Ejemplo n.º 1
0
        public void AddObject(HGridObject obj)
        {
            // Find lowest level where object fully fits inside cell, taking RATIO into account
            int   level;
            float size     = MIN_CELL_SIZE;
            float diameter = 2.0f * obj.radius;

            for (level = 0; size *SPHERE_TO_CELL_RATIO < diameter; level++)
            {
                size *= CELL_TO_CELL_RATIO;
            }

            // If object is larger than largest grid cell throw exception
            if (level > HGRID_MAX_LEVELS)
            {
                throw new Exception("Object to large");
            }

            // Add object to grid square, and remember cell and level numbers
            Cell cellPos;

            cellPos.x = (int)(obj.pos.x / size); cellPos.y = (int)(obj.pos.y / size); cellPos.z = level;
            int bucket = ComputeHashBucketIndex(cellPos);

            obj.bucket           = bucket;
            obj.level            = level;
            obj.pNextObject      = objectBucket[bucket];
            objectBucket[bucket] = obj;

            // Mark this level as having one more object. Also indicate level is in use
            objectsAtLevel[level]++;
            occupiedLevelsMask |= (uint)(1 << level);
        }
Ejemplo n.º 2
0
        public void RemoveObject(HGridObject obj)
        {
            // One less object on this grid level. Mark level as unused if no objects left
            if (--objectsAtLevel[obj.level] == 0)
            {
                occupiedLevelsMask &= (uint)~(1 << obj.level);
            }

            // Now scan through list and unlink object ’obj’
            int         bucket = obj.bucket;
            HGridObject p      = objectBucket[bucket];

            // Special-case updating list header when object is first in list
            if (p == obj)
            {
                objectBucket[bucket] = p.pNextObject;
                return;
            }

            // Traverse rest of list, unlinking ’obj’ when found
            while (p != null)
            {
                // Keep q as trailing pointer to previous element
                HGridObject q = p;
                p = p.pNextObject;
                if (p == obj)
                {
                    q.pNextObject = p.pNextObject; // unlink by bypassing
                    return;
                }
            }

            throw new Exception("Object does not exist in HGrid"); // No such object in hgrid
        }
Ejemplo n.º 3
0
        List <HGridObject> AddSpheresToHGrid()
        {
            List <HGridObject> objects = new List <HGridObject> ();

            foreach (var sphere in Spheres)
            {
                HGridObject obj = new HGridObject(sphere, sphere.x, (float)sphere.r);
                hgrid.AddObject(obj);
                objects.Add(obj);
            }

            return(objects);
        }
Ejemplo n.º 4
0
        // Test collisions between object and all objects in hgrid
        public List <Sphere> CheckObjAgainstGrid(HGridObject obj)
        {
            List <Sphere> collisions = new List <Sphere>();

            const float EPSILON            = 0.001f;
            float       size               = MIN_CELL_SIZE;
            int         startLevel         = 0;
            uint        occupiedLevelsMask = this.occupiedLevelsMask;
            Vec3        pos = obj.pos;

            // For each new query, increase time stamp counter
            tick++;

            for (int level = startLevel; level < HGRID_MAX_LEVELS;
                 size *= CELL_TO_CELL_RATIO, occupiedLevelsMask >>= 1, level++)
            {
                // If no objects in rest of grid, stop now
                if (occupiedLevelsMask == 0)
                {
                    break;
                }

                // If no objects at this level, go on to the next level
                if ((occupiedLevelsMask & 1) == 0)
                {
                    continue;
                }

                // Compute ranges [x1..x2, y1..y2, z1..z2] of cells overlapped on this level. To
                // make sure objects in neighboring cells are tested, by increasing range by
                // the maximum object overlap: size * SPHERE_TO_CELL_RATIO

                float delta  = obj.radius + size * SPHERE_TO_CELL_RATIO + EPSILON;
                float ooSize = 1.0f / size; /* Not sure about this */
                int   x1     = (int)Math.Floor((pos.x - delta) * ooSize);
                int   y1     = (int)Math.Floor((pos.y - delta) * ooSize);
                //int z1 = (int)Math.Floor((pos.z - delta) * ooSize);
                int x2 = (int)Math.Ceiling((pos.x + delta) * ooSize);
                int y2 = (int)Math.Ceiling((pos.y + delta) * ooSize);
                //int z2 = (int)Math.Ceiling((pos.z + delta) * ooSize);


                // Check all the grid cells overlapped on current level
                for (int x = x1; x <= x2; x++)
                {
                    for (int y = y1; y <= y2; y++)
                    {
                        Cell cellPos;
                        cellPos.x = x; cellPos.y = y; cellPos.z = level;

                        int bucket = ComputeHashBucketIndex(cellPos);

                        // Has this hash bucket already been checked for this object?
                        if (timeStamp[bucket] == tick)
                        {
                            continue;
                        }

                        timeStamp[bucket] = tick;

                        // Loop through all objects in the bucket to find nearby objects
                        HGridObject p = objectBucket[bucket];
                        while (p != null)
                        {
                            if (p != obj)
                            {
                                float dist2 = (float)(pos - p.pos).SqLength;
                                if (dist2 <= (float)Math.Pow(obj.radius + p.radius + EPSILON, 2))
                                {
                                    collisions.Add(p.rb);
                                }
                            }
                            p = p.pNextObject;
                        }
                    }
                }
            } // end for level

            return(collisions);
        }