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63 lines
1.4 KiB
63 lines
1.4 KiB
//========= Copyright © 1996-2009, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Utility functions for cell coordinate calculations
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// to reduce bandwidth usage
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CELLCOORD_H
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#define CELLCOORD_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "worldsize.h"
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// Given a world coord, return the cell it should be in
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inline int CellFromCoord( int cellwidth, float f )
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{
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// We handle each side of zero difference to reduce precision errors
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if ( f < 0.0f )
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{
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return Float2Int( f + MAX_COORD_INTEGER ) / cellwidth;
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}
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else
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{
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return Float2Int(f) / cellwidth + ( MAX_COORD_INTEGER / cellwidth );
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}
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}
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// Given a cell and a world coord, return the offset into the cell
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// cell should have been returned from CellFromCoord with the same f, we don't
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// recompute here
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inline float CellInCoord( int cellwidth, int cell, float f )
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{
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float r;
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int c = abs( cell * cellwidth - MAX_COORD_INTEGER ) ;
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if ( f < 0.0f )
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{
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r = c + f;
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}
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else
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{
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r = f - c;
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}
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// Pecision errors can futz the edges
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return clamp( r, 0.0f, (float)cellwidth );
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}
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// Given a cell and an offset in that cell, reconstructor the world coord
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inline float CoordFromCell( int cellwidth, int cell, float f )
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{
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int cellPos = ( cell * cellwidth );
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float r = ( cellPos - MAX_COORD_INTEGER ) + f;
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return r;
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}
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#endif //CELLCOORDCONVERTER_H
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