Core/Grid:
- Simplified CellArea calculation (Original author: SilverIce) - Removed unused code in Cell class (Original author: SilverIce) - Improve some Visit functions.
This commit is contained in:
@@ -46,140 +46,22 @@ inline Cell::Cell(float x, float y)
|
||||
data.Part.reserved = 0;
|
||||
}
|
||||
|
||||
template<class T, class CONTAINER>
|
||||
inline void
|
||||
Cell::Visit(const CellCoord& standing_cell, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m) const
|
||||
{
|
||||
if (!standing_cell.IsCoordValid())
|
||||
return;
|
||||
|
||||
uint16 district = (District)this->data.Part.reserved;
|
||||
if (district == CENTER_DISTRICT)
|
||||
{
|
||||
m.Visit(*this, visitor);
|
||||
return;
|
||||
}
|
||||
|
||||
// set up the cell range based on the district
|
||||
CellCoord begin_cell = standing_cell;
|
||||
CellCoord end_cell = standing_cell;
|
||||
|
||||
switch (district)
|
||||
{
|
||||
case ALL_DISTRICT:
|
||||
{
|
||||
begin_cell.dec_x(1); begin_cell.dec_y(1); // upper left
|
||||
end_cell.inc_x(1); end_cell.inc_y(1); // lower right
|
||||
break;
|
||||
}
|
||||
case UPPER_LEFT_DISTRICT:
|
||||
{
|
||||
begin_cell.dec_x(1); begin_cell.dec_y(1); // upper left
|
||||
break;
|
||||
}
|
||||
case UPPER_RIGHT_DISTRICT:
|
||||
{
|
||||
begin_cell.dec_y(1); // up
|
||||
end_cell.inc_x(1); // right
|
||||
break;
|
||||
}
|
||||
case LOWER_LEFT_DISTRICT:
|
||||
{
|
||||
begin_cell.dec_x(1); // left
|
||||
end_cell.inc_y(1); // down
|
||||
break;
|
||||
}
|
||||
case LOWER_RIGHT_DISTRICT:
|
||||
{
|
||||
end_cell.inc_x(1); end_cell.inc_y(1); // lower right
|
||||
break;
|
||||
}
|
||||
case LEFT_DISTRICT:
|
||||
{
|
||||
begin_cell.dec_y(1); // up
|
||||
end_cell.inc_x(1); end_cell.inc_y(1); // lower right
|
||||
break;
|
||||
}
|
||||
case RIGHT_DISTRICT:
|
||||
{
|
||||
begin_cell.dec_x(1); begin_cell.dec_y(1); // upper left
|
||||
end_cell.inc_y(1); // down
|
||||
break;
|
||||
}
|
||||
case UPPER_DISTRICT:
|
||||
{
|
||||
begin_cell.dec_x(1); begin_cell.dec_y(1); // upper left
|
||||
end_cell.inc_x(1); // right
|
||||
break;
|
||||
}
|
||||
case LOWER_DISTRICT:
|
||||
{
|
||||
begin_cell.dec_x(1); // left
|
||||
end_cell.inc_x(1); end_cell.inc_y(1); // lower right
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
ASSERT(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// loop the cell range
|
||||
for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++)
|
||||
{
|
||||
for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++)
|
||||
{
|
||||
CellCoord cellCoord(x, y);
|
||||
Cell r_zone(cellCoord);
|
||||
r_zone.data.Part.nocreate = this->data.Part.nocreate;
|
||||
m.Visit(r_zone, visitor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline int CellHelper(const float radius)
|
||||
{
|
||||
if (radius < 1.0f)
|
||||
return 0;
|
||||
|
||||
return (int)ceilf(radius/SIZE_OF_GRID_CELL);
|
||||
}
|
||||
|
||||
inline CellArea Cell::CalculateCellArea(const WorldObject &obj, float radius)
|
||||
{
|
||||
return Cell::CalculateCellArea(obj.GetPositionX(), obj.GetPositionY(), radius);
|
||||
}
|
||||
|
||||
inline CellArea Cell::CalculateCellArea(float x, float y, float radius)
|
||||
{
|
||||
if (radius <= 0.0f)
|
||||
return CellArea();
|
||||
{
|
||||
CellCoord center = Trinity::ComputeCellCoord(x, y).normalize();
|
||||
return CellArea(center, center);
|
||||
}
|
||||
|
||||
//lets calculate object coord offsets from cell borders.
