DarkflameServer/thirdparty/raknet/Source/GridSectorizer.cpp

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#include "RakAssert.h"
#include "GridSectorizer.h"
//#include <stdlib.h>
#include <math.h>
GridSectorizer::GridSectorizer()
{
grid=0;
}
GridSectorizer::~GridSectorizer()
{
if (grid)
delete [] grid;
}
void GridSectorizer::Init(const float _maxCellWidth, const float _maxCellHeight, const float minX, const float minY, const float maxX, const float maxY)
{
RakAssert(_maxCellWidth > 0.0f && _maxCellHeight > 0.0f);
if (grid)
delete [] grid;
cellOriginX=minX;
cellOriginY=minY;
gridWidth=maxX-minX;
gridHeight=maxY-minY;
gridCellWidthCount=(int) ceil(gridWidth/_maxCellWidth);
gridCellHeightCount=(int) ceil(gridHeight/_maxCellHeight);
// Make the cells slightly smaller, so we allocate an extra unneeded cell if on the edge. This way we don't go outside the array on rounding errors.
cellWidth=gridWidth/gridCellWidthCount;
cellHeight=gridHeight/gridCellHeightCount;
invCellWidth = 1.0f / cellWidth;
invCellHeight = 1.0f / cellHeight;
#ifdef _USE_ORDERED_LIST
grid = new DataStructures::OrderedList<void*, void*>[gridCellWidthCount*gridCellHeightCount];
DataStructures::OrderedList<void*,void*>::IMPLEMENT_DEFAULT_COMPARISON();
#else
grid = new DataStructures::List<void*>[gridCellWidthCount*gridCellHeightCount];
#endif
}
void GridSectorizer::AddEntry(void *entry, const float minX, const float minY, const float maxX, const float maxY)
{
RakAssert(cellWidth>0.0f);
RakAssert(minX < maxX && minY < maxY);
int xStart, yStart, xEnd, yEnd, xCur, yCur;
xStart=WorldToCellXOffsetAndClamped(minX);
yStart=WorldToCellYOffsetAndClamped(minY);
xEnd=WorldToCellXOffsetAndClamped(maxX);
yEnd=WorldToCellYOffsetAndClamped(maxY);
for (xCur=xStart; xCur <= xEnd; ++xCur)
{
for (yCur=yStart; yCur <= yEnd; ++yCur)
{
#ifdef _USE_ORDERED_LIST
grid[yCur*gridCellWidthCount+xCur].Insert(entry,entry, true);
#else
grid[yCur*gridCellWidthCount+xCur].Insert(entry);
#endif
}
}
}
#ifdef _USE_ORDERED_LIST
void GridSectorizer::RemoveEntry(void *entry, const float minX, const float minY, const float maxX, const float maxY)
{
RakAssert(cellWidth>0.0f);
RakAssert(minX <= maxX && minY <= maxY);
int xStart, yStart, xEnd, yEnd, xCur, yCur;
xStart=WorldToCellXOffsetAndClamped(minX);
yStart=WorldToCellYOffsetAndClamped(minY);
xEnd=WorldToCellXOffsetAndClamped(maxX);
yEnd=WorldToCellYOffsetAndClamped(maxY);
for (xCur=xStart; xCur <= xEnd; ++xCur)
{
for (yCur=yStart; yCur <= yEnd; ++yCur)
{
grid[yCur*gridCellWidthCount+xCur].RemoveIfExists(entry);
}
}
}
void GridSectorizer::MoveEntry(void *entry, const float sourceMinX, const float sourceMinY, const float sourceMaxX, const float sourceMaxY,
const float destMinX, const float destMinY, const float destMaxX, const float destMaxY)
{
RakAssert(cellWidth>0.0f);
RakAssert(sourceMinX < sourceMaxX && sourceMinY < sourceMaxY);
RakAssert(destMinX < destMaxX && destMinY < destMaxY);
if (PositionCrossesCells(sourceMinX, sourceMinY, destMinX, destMinY)==false &&
PositionCrossesCells(destMinX, destMinY, destMinX, destMinY)==false)
