mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-27 16:07:22 +00:00
0545adfac3
Have fun!
192 lines
6.1 KiB
C++
192 lines
6.1 KiB
C++
#include "RakAssert.h"
|
|
#include "GridSectorizer.h"
|
|
//#include <stdlib.h>
|
|
#include <math.h>
|
|
|
|
GridSectorizer::GridSectorizer()
|
|
{
|
|
grid=0;
|
|
}
|
|
GridSectorizer::~GridSectorizer()
|
|
{
|
|
if (grid)
|
|
delete [] grid;
|
|
}
|
|
void GridSectorizer::Init(const float _maxCellWidth, const float _maxCellHeight, const float minX, const float minY, const float maxX, const float maxY)
|
|
{
|
|
RakAssert(_maxCellWidth > 0.0f && _maxCellHeight > 0.0f);
|
|
if (grid)
|
|
delete [] grid;
|
|
|
|
cellOriginX=minX;
|
|
cellOriginY=minY;
|
|
gridWidth=maxX-minX;
|
|
gridHeight=maxY-minY;
|
|
gridCellWidthCount=(int) ceil(gridWidth/_maxCellWidth);
|
|
gridCellHeightCount=(int) ceil(gridHeight/_maxCellHeight);
|
|
// 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.
|
|
cellWidth=gridWidth/gridCellWidthCount;
|
|
cellHeight=gridHeight/gridCellHeightCount;
|
|
invCellWidth = 1.0f / cellWidth;
|
|
invCellHeight = 1.0f / cellHeight;
|
|
|
|
#ifdef _USE_ORDERED_LIST
|
|
grid = new DataStructures::OrderedList<void*, void*>[gridCellWidthCount*gridCellHeightCount];
|
|
DataStructures::OrderedList<void*,void*>::IMPLEMENT_DEFAULT_COMPARISON();
|
|
#else
|
|
grid = new DataStructures::List<void*>[gridCellWidthCount*gridCellHeightCount];
|
|
#endif
|
|
}
|
|
void GridSectorizer::AddEntry(void *entry, const float minX, const float minY, const float maxX, const float maxY)
|
|
{
|
|
RakAssert(cellWidth>0.0f);
|
|
RakAssert(minX < maxX && minY < maxY);
|
|
|
|
int xStart, yStart, xEnd, yEnd, xCur, yCur;
|
|
xStart=WorldToCellXOffsetAndClamped(minX);
|
|
yStart=WorldToCellYOffsetAndClamped(minY);
|
|
xEnd=WorldToCellXOffsetAndClamped(maxX);
|
|
yEnd=WorldToCellYOffsetAndClamped(maxY);
|
|
|
|
for (xCur=xStart; xCur <= xEnd; ++xCur)
|
|
{
|
|
for (yCur=yStart; yCur <= yEnd; ++yCur)
|
|
{
|
|
#ifdef _USE_ORDERED_LIST
|
|
grid[yCur*gridCellWidthCount+xCur].Insert(entry,entry, true);
|
|
#else
|
|
grid[yCur*gridCellWidthCount+xCur].Insert(entry);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
#ifdef _USE_ORDERED_LIST
|
|
void GridSectorizer::RemoveEntry(void *entry, const float minX, const float minY, const float maxX, const float maxY)
|
|
{
|
|
RakAssert(cellWidth>0.0f);
|
|
RakAssert(minX <= maxX && minY <= maxY);
|
|
|
|
int xStart, yStart, xEnd, yEnd, xCur, yCur;
|
|
xStart=WorldToCellXOffsetAndClamped(minX);
|
|
yStart=WorldToCellYOffsetAndClamped(minY);
|
|
xEnd=WorldToCellXOffsetAndClamped(maxX);
|
|
yEnd=WorldToCellYOffsetAndClamped(maxY);
|
|
|
|
for (xCur=xStart; xCur <= xEnd; ++xCur)
|
|
{
|
|
for (yCur=yStart; yCur <= yEnd; ++yCur)
|
|
{
|
|
grid[yCur*gridCellWidthCount+xCur].RemoveIfExists(entry);
|
|
}
|
|
}
|
|
}
|
|
void GridSectorizer::MoveEntry(void *entry, const float sourceMinX, const float sourceMinY, const float sourceMaxX, const float sourceMaxY,
|
|
const float destMinX, const float destMinY, const float destMaxX, const float destMaxY)
|
|
{
|
|
RakAssert(cellWidth>0.0f);
|
|
RakAssert(sourceMinX < sourceMaxX && sourceMinY < sourceMaxY);
|
|
RakAssert(destMinX < destMaxX && destMinY < destMaxY);
|
|
|
|
if (PositionCrossesCells(sourceMinX, sourceMinY, destMinX, destMinY)==false &&
|
|
PositionCrossesCells(destMinX, destMinY, destMinX, destMinY)==false)
|
|
return;
|
|
|
|
int xStartSource, yStartSource, xEndSource, yEndSource;
