windows-nt/Source/XPSP1/NT/shell/osshell/control/scrnsave/pipes/node.cpp

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2020-09-26 03:20:57 -05:00
//-----------------------------------------------------------------------------
// File: node.cpp
//
// Desc: Pipes node array
//
// Copyright (c) 1994-2000 Microsoft Corporation
//-----------------------------------------------------------------------------
#include "stdafx.h"
//-----------------------------------------------------------------------------
// Name: NODE_ARRAY constructor
// Desc:
//-----------------------------------------------------------------------------
NODE_ARRAY::NODE_ARRAY()
{
m_nodes = NULL; // allocated on Resize
m_numNodes.x = 0;
m_numNodes.y = 0;
m_numNodes.z = 0;
}
//-----------------------------------------------------------------------------
// Name: NODE_ARRAY destructor
// Desc:
//-----------------------------------------------------------------------------
NODE_ARRAY::~NODE_ARRAY( )
{
if( m_nodes )
delete m_nodes;
}
//-----------------------------------------------------------------------------
// Name: Resize
// Desc:
//-----------------------------------------------------------------------------
void NODE_ARRAY::Resize( IPOINT3D *pNewSize )
{
if( (m_numNodes.x == pNewSize->x) &&
(m_numNodes.y == pNewSize->y) &&
(m_numNodes.z == pNewSize->z) )
return;
m_numNodes = *pNewSize;
int elemCount = m_numNodes.x * m_numNodes.y * m_numNodes.z;
if( m_nodes )
delete m_nodes;
m_nodes = new Node[elemCount];
assert( m_nodes && "NODE_ARRAY::Resize : can't alloc nodes\n" );
if( m_nodes == NULL )
return;
// Reset the node states to empty
int i;
Node *pNode = m_nodes;
for( i = 0; i < elemCount; i++, pNode++ )
pNode->MarkAsEmpty();
// precalculate direction offsets between nodes for speed
m_nodeDirInc[PLUS_X] = 1;
m_nodeDirInc[MINUS_X] = -1;
m_nodeDirInc[PLUS_Y] = m_numNodes.x;
m_nodeDirInc[MINUS_Y] = - m_nodeDirInc[PLUS_Y];
m_nodeDirInc[PLUS_Z] = m_numNodes.x * m_numNodes.y;
m_nodeDirInc[MINUS_Z] = - m_nodeDirInc[PLUS_Z];
}
//-----------------------------------------------------------------------------
// Name: Reset
// Desc:
//-----------------------------------------------------------------------------
void NODE_ARRAY::Reset( )
{
int i;
Node* pNode = m_nodes;
// Reset the node states to empty
for( i = 0; i < (m_numNodes.x)*(m_numNodes.y)*(m_numNodes.z); i++, pNode++ )
pNode->MarkAsEmpty();
}
//-----------------------------------------------------------------------------
// Name: GetNodeCount
// Desc:
//-----------------------------------------------------------------------------
void NODE_ARRAY::GetNodeCount( IPOINT3D *count )
{
*count = m_numNodes;
}
//-----------------------------------------------------------------------------
// Name: ChooseRandomDirection
// Desc: Choose randomnly among the possible directions. The likelyhood of going
// straight is controlled by weighting it.
