#include "dpGrid.h" #include "dpEntity.h" #include dpGrid::dpGrid(int numCells, int cellSize) { NUM_CELLS = numCells; CELL_SIZE = cellSize; m_DeleteGrid = true; m_Cells.resize(NUM_CELLS, std::vector>(NUM_CELLS)); } dpGrid::~dpGrid() { if (!this->m_DeleteGrid) return; for (auto& x : m_Cells) { //x for (auto& z : x) { //y for (auto en : z) { 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; // Clamp values to the range [0, NUM_CELLS - 1] cellX = std::clamp(cellX, 0, NUM_CELLS - 1); cellZ = std::clamp(cellZ, 0, NUM_CELLS - 1); //Add to cell: m_Cells[cellX][cellZ].push_back(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; // Clamp values to the range [0, NUM_CELLS - 1] cellX = std::clamp(cellX, 0, NUM_CELLS - 1); cellZ = std::clamp(cellZ, 0, NUM_CELLS - 1); oldCellX = std::clamp(oldCellX, 0, NUM_CELLS - 1); oldCellZ = std::clamp(oldCellZ, 0, NUM_CELLS - 1); if (oldCellX == cellX && oldCellZ == cellZ) return; //Remove from prev cell: auto& cell = m_Cells[oldCellX][oldCellZ]; // For speed, find the single match and swap it with the last element, then pop_back. auto toRemove = std::find(cell.begin(), cell.end(), entity); if (toRemove != cell.end()) { *toRemove = cell.back(); cell.pop_back(); } //Add to the new cell m_Cells[cellX][cellZ].push_back(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; // Clamp values to the range [0, NUM_CELLS - 1] oldCellX = std::clamp(oldCellX, 0, NUM_CELLS - 1); oldCellZ = std::clamp(oldCellZ, 0, NUM_CELLS - 1); auto& cell = m_Cells[oldCellX][oldCellZ]; auto toRemove = std::find(cell.begin(), cell.end(), entity); if (toRemove != cell.end()) { *toRemove = cell.back(); cell.pop_back(); } 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& z : x) { //y for (auto en : z) { if (!en) continue; en->PreUpdate(); } } } //Actual collision detection update: for (int x = 0; x < NUM_CELLS; x++) { for (int z = 0; z < NUM_CELLS; z++) { HandleCell(x, z, 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& [id, entity] : m_GargantuanObjects) HandleEntity(en, entity); } }