HandmadeHero/project/engine/tile_map.hpp
2023-10-19 14:16:50 -04:00

67 lines
1.0 KiB
C++

/*
*/
#pragma once
#if INTELLISENSE_DIRECTIVES
#include "platform/platform.hpp"
#include "engine_module.hpp"
#endif
NS_ENGINE_BEGIN
struct TileChunk
{
u32* tiles;
};
/*
This is a "backend" transient datatype for handling lookup of tile data from "chunks" of tiles.
*/
struct TileChunkPosition
{
u32 tile_chunk_x;
u32 tile_chunk_y;
u32 tile_chunk_z;
// "Chunk-relative (x, y)
u32 tile_x;
u32 tile_y;
};
struct TileMap
{
// TODO(Ed) : Beginner's sparseness
s32 tile_chunks_num_x;
s32 tile_chunks_num_y;
s32 tile_chunks_num_z;
f32 tile_size_in_meters;
// TODO(Ed) : Real sparseness ? (not use the giant pointer array)
u32 chunk_shift;
u32 chunk_mask;
u32 chunk_dimension;
TileChunk* chunks;
};
struct TileMapPosition
{
// Note(Ed) : Relative position from tile center.
f32 x;
f32 y;
// "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.
u32 tile_x;
u32 tile_y;
u32 tile_z;
};
NS_ENGINE_END