Core/Vmaps: Fixed getting map height near large gameobjects like LK platform
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@@ -48,10 +48,7 @@ namespace Game.Collision
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{
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impl.balance();
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}
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int size()
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{
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return impl.size();
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}
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public void update(uint diff)
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{
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impl.update(diff);
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@@ -161,7 +158,7 @@ namespace Game.Collision
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public void update(uint difftime)
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{
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if (size() == 0)
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if (empty())
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return;
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rebalance_timer.Update((int)difftime);
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@@ -37,17 +37,24 @@ namespace Game.Collision
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public virtual void insert(T value)
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{
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Vector3 pos = value.getPosition();
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Node node = getGridFor(pos.X, pos.Y);
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node.insert(value);
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memberTable.TryAdd(value, node);
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AxisAlignedBox bounds = value.getBounds();
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Cell low = Cell.ComputeCell(bounds.Lo.X, bounds.Lo.Y);
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Cell high = Cell.ComputeCell(bounds.Hi.X, bounds.Hi.Y);
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for (int x = low.x; x <= high.x; ++x)
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{
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for (int y = low.y; y <= high.y; ++y)
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{
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Node node = getGrid(x, y);
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node.insert(value);
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memberTable.Add(value, node);
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}
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}
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}
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public virtual void remove(T value)
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{
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memberTable[value].remove(value);
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// Remove the member
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memberTable.TryRemove(value, out Node node);
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memberTable.Remove(value);
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}
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public virtual void balance()
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@@ -64,7 +71,7 @@ namespace Game.Collision
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}
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public bool contains(T value) { return memberTable.ContainsKey(value); }
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public int size() { return memberTable.Count; }
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public bool empty() { return memberTable.Empty(); }
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public struct Cell
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{
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@@ -92,12 +99,6 @@ namespace Game.Collision
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public bool isValid() { return x >= 0 && x < CELL_NUMBER && y >= 0 && y < CELL_NUMBER; }
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}
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Node getGridFor(float fx, float fy)
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{
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Cell c = Cell.ComputeCell(fx, fy);
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return getGrid(c.x, c.y);
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}
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Node getGrid(int x, int y)
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{
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Contract.Assert(x < CELL_NUMBER && y < CELL_NUMBER);
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@@ -206,7 +207,7 @@ namespace Game.Collision
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node.intersectRay(ray, intersectCallback, ref max_dist);
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}
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ConcurrentDictionary<T, Node> memberTable = new ConcurrentDictionary<T, Node>();
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MultiMap<T, Node> memberTable = new MultiMap<T, Node>();
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Node[][] nodes = new Node[CELL_NUMBER][];
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}
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}
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