//-----------------------------------------------------------------------------
int NODE_ARRAY::ChooseRandomDirection( IPOINT3D *pos, int dir, int weightStraight )
{
Node *nNode[NUM_DIRS];
int numEmpty, newDir;
int choice;
Node *straightNode = NULL;
int emptyDirs[NUM_DIRS];
assert( (dir >= 0) && (dir < NUM_DIRS) &&
"NODE_ARRAY::ChooseRandomDirection: invalid dir\n" );
// Get the neigbouring nodes
GetNeighbours( pos, nNode );
// Get node in straight direction if necessary
if( weightStraight && nNode[dir] && nNode[dir]->IsEmpty() )
{
straightNode = nNode[dir];
// if maximum weight, choose and return
if( weightStraight == MAX_WEIGHT_STRAIGHT )
{
straightNode->MarkAsTaken();
return dir;
}
}
else
{
weightStraight = 0;
}
// Get directions of possible turns
numEmpty = GetEmptyTurnNeighbours( nNode, emptyDirs, dir );
// Make a random choice
if( (choice = (weightStraight + numEmpty)) == 0 )
return DIR_NONE;
choice = CPipesScreensaver::iRand( choice );
if( choice < weightStraight && straightNode != NULL )
{
straightNode->MarkAsTaken();
return dir;
}
else
{
// choose one of the turns
newDir = emptyDirs[choice - weightStraight];
nNode[newDir]->MarkAsTaken();
return newDir;
}
}
//-----------------------------------------------------------------------------
// Name: ChoosePreferredDirection
// Desc: Choose randomnly from one of the supplied preferred directions. If none
// of these are available, then try and choose any empty direction
//-----------------------------------------------------------------------------
int NODE_ARRAY::ChoosePreferredDirection( IPOINT3D *pos, int dir, int *prefDirs,
int nPrefDirs )
{
Node *nNode[NUM_DIRS];
int numEmpty, newDir;
int emptyDirs[NUM_DIRS];
int *pEmptyPrefDirs;
int i, j;
assert( (dir >= 0) && (dir < NUM_DIRS) &&
"NODE_ARRAY::ChoosePreferredDirection : invalid dir\n" );
// Get the neigbouring nodes
GetNeighbours( pos, nNode );
// Create list of directions that are both preferred and empty
pEmptyPrefDirs = emptyDirs;
numEmpty = 0;
for( i = 0, j = 0; (i < NUM_DIRS) && (j < nPrefDirs); i++ )
{
if( i == *prefDirs )
{
prefDirs++;
j++;
if( nNode[i] && nNode[i]->IsEmpty() )
{
// add it to list
*pEmptyPrefDirs++ = i;
numEmpty++;
}
}
}
// if no empty preferred dirs, then any empty dirs become preferred
if( !numEmpty )
{
numEmpty = GetEmptyNeighbours( nNode, emptyDirs );
if( numEmpty == 0 )
return DIR_NONE;
}
// Pick a random dir from the empty set
newDir = emptyDirs[CPipesScreensaver::iRand( numEmpty )];
nNode[newDir]->MarkAsTaken();
return newDir;
}
//-----------------------------------------------------------------------------
// Name: FindClearestDirection
// Desc: Finds the direction with the most empty nodes in a line 'searchRadius'
// long. Does not mark any nodes as taken.
//-----------------------------------------------------------------------------
int NODE_ARRAY::FindClearestDirection( IPOINT3D *pos )
{
static Node *neighbNode[NUM_DIRS];
static int emptyDirs[NUM_DIRS];
int nEmpty, newDir;
int maxEmpty = 0;
int searchRadius = 3;
int count = 0;
int i;
// Get ptrs to neighbour nodes
GetNeighbours( pos, neighbNode );
// find empty nodes in each direction
for( i = 0; i < NUM_DIRS; i ++ )
{
if( neighbNode[i] && neighbNode[i]->IsEmpty() )
{
// find number of contiguous empty nodes along this direction
nEmpty = GetEmptyNeighboursAlongDir( pos, i, searchRadius );
if( nEmpty > maxEmpty )
{
// we have a new winner
count = 0;
maxEmpty = nEmpty;
emptyDirs[count++] = i;
}
else if( nEmpty == maxEmpty )
{
// tied with current max
emptyDirs[count++] = i;
}
}
}
if( count == 0 )
return DIR_NONE;
// randomnly choose a direction
newDir = emptyDirs[CPipesScreensaver::iRand( count )];
return newDir;
}
//-----------------------------------------------------------------------------
// Name: ChooseNewTurnDirection
// Desc: Choose a direction to turn
//
// This requires finding a pair of nodes to turn through. The first node
// is in the direction of the turn from the current node, and the second node
// is at right angles to this at the end position. The prim will not draw
// through the first node, but may sweep close to it, so we have to mark it
// as taken.
// - if next node is free, but there are no turns available, return
// DIR_STRAIGHT, so the caller can decide what to do in this case
// - The turn possibilities are based on the orientation of the current xc, with
// 4 relative directions to seek turns in.
