m_cached_display.Clear();
#ifndef QUADTREE_DISABLED
+ // I'm going to write this out in comments, so hopefully then I'll understand it. :/
+ //
+ // This code looks at the current bounds and tries to work out how they need to change
+ // to keep the view looking at the correct quadtree node.
+ //
+ // The idea is that the width/height of the view bounds are always 0.5<=wh<=1.0. We then always
+ // try to keep the bottom-right corner of the node on-screen, changing nodes to suit. Why bottom-right,
+ // you may ask. It's an excellent question, with a dubious, hand-wavey answer: because we're manipulating
+ // the bounds, it was easier to do it that way. (The top-left corner of the bounds are within the main
+ // quadtree node).
if (m_bounds_dirty || !m_lazy_rendering)
{
+ // If we're too far zoomed out, become the parent of the current node.
if ( m_bounds.w > 1.0 || m_bounds.h > 1.0)
{
- //TODO: Generate a new parent node.
+ // If a parent node exists, we'll become it.
+ //TODO: Generate a new parent node if none exists, and work out when to change child_type
+ // away from QTC_UNKNOWN
if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
{
m_bounds = TransformFromQuadChild(m_bounds, m_document.GetQuadTree().nodes[m_current_quadtree_node].child_type);
}
}
- // TODO: Support generating new parent nodes.
- if (false && m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
+ // If we have a parent... (This prevents some crashes, but should disappear.)
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
{
- if (m_bounds.x < -0.5)
- {
- m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
- m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, &m_document);
- }
- if (m_bounds.y < -0.5)
- {
- m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
- m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, &m_document);
- }
- if (m_bounds.w + m_bounds.x > 0.5)
+ // If the current node is off the left-hand side of the screen...
+ while (m_bounds.x > 1)
{
+ //... the current node becomes the node to its right.
m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, &m_document);
}
- if (m_bounds.h + m_bounds.y > 0.5)
+ while (m_bounds.y > 1)
{
m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, &m_document);
}
+ while (m_bounds.x < 0)
+ {
+ m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
+ m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, &m_document);
+ }
+ while (m_bounds.y < 0)
+ {
+ m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
+ m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, &m_document);
+ }
}
+ // Recurse into a node if we are completely within it. (If we're okay with having an invalid frame or two, we can remove this.)
if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT))
{
if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == QUADTREE_EMPTY)
m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
}
+
+ // Otherwise, we'll arbitrarily select the bottom-right.
+ // TODO: Perhaps select based on greatest area?
+ if (m_bounds.w < 0.5 || m_bounds.h < 0.5)
+ {
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
+ {
+ // We want to reparent into a child node, but none exist. Get the document to create one.
+ m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
+ m_render_dirty = true;
+ }
+ m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
+ }
}
m_screen.DebugFontPrintF("Current View QuadTree");
overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
}
m_screen.DebugFontPrintF("\n");
+ m_screen.DebugFontPrintF("Left: %d, Right: %d, Up: %d, Down: %d\n",
+ m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, 0),
+ m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, 0),
+ m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, 0),
+ m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, 0));
+
Rect view_top_bounds = m_bounds;
QuadTreeIndex tmp = m_current_quadtree_node;
if (!remaining_depth) return;
//Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
m_bounds_dirty = true;
+ m_render_dirty = m_buffer_dirty = true;
QuadTreeIndex overlay = node;
while(overlay != -1)
{
overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
}
- if (m_bounds.Intersects(Rect(-1,-1,1,1)))
+ if (m_bounds.Intersects(Rect(1,1,1,1)))
{
m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, -1, &m_document), remaining_depth - 1);
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1);
}
m_bounds = old_bounds;
- if (m_bounds.Intersects(Rect(-1,0,1,1)))
+ if (m_bounds.Intersects(Rect(1,0,1,1)))
{
m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 0, &m_document), remaining_depth - 1);
- }
- m_bounds = old_bounds;
- if (m_bounds.Intersects(Rect(-1,1,1,1)))
- {
- m_bounds = Rect(m_bounds.x - 1, m_bounds.y + 1, m_bounds.w, m_bounds.h);
- m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 1, &m_document), remaining_depth - 1);
- }
- m_bounds = old_bounds;
- if (m_bounds.Intersects(Rect(0,-1,1,1)))
- {
- m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
- m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, -1, &m_document), remaining_depth - 1);
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1);
}
m_bounds = old_bounds;
if (m_bounds.Intersects(Rect(0,1,1,1)))
{
- m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
+ m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
m_bounds_dirty = true;
RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1, &m_document), remaining_depth - 1);
}
m_bounds = old_bounds;
- if (m_bounds.Intersects(Rect(1,-1,1,1)))
- {
- m_bounds = Rect(m_bounds.x + 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
- m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, -1, &m_document), remaining_depth - 1);
- }
- m_bounds = old_bounds;
- if (m_bounds.Intersects(Rect(1,0,1,1)))
- {
- m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
- m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1);
- }
- m_bounds = old_bounds;
- if (m_bounds.Intersects(Rect(1,1,1,1)))
- {
- m_bounds = Rect(m_bounds.x + 1, m_bounds.y + 1, m_bounds.w, m_bounds.h);
- m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1);
- }
- m_bounds = old_bounds;
m_bounds_dirty = true;
#if 0