public Cell(CoordPair p) { grid_x = p.x_coord / MapConst.MAX_NUMBER_OF_CELLS; grid_y = p.y_coord / MapConst.MAX_NUMBER_OF_CELLS; cell_x = p.x_coord % MapConst.MAX_NUMBER_OF_CELLS; cell_y = p.y_coord % MapConst.MAX_NUMBER_OF_CELLS; nocreate = false; //reserved = 0; }
public Cell(float x, float y) { CoordPair p = GridDefines.ComputeCellCoord(x, y); grid_x = p.x_coord / MapConst.MAX_NUMBER_OF_CELLS; grid_y = p.y_coord / MapConst.MAX_NUMBER_OF_CELLS; cell_x = p.x_coord % MapConst.MAX_NUMBER_OF_CELLS; cell_y = p.y_coord % MapConst.MAX_NUMBER_OF_CELLS; nocreate = false; //reserved = 0; }
void VisitCircle <T>(Visitor <T> visitor, Map map, CoordPair begin_cell, CoordPair end_cell) where T : Notifier { //here is an algorithm for 'filling' circum-squared octagon uint x_shift = (uint)Math.Ceiling((end_cell.x_coord - begin_cell.x_coord) * 0.3f - 0.5f); //lets calculate x_start/x_end coords for central strip... uint x_start = begin_cell.x_coord + x_shift; uint x_end = end_cell.x_coord - x_shift; //visit central strip with constant width... for (uint x = x_start; x <= x_end; ++x) { for (uint y = begin_cell.y_coord; y <= end_cell.y_coord; ++y) { CellCoord cellCoord = new CellCoord(x, y); Cell r_zone = new Cell(cellCoord); r_zone.nocreate = this.nocreate; map.Visit(r_zone, visitor); } } //if x_shift == 0 then we have too small cell area, which were already //visited at previous step, so just return from procedure... if (x_shift == 0) { return; } uint y_start = end_cell.y_coord; uint y_end = begin_cell.y_coord; //now we are visiting borders of an octagon... for (uint step = 1; step <= (x_start - begin_cell.x_coord); ++step) { //each step reduces strip height by 2 cells... y_end += 1; y_start -= 1; for (uint y = y_start; y >= y_end; --y) { //we visit cells symmetrically from both sides, heading from center to sides and from up to bottom //e.g. filling 2 trapezoids after filling central cell strip... CellCoord cellCoord_left = new CellCoord(x_start - step, y); Cell r_zone_left = new Cell(cellCoord_left); r_zone_left.nocreate = this.nocreate; map.Visit(r_zone_left, visitor); //right trapezoid cell visit CellCoord cellCoord_right = new CellCoord(x_end + step, y); Cell r_zone_right = new Cell(cellCoord_right); r_zone_right.nocreate = this.nocreate; map.Visit(r_zone_right, visitor); } } }
public CellArea(float x, float y, float radius) { if (radius <= 0.0f) { CoordPair center = GridDefines.ComputeCellCoord(x, y).normalize(); low_bound = center; high_bound = center; return; } CoordPair centerX = GridDefines.ComputeCellCoord(x - radius, y - radius).normalize(); CoordPair centerY = GridDefines.ComputeCellCoord(x + radius, y + radius).normalize(); low_bound = centerX; high_bound = centerY; }
void ResizeBorders(CoordPair begin_cell, CoordPair end_cell) { begin_cell = low_bound; end_cell = high_bound; }
public void Visit <T>(CoordPair standing_cell, Visitor <T> visitor, Map map, float radius, float x_off, float y_off) where T : Notifier { if (!standing_cell.IsCoordValid()) { return; } //no jokes here... Actually placing ASSERT() here was good idea, but //we had some problems with DynamicObjects, which pass radius = 0.0f (DB issue?) //maybe it is better to just return when radius <= 0.0f? if (radius <= 0.0f) { map.Visit(this, visitor); return; } //lets limit the upper value for search radius if (radius > MapConst.SizeOfGrids) { radius = MapConst.SizeOfGrids; } //lets calculate object coord offsets from cell borders. CellArea area = new CellArea(x_off, y_off, radius); //if radius fits inside standing cell if (area == null) { map.Visit(this, visitor); return; } //visit all cells, found in CalculateCellArea() //if radius is known to reach cell area more than 4x4 then we should call optimized VisitCircle //currently this technique works with MAX_NUMBER_OF_CELLS 16 and higher, with lower values //there are nothing to optimize because SIZE_OF_GRID_CELL is too big... if ((area.high_bound.x_coord > (area.low_bound.x_coord + 4)) && (area.high_bound.y_coord > (area.low_bound.y_coord + 4))) { VisitCircle(visitor, map, area.low_bound, area.high_bound); return; } //ALWAYS visit standing cell first!!! Since we deal with small radiuses //it is very essential to call visitor for standing cell firstly... map.Visit(this, visitor); // loop the cell range for (uint x = area.low_bound.x_coord; x <= area.high_bound.x_coord; ++x) { for (uint y = area.low_bound.y_coord; y <= area.high_bound.y_coord; ++y) { CellCoord cellCoord = new CellCoord(x, y); //lets skip standing cell since we already visited it if (cellCoord != standing_cell) { Cell r_zone = new Cell(cellCoord); r_zone.nocreate = this.nocreate; map.Visit(r_zone, visitor); } } } }
public CoordPair(CoordPair obj) { Limit = obj.Limit; x_coord = obj.x_coord; y_coord = obj.y_coord; }