//-----------------------------------------------------------------------------
int NODE_ARRAY::ChooseNewTurnDirection( IPOINT3D *pos, int dir )
{
int turns[NUM_DIRS], nTurns;
IPOINT3D nextPos;
int newDir;
Node *nextNode;
assert( (dir >= 0) && (dir < NUM_DIRS) &&
"NODE_ARRAY::ChooseNewTurnDirection : invalid dir\n" );
// First, check if next node along current dir is empty
if( !GetNextNodePos( pos, &nextPos, dir ) )
return DIR_NONE; // node out of bounds or not empty
// Ok, the next node is free - check the 4 possible turns from here
nTurns = GetBestPossibleTurns( &nextPos, dir, turns );
if( nTurns == 0 )
return DIR_STRAIGHT; // nowhere to turn, but could go straight
// randomnly choose one of the possible turns
newDir = turns[ CPipesScreensaver::iRand( nTurns ) ];
assert( (newDir >= 0) && (newDir < NUM_DIRS) &&
"NODE_ARRAY::ChooseNewTurnDirection : invalid newDir\n" );
// mark taken nodes
nextNode = GetNode( &nextPos );
nextNode->MarkAsTaken();
nextNode = GetNextNode( &nextPos, newDir );
if( nextNode != NULL )
nextNode->MarkAsTaken();
return newDir;
}
//-----------------------------------------------------------------------------
// Name: GetBestPossibleTurns
// Desc: From supplied direction and position, figure out which of 4 possible
// directions are best to turn in.
//
// Turns that have the greatest number of empty nodes after the turn are the
// best, since a pipe is less likely to hit a dead end in this case.
// - We only check as far as 'searchRadius' nodes along each dir.
// - Return direction indices of best possible turns in turnDirs, and return
// count of these turns in fuction return value.
//-----------------------------------------------------------------------------
int NODE_ARRAY::GetBestPossibleTurns( IPOINT3D *pos, int dir, int *turnDirs )
{
Node *neighbNode[NUM_DIRS]; // ptrs to 6 neighbour nodes
int i, count = 0;
BOOL check[NUM_DIRS] = {TRUE, TRUE, TRUE, TRUE, TRUE, TRUE};
int nEmpty, maxEmpty = 0;
int searchRadius = 2;
assert( (dir >= 0) && (dir < NUM_DIRS) &&
"NODE_ARRAY::GetBestPossibleTurns : invalid dir\n" );
GetNeighbours( pos, neighbNode );
switch( dir )
{
case PLUS_X:
case MINUS_X:
check[PLUS_X] = FALSE;
check[MINUS_X] = FALSE;
break;
case PLUS_Y:
case MINUS_Y:
check[PLUS_Y] = FALSE;
check[MINUS_Y] = FALSE;
break;
case PLUS_Z:
case MINUS_Z:
check[PLUS_Z] = FALSE;
check[MINUS_Z] = FALSE;
break;
}
// check approppriate directions
for( i = 0; i < NUM_DIRS; i ++ )
{
if( check[i] && neighbNode[i] && neighbNode[i]->IsEmpty() )
{
// find number of contiguous empty nodes along this direction
nEmpty = GetEmptyNeighboursAlongDir( pos, i, searchRadius );
if( nEmpty > maxEmpty )
{
// we have a new winner
count = 0;
maxEmpty = nEmpty;
turnDirs[count++] = i;
}
else if( nEmpty == maxEmpty )
{
// tied with current max
turnDirs[count++] = i;
}
}
}
return count;
}
//-----------------------------------------------------------------------------
// Name: GetNeighbours
// Desc: Get neigbour nodes relative to supplied position
// - get addresses of the neigbour nodes,
// and put them in supplied matrix
// - boundary hits are returned as NULL
//-----------------------------------------------------------------------------
void NODE_ARRAY::GetNeighbours( IPOINT3D *pos, Node **nNode )
{
Node *centerNode = GetNode( pos );
nNode[PLUS_X] = pos->x == (m_numNodes.x - 1) ? NULL :
centerNode + m_nodeDirInc[PLUS_X];
nNode[PLUS_Y] = pos->y == (m_numNodes.y - 1) ? NULL :
centerNode + m_nodeDirInc[PLUS_Y];
nNode[PLUS_Z] = pos->z == (m_numNodes.z - 1) ? NULL :
centerNode + m_nodeDirInc[PLUS_Z];
nNode[MINUS_X] = pos->x == 0 ? NULL : centerNode + m_nodeDirInc[MINUS_X];
nNode[MINUS_Y] = pos->y == 0 ? NULL : centerNode + m_nodeDirInc[MINUS_Y];
nNode[MINUS_Z] = pos->z == 0 ? NULL : centerNode + m_nodeDirInc[MINUS_Z];
}
//-----------------------------------------------------------------------------
// Name: NodeVisited
// Desc: Mark the node as non-empty
//-----------------------------------------------------------------------------
