Make chunkBasedAtlas private

This commit is contained in:
Marc Di Luzio 2020-07-10 16:56:17 +01:00
parent a0be8a463c
commit 9a7c48ae78
2 changed files with 27 additions and 27 deletions

View file

@ -10,14 +10,14 @@ import (
)
func TestAtlas_NewAtlas(t *testing.T) {
a := NewChunkAtlas(1).(*ChunkBasedAtlas)
a := NewChunkAtlas(1).(*chunkBasedAtlas)
assert.NotNil(t, a)
assert.Equal(t, 1, a.ChunkSize)
assert.Equal(t, 1, len(a.Chunks)) // Should start empty
}
func TestAtlas_toChunk(t *testing.T) {
a := NewChunkAtlas(1).(*ChunkBasedAtlas)
a := NewChunkAtlas(1).(*chunkBasedAtlas)
assert.NotNil(t, a)
// Get a tile to spawn the chunks
@ -38,7 +38,7 @@ func TestAtlas_toChunk(t *testing.T) {
chunkID = a.worldSpaceToChunkIndex(vector.Vector{X: -1, Y: 0})
assert.Equal(t, 2, chunkID)
a = NewChunkAtlas(2).(*ChunkBasedAtlas)
a = NewChunkAtlas(2).(*chunkBasedAtlas)
assert.NotNil(t, a)
// Get a tile to spawn the chunks
a.QueryPosition(vector.Vector{X: -2, Y: -2})
@ -58,7 +58,7 @@ func TestAtlas_toChunk(t *testing.T) {
chunkID = a.worldSpaceToChunkIndex(vector.Vector{X: -2, Y: 1})
assert.Equal(t, 2, chunkID)
a = NewChunkAtlas(2).(*ChunkBasedAtlas)
a = NewChunkAtlas(2).(*chunkBasedAtlas)
assert.NotNil(t, a)
// Get a tile to spawn a 4x4 grid of chunks
a.QueryPosition(vector.Vector{X: 3, Y: 3})
@ -83,7 +83,7 @@ func TestAtlas_toChunk(t *testing.T) {
chunkID = a.worldSpaceToChunkIndex(vector.Vector{X: -2, Y: 2})
assert.Equal(t, 13, chunkID)
a = NewChunkAtlas(3).(*ChunkBasedAtlas)
a = NewChunkAtlas(3).(*chunkBasedAtlas)
assert.NotNil(t, a)
// Get a tile to spawn a 4x4 grid of chunks
a.QueryPosition(vector.Vector{X: 3, Y: 3})
@ -105,7 +105,7 @@ func TestAtlas_toChunk(t *testing.T) {
}
func TestAtlas_toWorld(t *testing.T) {
a := NewChunkAtlas(1).(*ChunkBasedAtlas)
a := NewChunkAtlas(1).(*chunkBasedAtlas)
assert.NotNil(t, a)
// Get a tile to spawn some chunks
@ -119,7 +119,7 @@ func TestAtlas_toWorld(t *testing.T) {
assert.Equal(t, vector.Vector{X: -1, Y: -1}, a.chunkOriginInWorldSpace(0))
assert.Equal(t, vector.Vector{X: 0, Y: -1}, a.chunkOriginInWorldSpace(1))
a = NewChunkAtlas(2).(*ChunkBasedAtlas)
a = NewChunkAtlas(2).(*chunkBasedAtlas)
assert.NotNil(t, a)
// Get a tile to spawn the chunks
a.QueryPosition(vector.Vector{X: -2, Y: -2})
@ -133,7 +133,7 @@ func TestAtlas_toWorld(t *testing.T) {
assert.Equal(t, vector.Vector{X: -2, Y: -2}, a.chunkOriginInWorldSpace(0))
assert.Equal(t, vector.Vector{X: -2, Y: 0}, a.chunkOriginInWorldSpace(2))
a = NewChunkAtlas(2).(*ChunkBasedAtlas)
a = NewChunkAtlas(2).(*chunkBasedAtlas)
assert.NotNil(t, a)
// Get a tile to spawn a 4x4 grid of chunks
a.QueryPosition(vector.Vector{X: 3, Y: 3})
@ -152,7 +152,7 @@ func TestAtlas_toWorld(t *testing.T) {
assert.Equal(t, vector.Vector{X: -4, Y: -4}, a.chunkOriginInWorldSpace(0))
assert.Equal(t, vector.Vector{X: 2, Y: -2}, a.chunkOriginInWorldSpace(7))
a = NewChunkAtlas(3).(*ChunkBasedAtlas)
a = NewChunkAtlas(3).(*chunkBasedAtlas)
assert.NotNil(t, a)
// Get a tile to spawn a 4x4 grid of chunks
a.QueryPosition(vector.Vector{X: 3, Y: 3})
@ -198,7 +198,7 @@ func TestAtlas_GetSetObject(t *testing.T) {
func TestAtlas_Grown(t *testing.T) {
// Start with a small example
a := NewChunkAtlas(2).(*ChunkBasedAtlas)
a := NewChunkAtlas(2).(*chunkBasedAtlas)
assert.NotNil(t, a)
assert.Equal(t, 1, len(a.Chunks))
@ -233,7 +233,7 @@ func TestAtlas_GetSetCorrect(t *testing.T) {
for x := -i * 2; x < i*2; x++ {
for y := -i * 2; y < i*2; y++ {
a := NewChunkAtlas(i).(*ChunkBasedAtlas)
a := NewChunkAtlas(i).(*chunkBasedAtlas)
assert.NotNil(t, a)
assert.Equal(t, 1, len(a.Chunks))

