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0545adfac3
Have fun!
192 lines
6.1 KiB
C++
192 lines
6.1 KiB
C++
#include "RakAssert.h"
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#include "GridSectorizer.h"
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//#include <stdlib.h>
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#include <math.h>
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GridSectorizer::GridSectorizer()
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{
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grid=0;
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}
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GridSectorizer::~GridSectorizer()
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{
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if (grid)
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delete [] grid;
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}
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void GridSectorizer::Init(const float _maxCellWidth, const float _maxCellHeight, const float minX, const float minY, const float maxX, const float maxY)
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{
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RakAssert(_maxCellWidth > 0.0f && _maxCellHeight > 0.0f);
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if (grid)
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delete [] grid;
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cellOriginX=minX;
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cellOriginY=minY;
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gridWidth=maxX-minX;
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gridHeight=maxY-minY;
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gridCellWidthCount=(int) ceil(gridWidth/_maxCellWidth);
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gridCellHeightCount=(int) ceil(gridHeight/_maxCellHeight);
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// 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.
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cellWidth=gridWidth/gridCellWidthCount;
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cellHeight=gridHeight/gridCellHeightCount;
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invCellWidth = 1.0f / cellWidth;
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invCellHeight = 1.0f / cellHeight;
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#ifdef _USE_ORDERED_LIST
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grid = new DataStructures::OrderedList<void*, void*>[gridCellWidthCount*gridCellHeightCount];
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DataStructures::OrderedList<void*,void*>::IMPLEMENT_DEFAULT_COMPARISON();
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#else
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grid = new DataStructures::List<void*>[gridCellWidthCount*gridCellHeightCount];
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#endif
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}
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void GridSectorizer::AddEntry(void *entry, const float minX, const float minY, const float maxX, const float maxY)
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{
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RakAssert(cellWidth>0.0f);
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RakAssert(minX < maxX && minY < maxY);
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int xStart, yStart, xEnd, yEnd, xCur, yCur;
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xStart=WorldToCellXOffsetAndClamped(minX);
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yStart=WorldToCellYOffsetAndClamped(minY);
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xEnd=WorldToCellXOffsetAndClamped(maxX);
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yEnd=WorldToCellYOffsetAndClamped(maxY);
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for (xCur=xStart; xCur <= xEnd; ++xCur)
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{
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for (yCur=yStart; yCur <= yEnd; ++yCur)
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{
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#ifdef _USE_ORDERED_LIST
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grid[yCur*gridCellWidthCount+xCur].Insert(entry,entry, true);
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#else
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grid[yCur*gridCellWidthCount+xCur].Insert(entry);
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#endif
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}
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}
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}
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#ifdef _USE_ORDERED_LIST
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void GridSectorizer::RemoveEntry(void *entry, const float minX, const float minY, const float maxX, const float maxY)
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{
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RakAssert(cellWidth>0.0f);
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RakAssert(minX <= maxX && minY <= maxY);
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int xStart, yStart, xEnd, yEnd, xCur, yCur;
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xStart=WorldToCellXOffsetAndClamped(minX);
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yStart=WorldToCellYOffsetAndClamped(minY);
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xEnd=WorldToCellXOffsetAndClamped(maxX);
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yEnd=WorldToCellYOffsetAndClamped(maxY);
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for (xCur=xStart; xCur <= xEnd; ++xCur)
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{
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for (yCur=yStart; yCur <= yEnd; ++yCur)
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{
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grid[yCur*gridCellWidthCount+xCur].RemoveIfExists(entry);
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}
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}
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}
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void GridSectorizer::MoveEntry(void *entry, const float sourceMinX, const float sourceMinY, const float sourceMaxX, const float sourceMaxY,
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const float destMinX, const float destMinY, const float destMaxX, const float destMaxY)
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{
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RakAssert(cellWidth>0.0f);
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RakAssert(sourceMinX < sourceMaxX && sourceMinY < sourceMaxY);
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RakAssert(destMinX < destMaxX && destMinY < destMaxY);
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if (PositionCrossesCells(sourceMinX, sourceMinY, destMinX, destMinY)==false &&
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PositionCrossesCells(destMinX, destMinY, destMinX, destMinY)==false)
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return;
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int xStartSource, yStartSource, xEndSource, yEndSource;
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int xStartDest, yStartDest, xEndDest, yEndDest;
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int xCur, yCur;
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xStartSource=WorldToCellXOffsetAndClamped(sourceMinX);
