Add entity map
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150
game/entity_map.c
Normal file
150
game/entity_map.c
Normal file
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#include "entity_map.h"
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#include <math.h>
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EntityMap entityMapCreate(const EntityMapDesc *desc) {
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i32 width = (desc->maxWidth + (desc->cellResolution - 1)) / desc->cellResolution;
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i32 height = (desc->maxHeight + (desc->cellResolution - 1)) / desc->cellResolution;
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EntityMap map = {
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.width=width,
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.height=height,
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.cellResolution=desc->cellResolution,
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.cellDepth=desc->cellDepth,
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};
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size_t numBytes = sizeof(EntityMapCell) * map.width * map.height * map.cellDepth;
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map.cells = bzAlloc(numBytes);
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bzMemSet(map.cells, 0, numBytes);
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map.entities = bzArrayNew(EntityMapEntry, 512);
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return map;
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}
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void entityMapDestroy(EntityMap *entityMap) {
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bzFree(entityMap->cells);
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entityMap->cells = NULL;
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bzArrayFree(entityMap->entities);
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entityMap->entities = NULL;
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}
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static EntityMapIndex calculateMapIndex(EntityMap *entityMap, Position pos, Size size) {
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i32 minX = (i32) floorf(pos.x);
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i32 minY = (i32) floorf(pos.y);
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i32 maxX = (i32) floorf(pos.x + size.x);
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i32 maxY = (i32) floorf(pos.y + size.y);
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return (EntityMapIndex) {
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(i16) (minX / entityMap->width),
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(i16) (minY / entityMap->height),
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(i16) (maxX / entityMap->width),
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(i16) (maxY / entityMap->height),
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};
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}
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static bool insertMapEntry(EntityMap *entityMap, EntityMapCell idx, i32 x, i32 y) {
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EntityMapCell *cell = entityMap->cells + (y * entityMap->width + x) * entityMap->cellDepth;
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for (i32 i = 0; i < entityMap->cellResolution; i++) {
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if (cell[i] == 0) {
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cell[i] = idx;
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return true;
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}
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}
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return false;
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}
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static void removeMapEntry(EntityMap *entityMap, EntityMapCell idx, i32 x, i32 y) {
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EntityMapCell *cell = entityMap->cells + (y * entityMap->width + x) * entityMap->cellDepth;
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i32 i;
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for (i = 0; i < entityMap->cellResolution; i++) {
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if (cell[i] == idx) {
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break;
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}
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}
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i32 j;
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for (j = i; j < entityMap->cellResolution; j++) {
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if (cell[j] == 0) {
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j--;
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break;
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}
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}
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if (i != j) {
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// swap with last
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cell[i] = cell[j];
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cell[j] = 0;
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} else {
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// 'i' is last
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cell[i] = 0;
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}
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}
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EntityMapEntry entityMapInsert(EntityMap *entityMap, ecs_entity_t entity, Position pos, Size size) {
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EntityMapEntry entry = {entity};
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EntityMapIndex mapIndex = calculateMapIndex(entityMap, pos, size);
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entry.index = mapIndex;
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i32 entryIdx = bzArraySize(entityMap->entities);
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entry.entryID = entryIdx;
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bzArrayPush(entityMap->entities, entry);
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bool wasInserted = true;
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for (i32 y = mapIndex.minY; y <= mapIndex.maxY; y++) {
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for (i32 x = mapIndex.minX; x <= mapIndex.maxX; x++) {
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wasInserted &= insertMapEntry(entityMap, entryIdx, x, y);
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if (!wasInserted) {
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return (EntityMapEntry) {
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.entity = 0,
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};
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}
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}
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}
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return entry;
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}
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void entityMapRemove(EntityMap *entityMap, EntityMapEntry entry) {
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entityMapRemoveID(entityMap, entry.entryID);
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}
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void entityMapRemoveID(EntityMap *entityMap, i32 entryID) {
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EntityMapEntry entry = bzArrayGet(entityMap->entities, entryID);
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EntityMapIndex index = entry.index;
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for (i32 y = index.minY; y <= index.maxY; y++) {
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for (i32 x = index.minX; x <= index.maxX; x++) {
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removeMapEntry(entityMap, entryID, x, y);
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}
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}
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EntityMapEntry last = bzArrayGet(entityMap->entities, bzArraySize(entityMap->entities));
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bzArraySet(entityMap->entities, entryID, last);
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bzArrayPop(entityMap->entities);
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}
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EntityMapIter entityMapQueryIter(EntityMap *entityMap, Position pos, Size size) {
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EntityMapIndex mapIndex = calculateMapIndex(entityMap, pos, size);
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EntityMapIter it = {
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.entityMap=entityMap,
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.index=mapIndex,
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.x=mapIndex.minX,
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.y=mapIndex.minY,
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.cellIdx=0,
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};
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return it;
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}
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bool entityMapQueryNext(EntityMapIter *it) {
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i32 cellOffset = (it->y * it->entityMap->width + it->x) *
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it->entityMap->cellDepth + it->cellIdx;
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if (it->cellIdx >= it->entityMap->cellDepth ||
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it->entityMap->cells[cellOffset] == 0) {
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it->cellIdx = 0;
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it->x++;
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if (it->x > it->index.maxX) {
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it->y++;
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if (it->y > it->index.maxY)
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return false;
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}
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}
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EntityMapCell cell = it->entityMap->cells[cellOffset];
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it->entry = bzArrayGet(it->entityMap->entities, cell);
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it->cellIdx++;
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return true;
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}
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