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