|
|
int xStartDest, yStartDest, xEndDest, yEndDest;
|
|
int xCur, yCur;
|
|
xStartSource=WorldToCellXOffsetAndClamped(sourceMinX);
|
|
yStartSource=WorldToCellYOffsetAndClamped(sourceMinY);
|
|
xEndSource=WorldToCellXOffsetAndClamped(sourceMaxX);
|
|
yEndSource=WorldToCellYOffsetAndClamped(sourceMaxY);
|
|
|
|
xStartDest=WorldToCellXOffsetAndClamped(destMinX);
|
|
yStartDest=WorldToCellYOffsetAndClamped(destMinY);
|
|
xEndDest=WorldToCellXOffsetAndClamped(destMaxX);
|
|
yEndDest=WorldToCellYOffsetAndClamped(destMaxY);
|
|
|
|
// Remove source that is not in dest
|
|
for (xCur=xStartSource; xCur <= xEndSource; ++xCur)
|
|
{
|
|
for (yCur=yStartSource; yCur <= yEndSource; ++yCur)
|
|
{
|
|
if (xCur < xStartDest || xCur > xEndDest ||
|
|
yCur < yStartDest || yCur > yEndDest)
|
|
{
|
|
grid[yCur*gridCellWidthCount+xCur].RemoveIfExists(entry);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add dest that is not in source
|
|
for (xCur=xStartDest; xCur <= xEndDest; ++xCur)
|
|
{
|
|
for (yCur=yStartDest; yCur <= yEndDest; ++yCur)
|
|
{
|
|
if (xCur < xStartSource || xCur > xEndSource ||
|
|
yCur < yStartSource || yCur > yEndSource)
|
|
{
|
|
grid[yCur*gridCellWidthCount+xCur].Insert(entry,entry, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
void GridSectorizer::GetEntries(DataStructures::List<void*>& intersectionList, const float minX, const float minY, const float maxX, const float maxY)
|
|
{
|
|
#ifdef _USE_ORDERED_LIST
|
|
DataStructures::OrderedList<void*, void*>* cell;
|
|
#else
|
|
DataStructures::List<void*>* cell;
|
|
#endif
|
|
int xStart, yStart, xEnd, yEnd, xCur, yCur;
|
|
unsigned index;
|
|
xStart=WorldToCellXOffsetAndClamped(minX);
|
|
yStart=WorldToCellYOffsetAndClamped(minY);
|
|
xEnd=WorldToCellXOffsetAndClamped(maxX);
|
|
yEnd=WorldToCellYOffsetAndClamped(maxY);
|
|
|
|
intersectionList.Clear(true);
|
|
for (xCur=xStart; xCur <= xEnd; ++xCur)
|
|
{
|
|
for (yCur=yStart; yCur <= yEnd; ++yCur)
|
|
{
|
|
cell = grid+yCur*gridCellWidthCount+xCur;
|
|
for (index=0; index < cell->Size(); ++index)
|
|
intersectionList.Insert(cell->operator [](index));
|
|
}
|
|
}
|
|
}
|
|
bool GridSectorizer::PositionCrossesCells(const float originX, const float originY, const float destinationX, const float destinationY) const
|
|
{
|
|
return originX/cellWidth!=destinationX/cellWidth || originY/cellHeight!=destinationY/cellHeight;
|
|
}
|
|
int GridSectorizer::WorldToCellX(const float input) const
|
|
{
|
|
return (int)((input-cellOriginX)*invCellWidth);
|
|
}
|
|
int GridSectorizer::WorldToCellY(const float input) const
|
|
{
|
|
return (int)((input-cellOriginY)*invCellHeight);
|
|
}
|
|
int GridSectorizer::WorldToCellXOffsetAndClamped(const float input) const
|
|
{
|
|
int cell=WorldToCellX(input);
|
|
cell = cell > 0 ? cell : 0; // __max(cell,0);
|
|
cell = gridCellWidthCount-1 < cell ? gridCellWidthCount-1 : cell; // __min(gridCellWidthCount-1, cell);
|
|
return cell;
|
|
}
|
|
int GridSectorizer::WorldToCellYOffsetAndClamped(const float input) const
|
|
{
|
|
int cell=WorldToCellY(input);
|
|
cell = cell > 0 ? cell : 0; // __max(cell,0);
|
|
cell = gridCellHeightCount-1 < cell ? gridCellHeightCount-1 : cell; // __min(gridCellHeightCount-1, cell);
|
|
return cell;
|
|
}
|
|
void GridSectorizer::Clear(void)
|
|
{
|
|
int cur;
|
|
int count = gridCellWidthCount*gridCellHeightCount;
|
|
for (cur=0; cur<count;cur++)
|
|
grid[cur].Clear(true);
|
|
}
|