#include "collision_grid.h"
#include "special/collision.h"
#include "sector.h"
+#include "collision_grid_iterator.h"
static const float DELTA = .001;
CollisionGrid::CollisionGrid(float newwidth, float newheight)
- : width(newwidth), height(newheight), cell_width(128), cell_height(128)
+ : width(newwidth), height(newheight), cell_width(128), cell_height(128),
+ iterator_timestamp(0)
{
cells_x = size_t(width / cell_width) + 1;
cells_y = size_t(height / cell_height) + 1;
break;
}
}
+#ifdef DEBUG
assert(wrapper != 0);
+#else
+ if(wrapper == 0) {
+ std::cerr << "Tried to remove nonexistant object!\n";
+ return;
+ }
+#endif
const Rectangle& bbox = wrapper->dest;
for(float y = bbox.p1.y; y < bbox.p2.y; y += cell_height) {
std::cerr << "Object out of range: " << gridx << ", " << gridy << "\n";
continue;
}
- remove_object_from_gridcell(gridy*cells_x + gridx, object);
+ remove_object_from_gridcell(gridy*cells_x + gridx, wrapper);
}
}
}
void
-CollisionGrid::move_object(MovingObject* object)
+CollisionGrid::move_object(ObjectWrapper* wrapper)
{
- const Rectangle& bbox = object->bbox;
- for(float y = bbox.p1.y; y < bbox.p2.y; y += cell_height) {
- for(float x = bbox.p1.x; x < bbox.p2.x; x += cell_width) {
+ // FIXME not optimal yet... should leave the gridcells untouched that don't
+ // need to be changed.
+ const Rectangle& obbox = wrapper->dest;
+ for(float y = obbox.p1.y; y < obbox.p2.y; y += cell_height) {
+ for(float x = obbox.p1.x; x < obbox.p2.x; x += cell_width) {
int gridx = int(x / cell_width);
int gridy = int(y / cell_height);
if(gridx < 0 || gridy < 0
std::cerr << "Object out of range: " << gridx << ", " << gridy << "\n";
continue;
}
- // TODO
+ remove_object_from_gridcell(gridy*cells_x + gridx, wrapper);
}
}
+
+ const Rectangle& nbbox = wrapper->object->bbox;
+ for(float y = nbbox.p1.y; y < nbbox.p2.y; y += cell_height) {
+ for(float x = nbbox.p1.x; x < nbbox.p2.x; x += cell_width) {
+ int gridx = int(x / cell_width);
+ int gridy = int(y / cell_height);
+ if(gridx < 0 || gridy < 0
+ || gridx >= int(cells_x) || gridy >= int(cells_y)) {
+ std::cerr << "Object out of range: " << gridx << ", " << gridy << "\n";
+ continue;
+ }
+
+ GridEntry* entry = new GridEntry;
+ entry->object_wrapper = wrapper;
+ entry->next = grid[gridy*cells_x + gridx];
+ grid[gridy*cells_x + gridx] = entry;
+ }
+ }
+
+ wrapper->dest = nbbox;
}
void
CollisionGrid::check_collisions()
{
- for(Objects::iterator i = objects.begin(); i != objects.end(); ++i) {
- ObjectWrapper* wrapper = *i;
+ std::vector<ObjectWrapper*> moved_objects;
+
+ CollisionGridIterator iter(*this, Sector::current()->get_active_region());
+ while(ObjectWrapper* wrapper = iter.next_wrapper()) {
MovingObject* object = wrapper->object;
if(!object->is_valid())
continue;
if(object->get_flags() & GameObject::FLAG_NO_COLLDET) {
object->bbox.move(object->movement);
object->movement = Vector(0, 0);
+ moved_objects.push_back(wrapper);
continue;
}
collide_object(wrapper);
- object->bbox.move(object->get_movement());
- object->movement = Vector(0, 0);
+ if(object->movement != Vector(0, 0)) {
+ object->bbox.move(object->movement);
+ object->movement = Vector(0, 0);
+ moved_objects.push_back(wrapper);
+ }
+ }
+
+ for(std::vector<ObjectWrapper*>::iterator i = moved_objects.begin();
+ i != moved_objects.end(); ++i) {
+ move_object(*i);
}
}
void
CollisionGrid::collide_object(ObjectWrapper* wrapper)
{
- static int timestamp = 0;
- timestamp++;
+ iterator_timestamp++;
const Rectangle& bbox = wrapper->object->bbox;
- for(float y = bbox.p1.y; y < bbox.p2.y; y += cell_height) {
- for(float x = bbox.p1.x; x < bbox.p2.x; x += cell_width) {
+ for(float y = bbox.p1.y - cell_height; y < bbox.p2.y + cell_height; y += cell_height) {
+ for(float x = bbox.p1.x - cell_width; x < bbox.p2.x + cell_width; x += cell_width) {
int gridx = int(x / cell_width);
int gridy = int(y / cell_height);
if(gridx < 0 || gridy < 0
|| gridx >= int(cells_x) || gridy >= int(cells_y)) {
- std::cerr << "Object out of range: " << gridx << ", " << gridy << "\n";
+ //std::cerr << "Object out of range: " << gridx << ", " << gridy << "\n";
continue;
}
entry = entry->next) {
ObjectWrapper* wrapper2 = entry->object_wrapper;
// only check each object once (even if it is in multiple cells)
- if(wrapper2->timestamp == timestamp)
+ if(wrapper2->timestamp == iterator_timestamp)
continue;
// don't collide with objects we already collided with
if(wrapper2->id <= wrapper->id)
continue;
- wrapper->timestamp = timestamp;
+ wrapper->timestamp = iterator_timestamp;
collide_object_object(wrapper, wrapper2);
}
}
}
void
-CollisionGrid::remove_object_from_gridcell(int gridcell, MovingObject* object)
+CollisionGrid::remove_object_from_gridcell(int gridcell, ObjectWrapper* wrapper)
{
GridEntry* lastentry = 0;
GridEntry* entry = grid[gridcell];
while(entry) {
- if(entry->object_wrapper->object == object) {
+ if(entry->object_wrapper == wrapper) {
if(lastentry == 0) {
grid[gridcell] = entry->next;
} else {