void NODE_ARRAY::NodeVisited( IPOINT3D *pos )
{
(GetNode( pos ))->MarkAsTaken();
}
//-----------------------------------------------------------------------------
// Name: GetNode
// Desc: Get ptr to node from position
//-----------------------------------------------------------------------------
Node* NODE_ARRAY::GetNode( IPOINT3D *pos )
{
return m_nodes +
pos->x +
pos->y * m_numNodes.x +
pos->z * m_numNodes.x * m_numNodes.y;
}
//-----------------------------------------------------------------------------
// Name: GetNextNode
// Desc: Get ptr to next node from pos and dir
//-----------------------------------------------------------------------------
Node* NODE_ARRAY::GetNextNode( IPOINT3D *pos, int dir )
{
Node *curNode = GetNode( pos );
assert( (dir >= 0) && (dir < NUM_DIRS) &&
"NODE_ARRAY::GetNextNode : invalid dir\n" );
switch( dir )
{
case PLUS_X:
return( pos->x == (m_numNodes.x - 1) ? NULL :
curNode + m_nodeDirInc[PLUS_X]);
break;
case MINUS_X:
return( pos->x == 0 ? NULL :
curNode + m_nodeDirInc[MINUS_X]);
break;
case PLUS_Y:
return( pos->y == (m_numNodes.y - 1) ? NULL :
curNode + m_nodeDirInc[PLUS_Y]);
break;
case MINUS_Y:
return( pos->y == 0 ? NULL :
curNode + m_nodeDirInc[MINUS_Y]);
break;
case PLUS_Z:
return( pos->z == (m_numNodes.z - 1) ? NULL :
curNode + m_nodeDirInc[PLUS_Z]);
break;
case MINUS_Z:
return( pos->z == 0 ? NULL :
curNode + m_nodeDirInc[MINUS_Z]);
break;
default:
return NULL;
}
}
//-----------------------------------------------------------------------------
// Name: GetNextNodePos
// Desc: Get position of next node from curPos and lastDir
// Returns FALSE if boundary hit or node empty
//-----------------------------------------------------------------------------
BOOL NODE_ARRAY::GetNextNodePos( IPOINT3D *curPos, IPOINT3D *nextPos, int dir )
{
static Node *neighbNode[NUM_DIRS]; // ptrs to 6 neighbour nodes
assert( (dir >= 0) && (dir < NUM_DIRS) &&
"NODE_ARRAY::GetNextNodePos : invalid dir\n" );
//mf: don't need to get all neighbours, just one in next direction
GetNeighbours( curPos, neighbNode );
*nextPos = *curPos;
// bail if boundary hit or node not empty
if( (neighbNode[dir] == NULL) || !neighbNode[dir]->IsEmpty() )
return FALSE;
switch( dir )
{
case PLUS_X:
nextPos->x = curPos->x + 1;
break;
case MINUS_X:
nextPos->x = curPos->x - 1;
break;
case PLUS_Y:
nextPos->y = curPos->y + 1;
break;
case MINUS_Y:
nextPos->y = curPos->y - 1;
break;
case PLUS_Z:
nextPos->z = curPos->z + 1;
break;
case MINUS_Z:
nextPos->z = curPos->z - 1;
break;
}
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: GetEmptyNeighbours()
// Desc: - get list of direction indices of empty node neighbours,
// and put them in supplied matrix
// - return number of empty node neighbours
//-----------------------------------------------------------------------------
int NODE_ARRAY::GetEmptyNeighbours( Node **nNode, int *nEmpty )
{
int i, count = 0;
for( i = 0; i < NUM_DIRS; i ++ )
{
if( nNode[i] && nNode[i]->IsEmpty() )
nEmpty[count++] = i;
}
return count;
}
//-----------------------------------------------------------------------------
// Name: GetEmptyTurnNeighbours()
// Desc: - get list of direction indices of empty node neighbours,
// and put them in supplied matrix
// - don't include going straight
// - return number of empty node neighbours
//-----------------------------------------------------------------------------
int NODE_ARRAY::GetEmptyTurnNeighbours( Node** nNode, int* nEmpty, int lastDir )
{
int i, count = 0;
for( i = 0; i < NUM_DIRS; i ++ )
{
if( nNode[i] && nNode[i]->IsEmpty() )
{
if( i == lastDir )
continue;
nEmpty[count++] = i;
}
}
return count;
}
//-----------------------------------------------------------------------------
// Name: GetEmptyNeighboursAlongDir
// Desc: Sort of like above, but just gets one neigbour according to supplied dir
// Given a position and direction, find out how many contiguous empty nodes
// there are in that direction.
