213 lines
6.9 KiB
C#
213 lines
6.9 KiB
C#
/*
|
|
* Copyright (C) 2012-2018 CypherCore <http://github.com/CypherCore>
|
|
*
|
|
* This program is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation, either version 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
using Framework.GameMath;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics.Contracts;
|
|
using System.Collections.Concurrent;
|
|
|
|
namespace Game.Collision
|
|
{
|
|
public class RegularGrid2D<T, Node> where T : IModel where Node : BIHWrap<T>, new()
|
|
{
|
|
public const int CELL_NUMBER = 64;
|
|
public const float HGRID_MAP_SIZE = (533.33333f * 64.0f); // shouldn't be changed
|
|
public const float CELL_SIZE = HGRID_MAP_SIZE / CELL_NUMBER;
|
|
|
|
public RegularGrid2D()
|
|
{
|
|
for (int x = 0; x < CELL_NUMBER; ++x)
|
|
nodes[x] = new Node[CELL_NUMBER];
|
|
}
|
|
|
|
public virtual void insert(T value)
|
|
{
|
|
Vector3 pos = value.getPosition();
|
|
Node node = getGridFor(pos.X, pos.Y);
|
|
node.insert(value);
|
|
memberTable.TryAdd(value, node);
|
|
}
|
|
|
|
public virtual void remove(T value)
|
|
{
|
|
memberTable[value].remove(value);
|
|
// Remove the member
|
|
memberTable.TryRemove(value, out Node node);
|
|
}
|
|
|
|
public virtual void balance()
|
|
{
|
|
for (int x = 0; x < CELL_NUMBER; ++x)
|
|
{
|
|
for (int y = 0; y < CELL_NUMBER; ++y)
|
|
{
|
|
Node n = nodes[x][y];
|
|
if (n != null)
|
|
n.balance();
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool contains(T value) { return memberTable.ContainsKey(value); }
|
|
public int size() { return memberTable.Count; }
|
|
|
|
public struct Cell
|
|
{
|
|
public int x, y;
|
|
public static bool operator ==(Cell c1, Cell c2) { return c1.x == c2.x && c1.y == c2.y; }
|
|
public static bool operator !=(Cell c1, Cell c2) { return !(c1 == c2); }
|
|
|
|
public override bool Equals(object obj)
|
|
{
|
|
return base.Equals(obj);
|
|
}
|
|
public override int GetHashCode()
|
|
{
|
|
return base.GetHashCode();
|
|
}
|
|
|
|
public static Cell ComputeCell(float fx, float fy)
|
|
{
|
|
Cell c = new Cell();
|
|
c.x = (int)(fx * (1.0f / CELL_SIZE) + (CELL_NUMBER / 2));
|
|
c.y = (int)(fy * (1.0f / CELL_SIZE) + (CELL_NUMBER / 2));
|
|
return c;
|
|
}
|
|
|
|
public bool isValid() { return x >= 0 && x < CELL_NUMBER && y >= 0 && y < CELL_NUMBER; }
|
|
}
|
|
|
|
Node getGridFor(float fx, float fy)
|
|
{
|
|
Cell c = Cell.ComputeCell(fx, fy);
|
|
return getGrid(c.x, c.y);
|
|
}
|
|
|
|
Node getGrid(int x, int y)
|
|
{
|
|
Contract.Assert(x < CELL_NUMBER && y < CELL_NUMBER);
|
|
if (nodes[x][y] == null)
|
|
nodes[x][y] = new Node();
|
|
return nodes[x][y];
|
|
}
|
|
|
|
public void intersectRay(Ray ray, WorkerCallback intersectCallback, ref float max_dist)
|
|
{
|
|
intersectRay(ray, intersectCallback, ref max_dist, ray.Origin + ray.Direction * max_dist);
|
|
}
|
|
|
|
public void intersectRay(Ray ray, WorkerCallback intersectCallback, ref float max_dist, Vector3 end)
|
|
{
|
|
Cell cell = Cell.ComputeCell(ray.Origin.X, ray.Origin.Y);
|
|
if (!cell.isValid())
|
|
return;
|
|
|
|
Cell last_cell = Cell.ComputeCell(end.X, end.Y);
|
|
|
|
if (cell == last_cell)
|
|
{
|
|
Node node = nodes[cell.x][cell.y];
|
|
if (node != null)
|
|
node.intersectRay(ray, intersectCallback, ref max_dist);
|
|
return;
|
|
}
|
|
|
|
float voxel = CELL_SIZE;
|
|
float kx_inv = ray.invDirection().X, bx = ray.Origin.X;
|
|
float ky_inv = ray.invDirection().Y, by = ray.Origin.Y;
|
|
|
|
int stepX, stepY;
|
|
float tMaxX, tMaxY;
|
|
if (kx_inv >= 0)
|
|
{
|
|
stepX = 1;
|
|
float x_border = (cell.x + 1) * voxel;
|
|
tMaxX = (x_border - bx) * kx_inv;
|
|
}
|
|
else
|
|
{
|
|
stepX = -1;
|
|
float x_border = (cell.x - 1) * voxel;
|
|
tMaxX = (x_border - bx) * kx_inv;
|
|
}
|
|
|
|
if (ky_inv >= 0)
|
|
{
|
|
stepY = 1;
|
|
float y_border = (cell.y + 1) * voxel;
|
|
tMaxY = (y_border - by) * ky_inv;
|
|
}
|
|
else
|
|
{
|
|
stepY = -1;
|
|
float y_border = (cell.y - 1) * voxel;
|
|
tMaxY = (y_border - by) * ky_inv;
|
|
}
|
|
|
|
float tDeltaX = voxel * Math.Abs(kx_inv);
|
|
float tDeltaY = voxel * Math.Abs(ky_inv);
|
|
do
|
|
{
|
|
Node node = nodes[cell.x][cell.y];
|
|
if (node != null)
|
|
{
|
|
node.intersectRay(ray, intersectCallback, ref max_dist);
|
|
}
|
|
if (cell == last_cell)
|
|
break;
|
|
if (tMaxX < tMaxY)
|
|
{
|
|
tMaxX += tDeltaX;
|
|
cell.x += stepX;
|
|
}
|
|
else
|
|
{
|
|
tMaxY += tDeltaY;
|
|
cell.y += stepY;
|
|
}
|
|
} while (cell.isValid());
|
|
}
|
|
|
|
void intersectPoint(Vector3 point, WorkerCallback intersectCallback)
|
|
{
|
|
Cell cell = Cell.ComputeCell(point.X, point.Y);
|
|
if (!cell.isValid())
|
|
return;
|
|
|
|
Node node = nodes[cell.x][cell.y];
|
|
if (node != null)
|
|
node.intersectPoint(point, intersectCallback);
|
|
}
|
|
|
|
// Optimized verson of intersectRay function for rays with vertical directions
|
|
public void intersectZAllignedRay(Ray ray, WorkerCallback intersectCallback, ref float max_dist)
|
|
{
|
|
Cell cell = Cell.ComputeCell(ray.Origin.X, ray.Origin.Y);
|
|
if (!cell.isValid())
|
|
return;
|
|
|
|
Node node = nodes[cell.x][cell.y];
|
|
if (node != null)
|
|
node.intersectRay(ray, intersectCallback, ref max_dist);
|
|
}
|
|
|
|
ConcurrentDictionary<T, Node> memberTable = new ConcurrentDictionary<T, Node>();
|
|
Node[][] nodes = new Node[CELL_NUMBER][];
|
|
}
|
|
}
|