return;
int xStartSource, yStartSource, xEndSource, yEndSource;
int xStartDest, yStartDest, xEndDest, yEndDest;
int xCur, yCur;
xStartSource=WorldToCellXOffsetAndClamped(sourceMinX);
yStartSource=WorldToCellYOffsetAndClamped(sourceMinY);
xEndSource=WorldToCellXOffsetAndClamped(sourceMaxX);
yEndSource=WorldToCellYOffsetAndClamped(sourceMaxY);
xStartDest=WorldToCellXOffsetAndClamped(destMinX);
yStartDest=WorldToCellYOffsetAndClamped(destMinY);
xEndDest=WorldToCellXOffsetAndClamped(destMaxX);
yEndDest=WorldToCellYOffsetAndClamped(destMaxY);
// Remove source that is not in dest
for (xCur=xStartSource; xCur <= xEndSource; ++xCur)
{
for (yCur=yStartSource; yCur <= yEndSource; ++yCur)
{
if (xCur < xStartDest || xCur > xEndDest ||
yCur < yStartDest || yCur > yEndDest)
{
grid[yCur*gridCellWidthCount+xCur].RemoveIfExists(entry);
}
}
}
// Add dest that is not in source
for (xCur=xStartDest; xCur <= xEndDest; ++xCur)
{
for (yCur=yStartDest; yCur <= yEndDest; ++yCur)
{
if (xCur < xStartSource || xCur > xEndSource ||
yCur < yStartSource || yCur > yEndSource)
{
grid[yCur*gridCellWidthCount+xCur].Insert(entry,entry, true);
}
}
}
}
#endif
void GridSectorizer::GetEntries(DataStructures::List<void*>& intersectionList, const float minX, const float minY, const float maxX, const float maxY)
{
#ifdef _USE_ORDERED_LIST
DataStructures::OrderedList<void*, void*>* cell;
#else
DataStructures::List<void*>* cell;
#endif
int xStart, yStart, xEnd, yEnd, xCur, yCur;
unsigned index;
xStart=WorldToCellXOffsetAndClamped(minX);
yStart=WorldToCellYOffsetAndClamped(minY);
xEnd=WorldToCellXOffsetAndClamped(maxX);
yEnd=WorldToCellYOffsetAndClamped(maxY);
intersectionList.Clear(true);
for (xCur=xStart; xCur <= xEnd; ++xCur)
{
for (yCur=yStart; yCur <= yEnd; ++yCur)
{
cell = grid+yCur*gridCellWidthCount+xCur;
for (index=0; index < cell->Size(); ++index)
intersectionList.Insert(cell->operator [](index));
}
}
}
bool GridSectorizer::PositionCrossesCells(const float originX, const float originY, const float destinationX, const float destinationY) const
{
return originX/cellWidth!=destinationX/cellWidth || originY/cellHeight!=destinationY/cellHeight;
}
int GridSectorizer::WorldToCellX(const float input) const
{
return (int)((input-cellOriginX)*invCellWidth);
}
int GridSectorizer::WorldToCellY(const float input) const
{
return (int)((input-cellOriginY)*invCellHeight);
}
int GridSectorizer::WorldToCellXOffsetAndClamped(const float input) const
{
int cell=WorldToCellX(input);
cell = cell > 0 ? cell : 0; // __max(cell,0);
cell = gridCellWidthCount-1 < cell ? gridCellWidthCount-1 : cell; // __min(gridCellWidthCount-1, cell);
return cell;
}
int GridSectorizer::WorldToCellYOffsetAndClamped(const float input) const
{
int cell=WorldToCellY(input);
cell = cell > 0 ? cell : 0; // __max(cell,0);
cell = gridCellHeightCount-1 < cell ? gridCellHeightCount-1 : cell; // __min(gridCellHeightCount-1, cell);
return cell;
}
void GridSectorizer::Clear(void)
{
int cur;
int count = gridCellWidthCount*gridCellHeightCount;
for (cur=0; cur<count;cur++)
grid[cur].Clear(true);
}