Esempio n. 1
0
        private CollisionManager()
        {
            this.currentDrawType = DRAW_TYPE.DRAW_ALL;
            this.bodyGlobalSet = new XboxHashSet<CollisionBody>();
            this.bodyGroupList = new List<CollisionBody>();
            this.bodyGroupHashSet = new XboxHashSet<CollisionBody>();
            this.primitiveBatch = new PrimitiveBatch(Program.GAME.GraphicsDevice);
            font = Program.GAME.Content.Load<SpriteFont>("MenuFont");

            int poolSize = (int)Math.Pow(4, nodeDepth - 2);

            this.nodeArrayPool = new List<QuadTreeNode[]>(poolSize);
            for (int i = 0; i < poolSize; i++)
            {
                QuadTreeNode[] array = new QuadTreeNode[4];
                array[0] = new QuadTreeNode();
                array[1] = new QuadTreeNode();
                array[2] = new QuadTreeNode();
                array[3] = new QuadTreeNode();
                this.nodeArrayPool.Add(array);
            }

            this.bodySetPool = new List<XboxHashSet<CollisionBody>>(poolSize);
            for (int i = 0; i < poolSize; i++)
            {
                this.bodySetPool.Add(new XboxHashSet<CollisionBody>(maxNodeCapacity + 1));
            }
        }
Esempio n. 2
0
 public void reset(/*QuadTreeNode parent, */float x, float y, float width, float height, int depth, int maxBodyCount, int maxDepth)
 {
     this.depth = depth;
     this.x1 = x;
     this.y1 = y;
     this.x2 = x1 + width;
     this.y2 = y1 + height;
     this.width = width;
     this.height = height;
     //this.parent = null;
     this.children = null;
     this.items = Program.GAME.CollisionManager.obtainCollisionBodySet();
     this.pointA = new Vector2();
     this.pointA.X = this.x1;
     this.pointA.Y = this.y1;
     this.pointB = new Vector2();
     this.pointB.X = this.x1 + this.width;
     this.pointB.Y = this.y1;
     this.pointC = new Vector2();
     this.pointC.X = this.x1 + this.width;
     this.pointC.Y = this.y1 + this.height;
     this.pointD = new Vector2();
     this.pointD.X = this.x1;
     this.pointD.Y = this.y1 + this.height;
     this.maxBodyCount = maxBodyCount;
     this.maxDepth = maxDepth;
 }
Esempio n. 3
0
        public void GetCollidableObjects(XboxHashSet<CollisionBody> list, ref Rectangle boundingBox)
        {
            if (children == null)
            {
                foreach (CollisionBody bodyFromList in this.items)
                {
                    if (!boundingBox.Intersects(bodyFromList.AABB)) continue;
                    list.Add(bodyFromList);
                }
            }
            else
            {
                float minX = boundingBox.X, minY = boundingBox.Y, maxX = boundingBox.X + boundingBox.Width, maxY = boundingBox.Y + boundingBox.Height;

                for (int i = 0; i < 4; i++)
                {
                    bool inside = true;
                    QuadTreeNode child = this.children[i];

                    if (child.x1 > maxX || child.x2 < minX || child.y1 > maxY || child.y2 < minY) inside = false;

                    if (inside)
                    {
                        child.GetCollidableObjects(list, ref boundingBox);
                    }
                }
            }
        }
Esempio n. 4
0
 public void GetCollidableObjects(XboxHashSet<CollisionBody> list, CollisionBody container, ref Rectangle boundingBox)
 {
     float minX = boundingBox.X, minY = boundingBox.Y, maxX = boundingBox.X + boundingBox.Width, maxY = boundingBox.Y + boundingBox.Height;
     this.GetCollidableObjects(list, container, minX, minY, maxX, maxY);
 }
Esempio n. 5
0
 public void GetCollidableObjects(XboxHashSet<CollisionBody> list, CollisionBody container)
 {
     float minX = 0, minY = 0, maxX = 0, maxY = 0;
     container.BuildAABB(out minX, out minY, out maxX, out maxY);
     this.GetCollidableObjects(list, container, minX, minY, maxX, maxY);
 }
Esempio n. 6
0
        public void GetCollidableObjects(XboxHashSet<CollisionBody> list, CollisionBody container, float minX, float minY, float maxX, float maxY)
        {
            if (children == null)
            {
                //if (this.containerList.Contains(container))
                //{
                /*foreach (CollisionBody bodyFromList in this.items)
                {
                    list.Add(bodyFromList);
                }*/
                list.MergeInto(this.items);
                //}
            }
            else
            {
                for (int i = 0; i < 4; i++)
                {
                    bool inside = true;
                    QuadTreeNode child = this.children[i];

                    if (child.x1 > maxX || child.x2 < minX || child.y1 > maxY || child.y2 < minY) inside = false;

                    if (inside)
                    {
                        if (child.children == null)
                        {
                            /*foreach (CollisionBody bodyFromList in child.items)
                            {
                                list.Add(bodyFromList);
                            }*/
                            list.MergeInto(child.items);
                        }
                        else
                        {
                            child.GetCollidableObjects(list, container);
                        }
                    }
                }
            }
        }
Esempio n. 7
0
 public void redeemCollisionBodySet(XboxHashSet<CollisionBody> set)
 {
     set.Clear();
     this.bodySetPool.Add(set);
 }
Esempio n. 8
0
 public XboxHashSet<CollisionBody> obtainCollisionBodySet()
 {
     if (this.bodySetPool.Count > 0)
     {
         XboxHashSet<CollisionBody> set = this.bodySetPool[0];
         bodySetPool.RemoveAt(0);
         return set;
     }
     else
     {
         XboxHashSet<CollisionBody> set = null;
         for (int i = 0; i < 10; i++)
         {
             set = new XboxHashSet<CollisionBody>(this.maxNodeCapacity + 1);
             if (i < 9) bodySetPool.Add(set);
         }
         return set;
     }
 }