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grid.cpp
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#include "grid.hpp"
#include <algorithm>
#include <cstddef>
#include <iterator>
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <math.h>
#include "raylib.h"
void delete_zgrid(struct zgrid *grid) {
delete[] grid->blocks;
}
int grid_copy(struct zgrid *grid, struct zgrid *new_grid) {
*new_grid = *grid;
new_grid->blocks = new zblock[new_grid->nzblocks];
if (!new_grid->blocks) {
return 1;
}
for (size_t i = 0; i < grid->nzblocks; i++) {
std::copy(std::begin(grid->blocks[i].nodes), std::end(grid->blocks[i].nodes), std::begin(new_grid->blocks[i].nodes));
}
return 0;
}
void create_zgrid(struct zgrid *grid) {
size_t nzblocks = align_div(grid->width, ZWIDTH) * align_div(grid->height, ZHEIGHT);
grid->blocks = new zblock[nzblocks];
grid->nwidth = align_div(grid->width, ZWIDTH);
grid->nheight = align_div(grid->height, ZHEIGHT);
grid->nzblocks = grid->nwidth * grid->nheight;
for (int z = 0; z < nzblocks; z++) {
for (int i = 0; i < ZWIDTH * ZHEIGHT; i++) {
struct point p = (struct point) {
.x = (int)((i % ZWIDTH) + ((z % grid->nwidth) * ZWIDTH)),
.y = (int)((i / ZWIDTH) + ((z / grid->nwidth) * ZHEIGHT)),
.obstacle = NIL,
};
grid->blocks[z].nodes[i] = (struct node) {
.p = p,
.distance = INFINITY,
.visited = true,
};
}
}
}
struct node *get_node(struct zgrid *grid, int x, int y) {
struct zblock *block = &grid->blocks[(x/ZWIDTH) + (y/ZHEIGHT) * (align_div(grid->width, ZWIDTH))];
return &block->nodes[(x % ZWIDTH) + (y % ZHEIGHT) * ZWIDTH];
}
vec2 scale_vec(vec2 vec) {
return {
vec.x / 4,
vec.y / 4,
};
}
struct point vector_to_point(Vector2 vec) {
return (struct point) {
.x = (int)vec.x / 4,
.y = (int)vec.y / 4,
.obstacle = NIL,
};
}