/******************************Module*Header*******************************\
* Module Name: node.h
*
* Node stuff
*
* Copyright 1995 - 1998 Microsoft Corporation
*
\**************************************************************************/
#ifndef __node_h__
#define __node_h__
#include "sscommon.h"
#include "sspipes.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
// Node class
class Node {
public:
void MarkAsTaken() { empty = FALSE; }
void MarkAsEmpty() { empty = TRUE; }
BOOL IsEmpty() { return empty; }
private:
GLboolean empty;
};
/**************************************************************************\
*
* Node array class
*
* - 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 *nodes; // ptr to node array
int lock; // semaphore lock for >1 drawing pipes
IPOINT3D numNodes; // x,y,z dimensions of node array
int 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__