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f2e7d2eaac
also swap contains in for find != end on an associative container since we are in c++20 now :)
45 lines
1.3 KiB
C++
45 lines
1.3 KiB
C++
#pragma once
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#include <map>
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#include <vector>
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#include "dCommonVars.h"
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class dpEntity;
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class dpGrid {
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public:
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//LU has a chunk size of 64x64, with each chunk unit being 3.2 ingame units.
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int NUM_CELLS = 12; //Most worlds consist of 10 or 11 chunks, so I'm picking 12 to be safe.
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int CELL_SIZE = 205; //64 * 3.2 = 204.8 rounded up
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public:
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dpGrid(int numCells, int cellSize);
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~dpGrid();
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void Add(dpEntity* entity);
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void Move(dpEntity* entity, float x, float z);
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void Delete(dpEntity* entity);
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void Update(float deltaTime);
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/**
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* Sets the delete grid parameter to value. When false, the grid will not clean up memory.
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*
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* @param value Whether or not to delete entities on deletion of the grid.
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*/
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void SetDeleteGrid(bool value) { this->m_DeleteGrid = value; };
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// Intentional copy since this is only used when we delete this class to re-create it.
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std::vector<std::vector<std::vector<dpEntity*>>> GetCells() { return this->m_Cells; };
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private:
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void HandleEntity(dpEntity* entity, dpEntity* other);
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void HandleCell(int x, int z, float deltaTime);
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private:
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//cells on X, cells on Y for that X, then another vector that contains the entities within that cell.
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std::vector<std::vector<std::vector<dpEntity*>>> m_Cells;
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std::map<LWOOBJID, dpEntity*> m_GargantuanObjects;
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bool m_DeleteGrid = true;
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};
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