mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-27 07:57:21 +00:00
b589755655
Fixes an issue where we would try to access an array out of the physics bounds
166 lines
4.4 KiB
C++
166 lines
4.4 KiB
C++
#include "dpGrid.h"
|
|
#include "dpEntity.h"
|
|
|
|
#include <cmath>
|
|
|
|
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<std::forward_list<dpEntity*>>());
|
|
}
|
|
|
|
//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<dpEntity*>());
|
|
}
|
|
}
|
|
}
|
|
|
|
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 - 1;
|
|
if (cellZ >= NUM_CELLS) cellZ = NUM_CELLS - 1;
|
|
|
|
//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 - 1;
|
|
if (oldCellZ >= NUM_CELLS) oldCellZ = NUM_CELLS - 1;
|
|
|
|
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);
|
|
}
|
|
}
|