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stupidsimcpp/util/grid/sprite2.hpp

150 lines
4.7 KiB
C++

#ifndef SPRITE2_HPP
#define SPRITE2_HPP
#include "grid2.hpp"
#include "../output/frame.hpp"
class SpriteMap2 : public Grid2 {
private:
// id, sprite
std::unordered_map<size_t, frame> spritesComped;
std::unordered_map<size_t, int> Layers;
std::unordered_map<size_t, float> Orientations;
public:
using Grid2::Grid2;
size_t addSprite(const Vec2& pos, frame sprite, int layer = 0, float orientation = 0.0f) {
size_t id = addObject(pos, Vec4(0,0,0,0));
spritesComped[id] = sprite;
Layers[id] = layer;
Orientations[id] = orientation;
}
frame getSprite(size_t id) {
return spritesComped.at(id);
}
void setSprite(size_t id, const frame& sprite) {
spritesComped[id] = sprite;
}
int getLayer(size_t id) {
return Layers.at(id);
}
size_t setLayer(size_t id, int layer) {
Layers[id] = layer;
return id;
}
float getOrientation(size_t id) {
return Orientations.at(id);
}
size_t setOrientation(size_t id, float orientation) {
Orientations[id] = orientation;
}
void getGridRegionAsBGR(const Vec2& minCorner, const Vec2& maxCorner, int& width, int& height, std::vector<uint8_t>& bgrData) const {
TIME_FUNCTION;
// Calculate dimensions
width = static_cast<int>(maxCorner.x - minCorner.x);
height = static_cast<int>(maxCorner.y - minCorner.y);
if (width <= 0 || height <= 0) {
width = height = 0;
bgrData.clear();
bgrData.shrink_to_fit();
return;
}
// Initialize RGB data (3 bytes per pixel: R, G, B)
std::vector<Vec4> rgbaBuffer(width * height, Vec4(0.0f, 0.0f, 0.0f, 0.0f));
// For each position in the grid, find the corresponding pixel
for (const auto& [id, pos] : Positions) {
size_t size = Sizes.at(id);
// Calculate pixel coordinates
int pixelXm = static_cast<int>(pos.x - size/2 - minCorner.x);
int pixelXM = static_cast<int>(pos.x + size/2 - minCorner.x);
int pixelYm = static_cast<int>(pos.y - size/2 - minCorner.y);
int pixelYM = static_cast<int>(pos.y + size/2 - minCorner.y);
pixelXm = std::max(0, pixelXm);
pixelXM = std::min(width - 1, pixelXM);
pixelYm = std::max(0, pixelYm);
pixelYM = std::min(height - 1, pixelYM);
// Ensure within bounds
if (pixelXM >= minCorner.x && pixelXm < width && pixelYM >= minCorner.y && pixelYm < height) {
const Vec4& color = Colors.at(id);
float srcAlpha = color.a;
float invSrcAlpha = 1.0f - srcAlpha;
for (int py = pixelYm; py <= pixelYM; ++py){
for (int px = pixelXm; px <= pixelXM; ++px){
int index = (py * width + px) * 3;
Vec4& dest = rgbaBuffer[index];
dest.r = color.r * srcAlpha + dest.r * invSrcAlpha;
dest.g = color.g * srcAlpha + dest.g * invSrcAlpha;
dest.b = color.b * srcAlpha + dest.b * invSrcAlpha;
dest.a = srcAlpha + dest.a * invSrcAlpha;
}
}
}
}
bgrData.resize(dest.size() * 4);
for (int i = 0; i < width * height; ++i) {
const Vec4& color = rgbaBuffer[i];
int bgrIndex = i * 3;
// Convert from [0,1] to [0,255] and store as BGR
bgrData[bgrIndex + 0] = static_cast<uint8_t>(color.b * 255); // Blue
bgrData[bgrIndex + 1] = static_cast<uint8_t>(color.g * 255); // Green
bgrData[bgrIndex + 2] = static_cast<uint8_t>(color.r * 255); // Red
}
}
size_t removeSprite(size_t id) {
spritesComped.erase(id);
Layers.erase(id);
Orientations.erase(id);
return removeID(id);
}
// Remove sprite by position
size_t removeSprite(const Vec2& pos) {
size_t id = getPositionVec(pos);
return removeSprite(id);
}
void clear() {
Grid2::clear();
spritesComped.clear();
Layers.clear();
Orientations.clear();
spritesComped.rehash(0);
Layers.rehash(0);
Orientations.rehash(0);
}
// Get all sprite IDs
std::vector<size_t> getAllSpriteIDs() {
return getAllIDs();
}
// Check if ID has a sprite
bool hasSprite(size_t id) const {
return spritesComped.find(id) != spritesComped.end();
}
// Get number of sprites
size_t getSpriteCount() const {
return spritesComped.size();
}
};
#endif