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yStartSource=WorldToCellYOffsetAndClamped(sourceMinY);
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xEndSource=WorldToCellXOffsetAndClamped(sourceMaxX);
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yEndSource=WorldToCellYOffsetAndClamped(sourceMaxY);
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xStartDest=WorldToCellXOffsetAndClamped(destMinX);
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yStartDest=WorldToCellYOffsetAndClamped(destMinY);
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xEndDest=WorldToCellXOffsetAndClamped(destMaxX);
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yEndDest=WorldToCellYOffsetAndClamped(destMaxY);
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// Remove source that is not in dest
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for (xCur=xStartSource; xCur <= xEndSource; ++xCur)
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{
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for (yCur=yStartSource; yCur <= yEndSource; ++yCur)
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{
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if (xCur < xStartDest || xCur > xEndDest ||
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yCur < yStartDest || yCur > yEndDest)
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{
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grid[yCur*gridCellWidthCount+xCur].RemoveIfExists(entry);
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}
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}
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}
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// Add dest that is not in source
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for (xCur=xStartDest; xCur <= xEndDest; ++xCur)
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{
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for (yCur=yStartDest; yCur <= yEndDest; ++yCur)
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{
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if (xCur < xStartSource || xCur > xEndSource ||
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yCur < yStartSource || yCur > yEndSource)
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{
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grid[yCur*gridCellWidthCount+xCur].Insert(entry,entry, true);
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}
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}
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}
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}
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#endif
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void GridSectorizer::GetEntries(DataStructures::List<void*>& intersectionList, const float minX, const float minY, const float maxX, const float maxY)
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{
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#ifdef _USE_ORDERED_LIST
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DataStructures::OrderedList<void*, void*>* cell;
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#else
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DataStructures::List<void*>* cell;
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#endif
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int xStart, yStart, xEnd, yEnd, xCur, yCur;
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unsigned index;
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xStart=WorldToCellXOffsetAndClamped(minX);
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yStart=WorldToCellYOffsetAndClamped(minY);
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xEnd=WorldToCellXOffsetAndClamped(maxX);
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yEnd=WorldToCellYOffsetAndClamped(maxY);
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intersectionList.Clear(true);
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for (xCur=xStart; xCur <= xEnd; ++xCur)
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{
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for (yCur=yStart; yCur <= yEnd; ++yCur)
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{
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cell = grid+yCur*gridCellWidthCount+xCur;
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for (index=0; index < cell->Size(); ++index)
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intersectionList.Insert(cell->operator [](index));
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}
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}
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}
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bool GridSectorizer::PositionCrossesCells(const float originX, const float originY, const float destinationX, const float destinationY) const
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{
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return originX/cellWidth!=destinationX/cellWidth || originY/cellHeight!=destinationY/cellHeight;
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}
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int GridSectorizer::WorldToCellX(const float input) const
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{
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return (int)((input-cellOriginX)*invCellWidth);
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}
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int GridSectorizer::WorldToCellY(const float input) const
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{
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return (int)((input-cellOriginY)*invCellHeight);
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}
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int GridSectorizer::WorldToCellXOffsetAndClamped(const float input) const
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{
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int cell=WorldToCellX(input);
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cell = cell > 0 ? cell : 0; // __max(cell,0);
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cell = gridCellWidthCount-1 < cell ? gridCellWidthCount-1 : cell; // __min(gridCellWidthCount-1, cell);
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return cell;
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}
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int GridSectorizer::WorldToCellYOffsetAndClamped(const float input) const
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{
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int cell=WorldToCellY(input);
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cell = cell > 0 ? cell : 0; // __max(cell,0);
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cell = gridCellHeightCount-1 < cell ? gridCellHeightCount-1 : cell; // __min(gridCellHeightCount-1, cell);
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return cell;
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}
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void GridSectorizer::Clear(void)
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{
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int cur;
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int count = gridCellWidthCount*gridCellHeightCount;
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for (cur=0; cur<count;cur++)
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grid[cur].Clear(true);
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}
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