// - Can limit search with searchRadius parameter
// - Return contiguous empty node count
//-----------------------------------------------------------------------------
int NODE_ARRAY::GetEmptyNeighboursAlongDir( IPOINT3D *pos, int dir,
int searchRadius )
{
Node *curNode = GetNode( pos );
int nodeStride;
int maxSearch;
int count = 0;
assert( (dir >= 0) && (dir < NUM_DIRS) &&
"NODE_ARRAY::GetEmptyNeighboursAlongDir : invalid dir\n" );
nodeStride = m_nodeDirInc[dir];
switch( dir )
{
case PLUS_X:
maxSearch = m_numNodes.x - pos->x - 1;
break;
case MINUS_X:
maxSearch = pos->x;
break;
case PLUS_Y:
maxSearch = m_numNodes.y - pos->y - 1;
break;
case MINUS_Y:
maxSearch = pos->y;
break;
case PLUS_Z:
maxSearch = m_numNodes.z - pos->z - 1;
break;
case MINUS_Z:
maxSearch = pos->z;
break;
}
if( searchRadius > maxSearch )
searchRadius = maxSearch;
if( !searchRadius )
return 0;
while( searchRadius-- )
{
curNode += nodeStride;
if( ! curNode->IsEmpty() )
return count;
count++;
}
return count;
}
//-----------------------------------------------------------------------------
// Name: FindRandomEmptyNode
// Desc: - Search for an empty node to start drawing
// - Return position of empty node in supplied pos ptr
// - Returns FALSE if couldn't find a node
// - Marks node as taken (mf: renam fn to ChooseEmptyNode ?
// If random search takes longer than twice the total number
// of nodes, give up the random search. There may not be any
// empty nodes.
//-----------------------------------------------------------------------------
#define INFINITE_LOOP (2 * NUM_NODE * NUM_NODE * NUM_NODE)
BOOL NODE_ARRAY::FindRandomEmptyNode( IPOINT3D *pos )
{
int infLoopDetect = 0;
while( TRUE )
{
// Pick a random node.
pos->x = CPipesScreensaver::iRand( m_numNodes.x );
pos->y = CPipesScreensaver::iRand( m_numNodes.y );
pos->z = CPipesScreensaver::iRand( m_numNodes.z );
// If its empty, we're done.
if( GetNode(pos)->IsEmpty() )
{
NodeVisited( pos );
return TRUE;
}
else
{
// Watch out for infinite loops! After trying for
// awhile, give up on the random search and look
// for the first empty node.
if ( infLoopDetect++ > INFINITE_LOOP )
{
// Search for first empty node.
for ( pos->x = 0; pos->x < m_numNodes.x; pos->x++ )
{
for ( pos->y = 0; pos->y < m_numNodes.y; pos->y++ )
{
for ( pos->z = 0; pos->z < m_numNodes.z; pos->z++ )
{
if( GetNode(pos)->IsEmpty() )
{
NodeVisited( pos );
return TRUE;
}
}
}
}
// There are no more empty nodes.
// Reset the pipes and exit.
return FALSE;
}
}
}
}
//-----------------------------------------------------------------------------
// Name: FindRandomEmptyNode2D
// Desc: - Like FindRandomEmptyNode, but limits search to a 2d plane of the supplied
// box.
