#include "dpGrid.h" #include "dpEntity.h" #include dpGrid::dpGrid(int numCells, int cellSize) { NUM_CELLS = numCells; CELL_SIZE = cellSize; m_DeleteGrid = true; //dumb method but i can't be bothered //fill x for (int i = 0; i < NUM_CELLS; i++) { m_Cells.push_back(std::vector>()); } //fill z for (int i = 0; i < NUM_CELLS; i++) { for (int i = 0; i < NUM_CELLS; i++) { m_Cells[i].push_back(std::forward_list()); } } } dpGrid::~dpGrid() { if (!this->m_DeleteGrid) return; for (auto& x : m_Cells) { //x for (auto& y : x) { //y for (auto en : y) { if (!en) continue; delete en; en = nullptr; } } } } void dpGrid::Add(dpEntity* entity) { //Determine which grid cell it's in. int cellX = (int)std::round(entity->m_Position.x) / dpGrid::CELL_SIZE + NUM_CELLS / 2; int cellZ = (int)std::round(entity->m_Position.z) / dpGrid::CELL_SIZE + NUM_CELLS / 2; if (cellX < 0) cellX = 0; if (cellZ < 0) cellZ = 0; if (cellX > NUM_CELLS) cellX = NUM_CELLS; if (cellZ > NUM_CELLS) cellZ = NUM_CELLS; //Add to cell: m_Cells[cellX][cellZ].push_front(entity); //To verify that the object isn't gargantuan: if (entity->GetScale() >= CELL_SIZE * 2 || entity->GetIsGargantuan()) m_GargantuanObjects.insert(std::make_pair(entity->m_ObjectID, entity)); } void dpGrid::Move(dpEntity* entity, float x, float z) { int oldCellX = (int)std::round(entity->m_Position.x) / dpGrid::CELL_SIZE + NUM_CELLS / 2; int oldCellZ = (int)std::round(entity->m_Position.z) / dpGrid::CELL_SIZE + NUM_CELLS / 2; int cellX = (int)std::round(x) / dpGrid::CELL_SIZE + NUM_CELLS / 2; int cellZ = (int)std::round(z) / dpGrid::CELL_SIZE + NUM_CELLS / 2; if (cellX < 0) cellX = 0; if (cellZ < 0) cellZ = 0; if (cellX >= NUM_CELLS) cellX = NUM_CELLS - 1; if (cellZ >= NUM_CELLS) cellZ = NUM_CELLS - 1; if (oldCellX < 0) oldCellX = 0; if (oldCellZ < 0) oldCellZ = 0; if (oldCellX >= NUM_CELLS) oldCellX = NUM_CELLS - 1; if (oldCellZ >= NUM_CELLS) oldCellZ = NUM_CELLS - 1; if (oldCellX == cellX && oldCellZ == cellZ) return; //Remove from perv cell: m_Cells[oldCellX][oldCellZ].remove(entity); //Add to the new cell m_Cells[cellX][cellZ].push_front(entity); } void dpGrid::Delete(dpEntity* entity) { if (!entity) return; int oldCellX = (int)std::round(entity->m_Position.x) / dpGrid::CELL_SIZE + NUM_CELLS / 2; int oldCellZ = (int)std::round(entity->m_Position.z) / dpGrid::CELL_SIZE + NUM_CELLS / 2; if (oldCellX < 0) oldCellX = 0; if (oldCellZ < 0) oldCellZ = 0; if (oldCellX > NUM_CELLS) oldCellX = NUM_CELLS; if (oldCellZ > NUM_CELLS) oldCellZ = NUM_CELLS; m_Cells[oldCellX][oldCellZ].remove(entity); if (m_GargantuanObjects.find(entity->m_ObjectID) != m_GargantuanObjects.end()) m_GargantuanObjects.erase(entity->m_ObjectID); if (entity) delete entity; entity = nullptr; } void dpGrid::Update(float deltaTime) { //Pre-update: for (auto& x : m_Cells) { //x for (auto& y : x) { //y for (auto en : y) { if (!en) continue; en->PreUpdate(); } } } //Actual collision detection update: for (int x = 0; x < NUM_CELLS; x++) { for (int y = 0; y < NUM_CELLS; y++) { HandleCell(x, y, deltaTime); } } } void dpGrid::HandleEntity(dpEntity* entity, dpEntity* other) { if (!entity || !other) return; if (other->GetIsStatic()) other->CheckCollision(entity); //swap "other" and "entity" if you want dyn objs to handle collisions. } void dpGrid::HandleCell(int x, int z, float deltaTime) { auto& entities = m_Cells[x][z]; //vector of entities contained within this cell. for (auto en : entities) { if (!en) continue; if (en->GetIsStatic() || en->GetSleeping()) continue; //Check against all entities that are in the same cell as us for (auto other : entities) HandleEntity(en, other); //To try neighbouring cells as well: (can be disabled if needed) //we only check 4 of the 8 neighbouring cells, otherwise we'd get duplicates and cpu cycles wasted... if (x > 0 && z > 0) { for (auto other : m_Cells[x - 1][z - 1]) HandleEntity(en, other); } if (x > 0) { for (auto other : m_Cells[x - 1][z]) HandleEntity(en, other); } if (z > 0) { for (auto other : m_Cells[x][z - 1]) HandleEntity(en, other); } if (x > 0 && z < NUM_CELLS - 1) { for (auto other : m_Cells[x - 1][z + 1]) HandleEntity(en, other); } for (auto other : m_GargantuanObjects) HandleEntity(en, other.second); } }