HandmadeHero/project/engine/tile_map.hpp

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/*
*/
#pragma once
#if INTELLISENSE_DIRECTIVES
#include "platform/platform.hpp"
#include "engine_module.hpp"
#endif
NS_ENGINE_BEGIN
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// TODO(Ed) : I switch the tile coordinates to signed values, I'm clamping rn to force positive
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struct TileChunk
{
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s32* tiles;
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};
/*
This is a "backend" transient datatype for handling lookup of tile data from "chunks" of tiles.
*/
struct TileChunkPosition
{
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s32 x;
s32 y;
s32 z;
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// "Chunk-relative (x, y)
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s32 tile_x;
s32 tile_y;
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};
struct TileMap
{
// TODO(Ed) : Beginner's sparseness
s32 tile_chunks_num_x;
s32 tile_chunks_num_y;
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s32 tile_chunks_num_z;
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f32 tile_side_in_meters;
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// TODO(Ed) : Real sparseness ? (not use the giant pointer array)
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s32 chunk_shift;
s32 chunk_mask;
s32 chunk_dimension;
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TileChunk* chunks;
};
struct TileMapPos
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{
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// Note(Ed) : Relative position from tile center.
Vec2 rel_pos;
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// "World-relative (x, y), AKA: Absolute Position
// Fixed point tile locations.
// High bits are the tile-chunk index, and the low bits are the tile index in the chunk.
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s32 tile_x;
s32 tile_y;
s32 tile_z;
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};
NS_ENGINE_END