View file

@ -20,8 +20,8 @@ type chunk struct {
Objects map[int]objects.Object `json:"objects"`
}
// ChunkBasedAtlas represents a grid of Chunks
type ChunkBasedAtlas struct {
// chunkBasedAtlas represents a grid of Chunks
type chunkBasedAtlas struct {
// Chunks represents all chunks in the world
// This is intentionally not a 2D array so it can be expanded in all directions
Chunks []chunk `json:"chunks"`
@ -51,7 +51,7 @@ const (
// NewChunkAtlas creates a new empty atlas
func NewChunkAtlas(chunkSize int) Atlas {
// Start up with one chunk
a := ChunkBasedAtlas{
a := chunkBasedAtlas{
ChunkSize: chunkSize,
Chunks: make([]chunk, 1),
LowerBound: vector.Vector{X: 0, Y: 0},
@ -65,21 +65,21 @@ func NewChunkAtlas(chunkSize int) Atlas {
}
// SetTile sets an individual tile's kind
func (a *ChunkBasedAtlas) SetTile(v vector.Vector, tile Tile) {
func (a *chunkBasedAtlas) SetTile(v vector.Vector, tile Tile) {
c := a.worldSpaceToChunkWithGrow(v)
local := a.worldSpaceToChunkLocal(v)
a.setTile(c, local, byte(tile))
}
// SetObject sets the object on a tile
func (a *ChunkBasedAtlas) SetObject(v vector.Vector, obj objects.Object) {
func (a *chunkBasedAtlas) SetObject(v vector.Vector, obj objects.Object) {
c := a.worldSpaceToChunkWithGrow(v)
local := a.worldSpaceToChunkLocal(v)
a.setObject(c, local, obj)
}
// QueryPosition will return information for a specific position
func (a *ChunkBasedAtlas) QueryPosition(v vector.Vector) (byte, objects.Object) {
func (a *chunkBasedAtlas) QueryPosition(v vector.Vector) (byte, objects.Object) {
c := a.worldSpaceToChunkWithGrow(v)
local := a.worldSpaceToChunkLocal(v)
a.populate(c)
@ -89,12 +89,12 @@ func (a *ChunkBasedAtlas) QueryPosition(v vector.Vector) (byte, objects.Object)
}
// chunkTileID returns the tile index within a chunk
func (a *ChunkBasedAtlas) chunkTileIndex(local vector.Vector) int {
func (a *chunkBasedAtlas) chunkTileIndex(local vector.Vector) int {
return local.X + local.Y*a.ChunkSize
}
// populate will fill a chunk with data
func (a *ChunkBasedAtlas) populate(chunk int) {
func (a *chunkBasedAtlas) populate(chunk int) {
c := a.Chunks[chunk]
if c.Tiles != nil {
return
@ -148,7 +148,7 @@ func (a *ChunkBasedAtlas) populate(chunk int) {
}
// setTile sets a tile in a specific chunk
func (a *ChunkBasedAtlas) setTile(chunk int, local vector.Vector, tile byte) {
func (a *chunkBasedAtlas) setTile(chunk int, local vector.Vector, tile byte) {
a.populate(chunk)
c := a.Chunks[chunk]
c.Tiles[a.chunkTileIndex(local)] = tile
@ -156,7 +156,7 @@ func (a *ChunkBasedAtlas) setTile(chunk int, local vector.Vector, tile byte) {
}
// setObject sets an object in a specific chunk
