コード例 #1
0
        /// <summary>
        /// Adds an entry to the broad phase.
        /// </summary>
        /// <param name="entry">Entry to add.</param>
        public override void Add(BroadPhaseEntry entry)
        {
            //Entities do not set up their own bounding box before getting stuck in here.  If they're all zeroed out, the tree will be horrible.
            Vector3 offset;

            Vector3.Subtract(ref entry.boundingBox.Max, ref entry.boundingBox.Min, out offset);
            if (offset.X * offset.Y * offset.Z == 0)
            {
                entry.UpdateBoundingBox();
            }
            //binary search for the approximately correct location.  This helps prevent large first-frame sort times.
            int minIndex = 0;             //inclusive
            int maxIndex = entries.count; //exclusive
            int index    = 0;

            while (maxIndex - minIndex > 0)
            {
                index = (maxIndex + minIndex) / 2;
                if (entries.Elements[index].boundingBox.Min.X > entry.boundingBox.Min.X)
                {
                    maxIndex = index;
                }
                else if (entries.Elements[index].boundingBox.Min.X < entry.boundingBox.Min.X)
                {
                    minIndex = ++index;
                }
                else
                {
                    break; //Found an equal value!
                }
            }
            entries.Insert(index, entry);
        }
コード例 #2
0
        [Test] public void Basics()
        {
            RawList <int> intList = new RawList <int>();

            intList.Add(10);
            intList.AddRange(new int[] { 17, 42, 94 });

            Assert.AreEqual(4, intList.Count);
            Assert.IsTrue(intList.Contains(42));
            Assert.AreEqual(2, intList.IndexOf(42));
            CollectionAssert.AreEqual(new int[] { 10, 17, 42, 94 }, intList);
            CollectionAssert.AreEqual(new int[] { 10, 17, 42, 94 }, intList.Data.Take(4));

            intList.ShrinkToFit();
            Assert.AreEqual(intList.Count, intList.Capacity);

            intList.Remove(42);
            Assert.AreEqual(3, intList.Count);
            Assert.IsTrue(!intList.Contains(42));
            Assert.AreEqual(-1, intList.IndexOf(42));
            CollectionAssert.AreEqual(new int[] { 10, 17, 94 }, intList);
            CollectionAssert.AreEqual(new int[] { 10, 17, 94 }, intList.Data.Take(3));

            intList.Insert(1, 100);
            CollectionAssert.AreEqual(new int[] { 10, 100, 17, 94 }, intList);
            CollectionAssert.AreEqual(new int[] { 10, 100, 17, 94 }, intList.Data.Take(4));

            intList.InsertRange(2, new int[] { 150, 200, 250, 300 });
            CollectionAssert.AreEqual(new int[] { 10, 100, 150, 200, 250, 300, 17, 94 }, intList);
            CollectionAssert.AreEqual(new int[] { 10, 100, 150, 200, 250, 300, 17, 94 }, intList.Data.Take(8));

            intList.Clear();
            Assert.AreEqual(0, intList.Count);
            Assert.IsTrue(!intList.Contains(94));
        }
コード例 #3
0
ファイル: RawListTest.cs プロジェクト: KSLcom/duality
		[Test] public void Basics()
		{
			RawList<int> intList = new RawList<int>();
			intList.Add(10);
			intList.AddRange(new int[] { 17, 42, 94 });

			Assert.AreEqual(4, intList.Count);
			Assert.IsTrue(intList.Contains(42));
			Assert.AreEqual(2, intList.IndexOf(42));
			CollectionAssert.AreEqual(new int[] { 10, 17, 42, 94 }, intList);
			CollectionAssert.AreEqual(new int[] { 10, 17, 42, 94 }, intList.Data.Take(4));

			intList.ShrinkToFit();
			Assert.AreEqual(intList.Count, intList.Capacity);

			intList.Remove(42);
			Assert.AreEqual(3, intList.Count);
			Assert.IsTrue(!intList.Contains(42));
			Assert.AreEqual(-1, intList.IndexOf(42));
			CollectionAssert.AreEqual(new int[] { 10, 17, 94 }, intList);
			CollectionAssert.AreEqual(new int[] { 10, 17, 94 }, intList.Data.Take(3));

			intList.Insert(1, 100);
			CollectionAssert.AreEqual(new int[] { 10, 100, 17, 94 }, intList);
			CollectionAssert.AreEqual(new int[] { 10, 100, 17, 94 }, intList.Data.Take(4));

			intList.InsertRange(2, new int[] { 150, 200, 250, 300 });
			CollectionAssert.AreEqual(new int[] { 10, 100, 150, 200, 250, 300, 17, 94 }, intList);
			CollectionAssert.AreEqual(new int[] { 10, 100, 150, 200, 250, 300, 17, 94 }, intList.Data.Take(8));

			intList.Clear();
			Assert.AreEqual(0, intList.Count);
			Assert.IsTrue(!intList.Contains(94));
		}
コード例 #4
0
ファイル: SortedGrid2DSet.cs プロジェクト: ByteChkR/Minor
        internal void Add(ref Int2 index, Grid2DEntry entry)
        {
            int cellIndex;
            int sortingHash;

            if (TryGetIndex(ref index, out cellIndex, out sortingHash))
            {
                cells.Elements[cellIndex].Add(entry);
                return;
            }

            GridCell2D cell = cellPool.Take();

            cell.Initialize(ref index, sortingHash);
            cell.Add(entry);
            cells.Insert(cellIndex, cell);
            count++;

            ////Take an index.  See if it's taken in the set.
            ////If it's already there, then add the entry to the cell.
            ////If it's not already there, create a new cell and add the entry to the cell and insert it at the index located.

