示例#1
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="worldObject"></param>
        /// <returns>A list of all <see cref="GridLocation"/>s containing the <see cref="IWorldObject"/></returns>
        public List<GridLocation> Intersects(IWorldObject worldObject)
        {
            List<GridLocation> found = new List<GridLocation>(gridSize.X * gridSize.Y);
            List<GridLocation> missed = new List<GridLocation>(gridSize.X * gridSize.Y);
            UniqueList<GridLocation> toTest = new UniqueList<GridLocation>(gridSize.X * gridSize.Y);
            UniqueList<GridLocation> newToBeTested = new UniqueList<GridLocation>(gridSize.X * gridSize.Y);

            // the GridLocation that contains the center of the object
            GridLocation hasCenter;

            // STEP 1 - determine the GridLocation of the object's center
            Point cellCoord;

            // Use integer division to find cell coordinates.
            // Since the grid cell coords are in the upperleft corner
            // 1 must be subtracted from the division if we are in the negative (left or up)
            // direction - effectively rounding up in absolute value.
            if (worldObject.Position.X < 0)
                cellCoord.X = (Int16)(((Int16)worldObject.Position.X / (Int16)cellSize.X) - 1);
            else
                cellCoord.X = (Int16)(((Int16)worldObject.Position.X / (Int16)cellSize.X));

            if (worldObject.Position.Y < 0)
                cellCoord.Y = (Int16)(((Int16)worldObject.Position.Y / (Int16)cellSize.Y) - 1);
            else
                cellCoord.Y = (Int16)(((Int16)worldObject.Position.Y / (Int16)cellSize.Y));

            // check to makes sure these coordinates are in the world
            if (minGrid.X <= cellCoord.X && cellCoord.X <= maxGrid.X &&
                minGrid.Y <= cellCoord.Y && cellCoord.Y <= maxGrid.Y)
            {
                hasCenter = new GridLocation((Int16)cellCoord.X,
                                             (Int16)cellCoord.Y,
                                             cellSize);
            }
            // if they are not in the world, return the empty list
            else
            {
                return found;
            }

            // add it to the found list
            found.Add(hasCenter);

            // STEP 2 - determine all surrounding GridLocations that contain the object
            toTest.UnionWith(GetSurrounding(hasCenter));

            while (toTest.Count != 0)
            {
                foreach (GridLocation gridLocation in toTest)
                {
                    // if a surrounding GridLocation intersects the object do 4 things
                    if (worldObject.Bounds.Intersects(gridLocation.Bounds))
                    {
                        // 1. Add it to the found list
                        found.Add(gridLocation);

                        // 2. Get its surrounding GridLocations
                        newToBeTested.UnionWith(GetSurrounding(gridLocation));

                        // 3. Remove any that are already known to not contain the object
                        foreach (GridLocation g in missed)
                        {
                            newToBeTested.Remove(g);
                        }

                        // 4. Remove any that are already known to contain the object
                        foreach (GridLocation g in found)
                        {
                            newToBeTested.Remove(g);
                        }
                    }
                    // if a surrounding GridLocation DOES NOT intersect the object add it to missed
                    else
                    {
                        missed.Add(gridLocation);
                    }
                }

                // since we have checked everything in toTest flush it
                toTest.Clear();

                // add the newly found surrounding candidates to toTest
                toTest.UnionWith(newToBeTested);

                // flush the temp list
                newToBeTested.Clear();
            }

            return found;
        }
示例#2
0
        /// <summary>
        /// Requests the <see cref="Grid"/> to return a list of all <see cref="IWorldObject"/>s
        /// which share a GridLocation with the given object.
        /// </summary>
        /// <param name="worldObject"></param>
        /// <returns></returns>
        public List<IWorldObject> PotentialIntersects(IWorldObject worldObject)
        {
            UniqueList<IWorldObject> collidables = new UniqueList<IWorldObject>();

            // find all grid locations that contain the object
            List<GridLocation> IntersectedGridCells = Intersects(worldObject);
            foreach (GridLocation gridLocation in IntersectedGridCells)
            {
                // compile a list of all objects contained in the found Grid Locations
                collidables.UnionWith(getLocationObjectsOf(gridLocation));
            }

            return collidables;
        }