func (a *ChunkBasedAtlas) setObject(chunk int, local vector.Vector, object objects.Object) {
func (a *chunkBasedAtlas) setObject(chunk int, local vector.Vector, object objects.Object) {
a.populate(chunk)
c := a.Chunks[chunk]
@ -170,12 +170,12 @@ func (a *ChunkBasedAtlas) setObject(chunk int, local vector.Vector, object objec
}
// worldSpaceToChunkLocal gets a chunk local coordinate for a tile
func (a *ChunkBasedAtlas) worldSpaceToChunkLocal(v vector.Vector) vector.Vector {
func (a *chunkBasedAtlas) worldSpaceToChunkLocal(v vector.Vector) vector.Vector {
return vector.Vector{X: maths.Pmod(v.X, a.ChunkSize), Y: maths.Pmod(v.Y, a.ChunkSize)}
}
// worldSpaceToChunkID gets the current chunk ID for a position in the world
func (a *ChunkBasedAtlas) worldSpaceToChunkIndex(v vector.Vector) int {
func (a *chunkBasedAtlas) worldSpaceToChunkIndex(v vector.Vector) int {
// Shift the vector by our current min
v = v.Added(a.LowerBound.Negated())
@ -191,7 +191,7 @@ func (a *ChunkBasedAtlas) worldSpaceToChunkIndex(v vector.Vector) int {
}
// chunkOriginInWorldSpace returns the origin of the chunk in world space
func (a *ChunkBasedAtlas) chunkOriginInWorldSpace(chunk int) vector.Vector {
func (a *chunkBasedAtlas) chunkOriginInWorldSpace(chunk int) vector.Vector {
// Calculate the width
width := a.UpperBound.X - a.LowerBound.X
widthInChunks := width / a.ChunkSize
@ -208,7 +208,7 @@ func (a *ChunkBasedAtlas) chunkOriginInWorldSpace(chunk int) vector.Vector {
}
// getNewBounds gets new lower and upper bounds for the world space given a vector
func (a *ChunkBasedAtlas) getNewBounds(v vector.Vector) (lower vector.Vector, upper vector.Vector) {
func (a *chunkBasedAtlas) getNewBounds(v vector.Vector) (lower vector.Vector, upper vector.Vector) {
lower = vector.Min(v, a.LowerBound)
upper = vector.Max(v.Added(vector.Vector{X: 1, Y: 1}), a.UpperBound)
@ -224,7 +224,7 @@ func (a *ChunkBasedAtlas) getNewBounds(v vector.Vector) (lower vector.Vector, up
}
// worldSpaceToTrunkWithGrow will expand the current atlas for a given world space position if needed
func (a *ChunkBasedAtlas) worldSpaceToChunkWithGrow(v vector.Vector) int {
func (a *chunkBasedAtlas) worldSpaceToChunkWithGrow(v vector.Vector) int {
// If we're within bounds, just return the current chunk
if v.X >= a.LowerBound.X && v.Y >= a.LowerBound.Y && v.X < a.UpperBound.X && v.Y < a.UpperBound.Y {
return a.worldSpaceToChunkIndex(v)
@ -236,7 +236,7 @@ func (a *ChunkBasedAtlas) worldSpaceToChunkWithGrow(v vector.Vector) int {
size = size.Divided(a.ChunkSize)
// Create the new empty atlas
newAtlas := ChunkBasedAtlas{
newAtlas := chunkBasedAtlas{
ChunkSize: a.ChunkSize,
LowerBound: lower,
UpperBound: upper,