|
||||
//TODO: add more correct/generic method for this task
|
||||
const float x_offset = (x - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
|
||||
const float y_offset = (y - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
|
||||
CellCoord centerX = Trinity::ComputeCellCoord(x - radius, y - radius).normalize();
|
||||
CellCoord centerY = Trinity::ComputeCellCoord(x + radius, y + radius).normalize();
|
||||
|
||||
const float x_val = floor(x_offset + CENTER_GRID_CELL_ID + 0.5f);
|
||||
const float y_val = floor(y_offset + CENTER_GRID_CELL_ID + 0.5f);
|
||||
|
||||
const float x_off = (x_offset - x_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
|
||||
const float y_off = (y_offset - y_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
|
||||
|
||||
const float tmp_diff = radius - CENTER_GRID_CELL_OFFSET;
|
||||
//lets calculate upper/lower/right/left corners for cell search
|
||||
int right = CellHelper(tmp_diff + x_off);
|
||||
int left = CellHelper(tmp_diff - x_off);
|
||||
int upper = CellHelper(tmp_diff + y_off);
|
||||
int lower = CellHelper(tmp_diff - y_off);
|
||||
|
||||
return CellArea(right, left, upper, lower);
|
||||
return CellArea(centerX, centerY);
|
||||
}
|
||||
|
||||
template<class T, class CONTAINER>
|
||||
inline void
|
||||
Cell::Visit(const CellCoord& standing_cell, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, float radius, float x_off, float y_off) const
|
||||
inline void Cell::Visit(CellCoord const& standing_cell, TypeContainerVisitor<T, CONTAINER>& visitor, Map& map, float radius, float x_off, float y_off) const
|
||||
{
|
||||
if (!standing_cell.IsCoordValid())
|
||||
return;
|
||||
@@ -189,7 +71,7 @@ Cell::Visit(const CellCoord& standing_cell, TypeContainerVisitor<T, CONTAINER> &
|
||||
//maybe it is better to just return when radius <= 0.0f?
|
||||
if (radius <= 0.0f)
|
||||
{
|
||||
m.Visit(*this, visitor);
|
||||
map.Visit(*this, visitor);
|
||||
return;
|
||||
}
|
||||
//lets limit the upper value for search radius
|
||||
@@ -201,32 +83,28 @@ Cell::Visit(const CellCoord& standing_cell, TypeContainerVisitor<T, CONTAINER> &
|
||||
//if radius fits inside standing cell
|
||||
if (!area)
|
||||
{
|
||||
m.Visit(*this, visitor);
|
||||
map.Visit(*this, visitor);
|
||||
return;
|
||||
}
|
||||
|
||||
CellCoord begin_cell = standing_cell;
|
||||
CellCoord end_cell = standing_cell;
|
||||
|
||||
area.ResizeBorders(begin_cell, end_cell);
|
||||
//visit all cells, found in CalculateCellArea()
|
||||
//if radius is known to reach cell area more than 4x4 then we should call optimized VisitCircle
|
||||
//currently this technique works with MAX_NUMBER_OF_CELLS 16 and higher, with lower values
|
||||
//there are nothing to optimize because SIZE_OF_GRID_CELL is too big...