            //int sortingHash = index.GetSortingHash();
            //int minIndex = 0; //inclusive
            //int maxIndex = count; //exclusive
            //int i = 0;
            //while (maxIndex - minIndex > 0) //If the testing interval has a length of zero, we've done as much as we can.
            //{
            //    i = (maxIndex + minIndex) / 2;
            //    if (cells.Elements[i].sortingHash > sortingHash)
            //        maxIndex = i;
            //    else if (cells.Elements[i].sortingHash < sortingHash)
            //        minIndex = ++i;
            //    else
            //    {
            //        //Found an equal sorting hash!
            //        //The hash can collide, and we cannot add an entry to
            //        //an incorrect index.  It would break the 'cell responsibility'
            //        //used by the cell update process to avoid duplicate overlaps.
            //        //So, check if the index we found is ACTUALLY correct.
            //        if (cells.Elements[i].cellIndex.Y == index.Y && cells.Elements[i].cellIndex.Z == index.Z)
            //        {
            //            cells.Elements[i].Add(entry);
            //            return;
            //        }
            //        //If it was not the correct index, let it continue searching.
            //    }

            //}
            //var cell = cellPool.Take();
            //cell.Initialize(ref index, sortingHash);
            //cell.Add(entry);
            //cells.Insert(i, cell);
            //count++;
        }
コード例 #5
0
ファイル: SortedGrid2DSet.cs プロジェクト: ByteChkR/Byt3
        internal void Add(ref Int2 index, Grid2DEntry entry)
        {
            int cellIndex;
            int sortingHash;

            if (TryGetIndex(ref index, out cellIndex, out sortingHash))
            {
                cells.Elements[cellIndex].Add(entry);
                return;
            }

            GridCell2D cell = cellPool.Take();

            cell.Initialize(ref index, sortingHash);
            cell.Add(entry);
            cells.Insert(cellIndex, cell);
            count++;
        }
コード例 #6
0
 internal void Add(Grid2DEntry entry)
 {
     //binary search for the approximately correct location.  This helps prevent large first-frame sort times.
     entries.Insert(GetIndex(entry.item.boundingBox.Min.X), entry);
 }
コード例 #7
0
ファイル: SortAndSweep3D.cs プロジェクト: ErtyHackward/utopia
        public override void Add(BroadPhaseEntry entry)
        {
            //binary search for the approximately correct location.  This helps prevent large first-frame sort times.
            //X Axis:
            int minIndex = 0;              //inclusive
            int maxIndex = entriesX.count; //exclusive
            int index    = 0;

            while (maxIndex - minIndex > 0)
            {
                index = (maxIndex + minIndex) / 2;
                if (entriesX.Elements[index].boundingBox.Min.X > entry.boundingBox.Min.X)
                {
                    maxIndex = index;
                }
                else if (entriesX.Elements[index].boundingBox.Min.X < entry.boundingBox.Min.X)
                {
                    minIndex = ++index;
                }
                else
                {
                    break; //Found an equal value!
                }
            }
            entriesX.Insert(index, entry);

            //Y Axis:
            minIndex = 0;              //inclusive
            maxIndex = entriesY.count; //exclusive
            while (maxIndex - minIndex > 0)
            {
                index = (maxIndex + minIndex) / 2;
                if (entriesY.Elements[index].boundingBox.Min.Y > entry.boundingBox.Min.Y)
                {
                    maxIndex = index;
                }
                else if (entriesY.Elements[index].boundingBox.Min.Y < entry.boundingBox.Min.Y)
                {
                    minIndex = ++index;
                }
                else
                {
                    break; //Found an equal value!
                }
            }
            entriesY.Insert(index, entry);

            //Z Axis:
            minIndex = 0;              //inclusive
            maxIndex = entriesZ.count; //exclusive
            while (maxIndex - minIndex > 0)
            {
                index = (maxIndex + minIndex) / 2;
                if (entriesZ.Elements[index].boundingBox.Min.Z > entry.boundingBox.Min.Z)
                {
                    maxIndex = index;
                }
                else if (entriesZ.Elements[index].boundingBox.Min.Z < entry.boundingBox.Min.Z)
                {
                    minIndex = ++index;
                }
                else
                {
                    break; //Found an equal value!
                }
            }
            entriesZ.Insert(index, entry);
        }