//----------------------------------------------------------------------------- // 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)++; } }