// now look for intersecting non-interesting objects
for (int ii = 0; ii < objectTileIds.length; ii++) {
int x = objectXs[ii], y = objectYs[ii];
if (region.contains(x, y)) {
set.insert(new ObjectInfo(objectTileIds[ii], x, y));
}
}
}
@Override
public boolean addObject (ObjectInfo info)
{
if (info.isInteresting()) {
objectInfo = ArrayUtil.append(objectInfo, info);
} else {
objectTileIds = ArrayUtil.append(objectTileIds, info.tileId);
objectXs = ArrayUtil.append(objectXs, (short)info.x);
objectYs = ArrayUtil.append(objectYs, (short)info.y);
}
return true;
}
@Override
public void updateObject (ObjectInfo info)
{
// not efficient, but this is only done in editing situations
removeObject(info);
addObject(info);
}
@Override
public boolean removeObject (ObjectInfo info)
{
// look for it in the interesting info array
int oidx = ListUtil.indexOf(objectInfo, info);
if (oidx != -1) {
objectInfo = ArrayUtil.splice(objectInfo, oidx, 1);
return true;
}
// look for it in the uninteresting arrays
oidx = IntListUtil.indexOf(objectTileIds, info.tileId);
if (oidx != -1) {
objectTileIds = ArrayUtil.splice(objectTileIds, oidx, 1);
objectXs = ArrayUtil.splice(objectXs, oidx, 1);
objectYs = ArrayUtil.splice(objectYs, oidx, 1);
return true;
}
return false;
}
@Override
public SimpleMisoSceneModel clone ()
{
SimpleMisoSceneModel model = (SimpleMisoSceneModel)super.clone();
model.baseTileIds = baseTileIds.clone();
model.objectTileIds = objectTileIds.clone();
model.objectXs = objectXs.clone();
model.objectYs = objectYs.clone();
model.objectInfo = new ObjectInfo[objectInfo.length];
for (int ii = 0; ii < objectInfo.length; ii++) {
model.objectInfo[ii] = objectInfo[ii].clone();
}
return model;
}
/**
* Get the index into the baseTileIds[] for the specified
* x and y coordinates, or return -1 if the specified coordinates
* are outside of the viewable area.
*
* Assumption: The viewable area is centered and aligned as far
* to the top of the isometric scene as possible, such that
* the upper-left corner is at the point where the tiles
* (0, vwid) and (0, vwid-1) touch. The upper-right corner
* is at the point where the tiles (vwid-1, 0) and (vwid, 0)
* touch.
*
* The viewable area is made up of "fat" rows and "thin" rows. The
* fat rows display one more tile than the thin rows because their
* first and last tiles are halfway off the viewable area. The thin
* rows are fully contained within the viewable area except for the
* first and last thin rows, which display only their bottom and top
* halves, respectively. Note that #fatrows == #thinrows - 1;
*/
protected int getIndex (int x, int y)
{
// check to see if the index lies in one of the "fat" rows
if (((x + y) & 1) == (vwidth & 1)) {
int col = (vwidth + x - y) >> 1;
int row = x - col;
if ((col < 0) || (col > vwidth) ||
(row < 0) || (row >= vheight)) {
return -1; // out of view
}
return (vwidth + 1) * row + col;
} else {
// the index must be in a "thin" row
int col = (vwidth + x - y - 1) >> 1;
int row = x - col;
if ((col < 0) || (col >= vwidth) ||
(row < 0) || (row > vheight)) {
return -1; // out of view
}
// we store the all the fat rows first, then all the thin
// rows, the '(vwidth + 1) * vheight' is the size of all
// the fat rows.
return row * vwidth + col + (vwidth + 1) * vheight;
}
}
/**
* Allocate the base tile array.
*/
protected void allocateBaseTileArray ()
{
baseTileIds = new int[vwidth + vheight + ((vwidth * vheight) << 1)];
}
/**
* Populates the interesting and uninteresting parts of a miso scene
* model given lists of {@link ObjectInfo} records for each.
*/
public static void populateObjects (
SimpleMisoSceneModel model, List ilist, List ulist)
{
// set up the uninteresting arrays
int ucount = ulist.size();
model.objectTileIds = new int[ucount];
model.objectXs = new short[ucount];
model.objectYs = new short[ucount];
for (int ii = 0; ii < ucount; ii++) {
ObjectInfo info = ulist.get(ii);
model.objectTileIds[ii] = info.tileId;
model.objectXs[ii] = (short)info.x;
model.objectYs[ii] = (short)info.y;
}
// set up the interesting array
int icount = ilist.size();
model.objectInfo = new ObjectInfo[icount];
ilist.toArray(model.objectInfo);
}
}