|
||||
if (((end_cell.x_coord - begin_cell.x_coord) > 4) && ((end_cell.y_coord - begin_cell.y_coord) > 4))
|
||||
if (((area.high_bound.x_coord - area.low_bound.x_coord) > 4) && ((area.high_bound.y_coord - area.low_bound.y_coord) > 4))
|
||||
{
|
||||
VisitCircle(visitor, m, begin_cell, end_cell);
|
||||
VisitCircle(visitor, map, area.low_bound, area.high_bound);
|
||||
return;
|
||||
}
|
||||
|
||||
//ALWAYS visit standing cell first!!! Since we deal with small radiuses
|
||||
//it is very essential to call visitor for standing cell firstly...
|
||||
m.Visit(*this, visitor);
|
||||
map.Visit(*this, visitor);
|
||||
|
||||
// loop the cell range
|
||||
for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
|
||||
for (uint32 x = area.low_bound.x_coord; x <= area.high_bound.x_coord; ++x)
|
||||
{
|
||||
for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
|
||||
for (uint32 y = area.low_bound.y_coord; y <= area.high_bound.y_coord; ++y)
|
||||
{
|
||||
CellCoord cellCoord(x, y);
|
||||
//lets skip standing cell since we already visited it
|
||||
@@ -234,24 +112,22 @@ Cell::Visit(const CellCoord& standing_cell, TypeContainerVisitor<T, CONTAINER> &
|
||||
{
|
||||
Cell r_zone(cellCoord);
|
||||
r_zone.data.Part.nocreate = this->data.Part.nocreate;
|
||||
m.Visit(r_zone, visitor);
|
||||
map.Visit(r_zone, visitor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template<class T, class CONTAINER>
|
||||
inline void
|
||||
Cell::Visit(const CellCoord& l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const WorldObject &obj, float radius) const
|
||||
inline void Cell::Visit(CellCoord const& standing_cell, TypeContainerVisitor<T, CONTAINER>& visitor, Map& map, WorldObject const& obj, float radius) const
|
||||
{
|
||||
//we should increase search radius by object's radius, otherwise
|
||||
//we could have problems with huge creatures, which won't attack nearest players etc
|
||||
Visit(l, visitor, m, radius + obj.GetObjectSize(), obj.GetPositionX(), obj.GetPositionY());
|
||||
Visit(standing_cell, visitor, map, radius + obj.GetObjectSize(), obj.GetPositionX(), obj.GetPositionY());
|
||||
}
|
||||
|
||||
template<class T, class CONTAINER>
|
||||
inline void
|
||||
Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const CellCoord& begin_cell, const CellCoord& end_cell) const
|
||||
inline void Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER>& visitor, Map& map, CellCoord const& begin_cell, CellCoord const& end_cell) const
|
||||
{
|
||||
//here is an algorithm for 'filling' circum-squared octagon
|
||||
uint32 x_shift = (uint32)ceilf((end_cell.x_coord - begin_cell.x_coord) * 0.3f - 0.5f);
|
||||
@@ -267,7 +143,7 @@ Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const Cel
|
||||
CellCoord cellCoord(x, y);
|
||||
Cell r_zone(cellCoord);
|
||||
r_zone.data.Part.nocreate = this->data.Part.nocreate;
|
||||
m.Visit(r_zone, visitor);
|
||||
map.Visit(r_zone, visitor);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -291,13 +167,13 @@ Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const Cel
|
||||
CellCoord cellCoord_left(x_start - step, y);
|
||||
Cell r_zone_left(cellCoord_left);
|
||||
r_zone_left.data.Part.nocreate = this->data.Part.nocreate;
|
||||
m.Visit(r_zone_left, visitor);
|
||||
map.Visit(r_zone_left, visitor);
|
||||
|
||||
//right trapezoid cell visit
|
||||
CellCoord cellCoord_right(x_end + step, y);
|
||||
Cell r_zone_right(cellCoord_right);
|
||||
r_zone_right.data.Part.nocreate = this->data.Part.nocreate;
|
||||
m.Visit(r_zone_right, visitor);
|
||||
map.Visit(r_zone_right, visitor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user