コード例 #1
0
ファイル: GridCell2D.cs プロジェクト: AlienEngine/AlienEngine
        internal void UpdateOverlaps(Grid2DSortAndSweep owner)
        {
            //Sort along x axis using insertion sort; the list will be nearly sorted, so very few swaps are necessary.
            for (int i = 1; i < entries.Count; i++)
            {
                var entry = entries.Elements[i];
                for (int j = i - 1; j >= 0; j--)
                {
                    if (entry.item.boundingBox.Min.X < entries.Elements[j].item.boundingBox.Min.X)
                    {
                        entries.Elements[j + 1] = entries.Elements[j];
                        entries.Elements[j]     = entry;
                    }
                    else
                    {
                        break;
                    }
                }
            }
            //Sweep the list looking for overlaps.
            for (int i = 0; i < entries.Count; i++)
            {
                Grid2DEntry a = entries.Elements[i];
                Grid2DEntry b;
                //TODO: Microoptimize
                for (int j = i + 1; j < entries.Count && a.item.boundingBox.Max.X >= (b = entries.Elements[j]).item.boundingBox.Min.X; j++)
                {
                    if (!(a.item.boundingBox.Min.Y > b.item.boundingBox.Max.Y || a.item.boundingBox.Max.Y < b.item.boundingBox.Min.Y ||
                          a.item.boundingBox.Min.Z > b.item.boundingBox.Max.Z || a.item.boundingBox.Max.Z < b.item.boundingBox.Min.Z))
                    {
                        //Now we know this pair is overlapping, but we do not know if this overlap is already added.
                        //Rather than use a hashset or other heavy structure to check, rely on the rules of the grid.

                        //It's possible to avoid adding pairs entirely unless we are the designated 'responsible' cell.
                        //All other cells will defer to the cell 'responsible' for a pair.
                        //A simple rule for determining the cell which is responsible is to choose the cell which is the
                        //smallest index in the shared cells.  So first, compute that cell's index.

                        Int2 minimumSharedIndex = a.previousMin;

                        if (minimumSharedIndex.Y < b.previousMin.Y)
                        {
                            minimumSharedIndex.Y = b.previousMin.Y;
                        }
                        if (minimumSharedIndex.Y > b.previousMax.Y)
                        {
                            minimumSharedIndex.Y = b.previousMax.Y;
                        }

                        if (minimumSharedIndex.Z < b.previousMin.Z)
                        {
                            minimumSharedIndex.Z = b.previousMin.Z;
                        }
                        if (minimumSharedIndex.Z > b.previousMax.Z)
                        {
                            minimumSharedIndex.Z = b.previousMax.Z;
                        }

                        //Is our cell the minimum cell?
                        if (minimumSharedIndex.Y == cellIndex.Y && minimumSharedIndex.Z == cellIndex.Z)
                        {
                            owner.TryToAddOverlap(a.item, b.item);
                        }
                    }
                }
            }
        }
コード例 #2
0
 internal static void ComputeCell(ref Vector3f v, out Int2 cell)
 {
     cell.Y = (int)Math.Floor(v.Y * cellSizeInverse);
     cell.Z = (int)Math.Floor(v.Z * cellSizeInverse);
 }
コード例 #3
0
ファイル: GridCell2D.cs プロジェクト: AlienEngine/AlienEngine
 internal void Initialize(ref Int2 cellIndex, int hash)
 {
     this.cellIndex = cellIndex;
     sortingHash    = hash;
 }