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//-----------------------------------------------------------------------------
// File: node.h
//
// Desc: Node stuff
//
// Copyright (c) 1994-2000 Microsoft Corporation
//-----------------------------------------------------------------------------
#ifndef __node_h__
#define __node_h__
#define NUM_NODE (NUM_DIV - 1) // num nodes in longest dimension
// maximum weighting of going straight for direction choosing functions
#define MAX_WEIGHT_STRAIGHT 100
//-----------------------------------------------------------------------------
// Name: Node class
// Desc:
//-----------------------------------------------------------------------------
class Node { public: void MarkAsTaken() { m_empty = FALSE; } void MarkAsEmpty() { m_empty = TRUE; } BOOL IsEmpty() { return m_empty; } private: BOOL m_empty; };
//-----------------------------------------------------------------------------
// Name: Node array class
// Desc: - 3d array of nodes
// - Functions to access node neighbours, query if taken or not, etc.
// - Not only is this the node array, but a set of methods that operates on it
//-----------------------------------------------------------------------------
class NODE_ARRAY { public: NODE_ARRAY(); ~NODE_ARRAY(); void Resize( IPOINT3D *pNewSize ); // new array size
void Reset(); // set all nodes to empty
int ChooseRandomDirection( IPOINT3D *pos, int dir, int weight ); int ChoosePreferredDirection( IPOINT3D *pos, int dir, int *prefDirs, int nPrefDirs ); int ChooseNewTurnDirection( IPOINT3D *pos, int dir ); int FindClearestDirection( IPOINT3D *pos ); int GetBestPossibleTurns( IPOINT3D *pos, int dir, int *turnDirs ); BOOL FindRandomEmptyNode( IPOINT3D *ip3dEmpty ); BOOL FindRandomEmptyNode2D( IPOINT3D *pos, int plane, int *box ); BOOL TakeClosestEmptyNode( IPOINT3D *newPos, IPOINT3D *pos ); void NodeVisited( IPOINT3D *pos ); void GetNodeCount( IPOINT3D *pos );
private: Node* m_nodes; // ptr to node array
int m_lock; // semaphore lock for >1 drawing pipes
IPOINT3D m_numNodes; // x,y,z dimensions of node array
int m_nodeDirInc[NUM_DIRS]; // array offset between nodes for each dir
void GetNeighbours( IPOINT3D *pos, Node **nNode ); Node* GetNode( IPOINT3D *pos ); Node* GetNextNode( IPOINT3D *pos, int dir ); BOOL GetNextNodePos( IPOINT3D *curPos, IPOINT3D *nextPos, int dir ); int GetEmptyNeighbours( Node **nNode, int *nEmpty ); int GetEmptyTurnNeighbours( Node **nNode, int *nEmpty, int lastDir ); int GetEmptyNeighboursAlongDir( IPOINT3D *pos, int dir, int searchRadius ); };
#endif // __node_h__
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