//-----------------------------------------------------------------------------
#define INFINITE_LOOP (2 * NUM_NODE * NUM_NODE * NUM_NODE)
#define MIN_VAL 1
#define MAX_VAL 0
BOOL NODE_ARRAY::FindRandomEmptyNode2D( IPOINT3D *pos, int plane, int *box )
{
int *newx, *newy;
int *xDim, *yDim;
switch( plane )
{
case PLUS_X:
case MINUS_X:
pos->x = box[plane];
newx = &pos->z;
newy = &pos->y;
xDim = &box[PLUS_Z];
yDim = &box[PLUS_Y];
break;
case PLUS_Y:
case MINUS_Y:
pos->y = box[plane];
newx = &pos->x;
newy = &pos->z;
xDim = &box[PLUS_X];
yDim = &box[PLUS_Z];
break;
case PLUS_Z:
case MINUS_Z:
newx = &pos->x;
newy = &pos->y;
pos->z = box[plane];
xDim = &box[PLUS_X];
yDim = &box[PLUS_Y];
break;
}
int infLoop = 2 * (xDim[MAX_VAL] - xDim[MIN_VAL] + 1) *
(yDim[MAX_VAL] - yDim[MIN_VAL] + 1);
int infLoopDetect = 0;
while( TRUE )
{
// Pick a random node.
*newx = CPipesScreensaver::iRand2( xDim[MIN_VAL], xDim[MAX_VAL] );
*newy = CPipesScreensaver::iRand2( yDim[MIN_VAL], yDim[MAX_VAL] );
// If its empty, we're done.
if( GetNode(pos)->IsEmpty() )
{
NodeVisited( pos );
return TRUE;
}
else
{
// Watch out for infinite loops! After trying for
// awhile, give up on the random search and look
// for the first empty node.
if ( ++infLoopDetect > infLoop )
{
// Do linear search for first empty node.
for ( *newx = xDim[MIN_VAL]; *newx <= xDim[MAX_VAL]; (*newx)++ )
{
for ( *newy = yDim[MIN_VAL]; *newy <= yDim[MAX_VAL]; (*newy)++ )
{
if( GetNode(pos)->IsEmpty() )
{
NodeVisited( pos );
return TRUE;
}
}
}
// There are no empty nodes in this plane.
return FALSE;
}
}
}
}
//-----------------------------------------------------------------------------
// Name: TakeClosestEmptyNode
// Desc: - Search for an empty node closest to supplied node position
// - Returns FALSE if couldn't find a node
// - Marks node as taken
// - mf: not completely opimized - if when dilating the box, a side gets
// clamped against the node array, this side will continue to be searched
//-----------------------------------------------------------------------------
static void DilateBox( int *box, IPOINT3D *bounds );
BOOL NODE_ARRAY::TakeClosestEmptyNode( IPOINT3D *newPos, IPOINT3D *pos )
{
static int searchRadius = SS_MAX( m_numNodes.x, m_numNodes.y ) / 3;
// easy out
if( GetNode(pos)->IsEmpty() )
{
NodeVisited( pos );
*newPos = *pos;
return TRUE;
}
int box[NUM_DIRS] = {pos->x, pos->x, pos->y, pos->y, pos->z, pos->z};
int clip[NUM_DIRS] = {0};
// do a random search on successively larger search boxes
for( int i = 0; i < searchRadius; i++ )
{
// Increase box size
DilateBox( box, &m_numNodes );
// start looking in random 2D face of the box
int dir = CPipesScreensaver::iRand( NUM_DIRS );
for( int j = 0; j < NUM_DIRS; j++, dir = (++dir == NUM_DIRS) ? 0 : dir )
{
if( FindRandomEmptyNode2D( newPos, dir, box ) )
return TRUE;
}
}
// nothing nearby - grab a random one
return FindRandomEmptyNode( newPos );
}
//-----------------------------------------------------------------------------
// Name: DilateBox
// Desc: - Increase box radius without exceeding bounds
//-----------------------------------------------------------------------------
static void DilateBox( int *box, IPOINT3D *bounds )
{
int *min = (int *) &box[MINUS_X];
int *max = (int *) &box[PLUS_X];
int *boundMax = (int *) bounds;
// boundMin always 0
for( int i = 0; i < 3; i ++, min+=2, max+=2, boundMax++ )
{
if( *min > 0 )
(*min)--;
if( *max < (*boundMax - 1) )
(*max)++;
}
}