79 lines
2.5 KiB
C++
79 lines
2.5 KiB
C++
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/*
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* Copyright (c) 2014, Oculus VR, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree. An additional grant
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* of patent rights can be found in the PATENTS file in the same directory.
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*
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*/
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#ifndef _GRID_SECTORIZER_H
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#define _GRID_SECTORIZER_H
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//#define _USE_ORDERED_LIST
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#include "RakMemoryOverride.hpp"
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#ifdef _USE_ORDERED_LIST
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#include "DS_OrderedList.hpp"
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#else
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#include "DS_List.hpp"
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#endif
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class GridSectorizer
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{
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public:
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GridSectorizer();
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~GridSectorizer();
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// _cellWidth, _cellHeight is the width and height of each cell in world units
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// minX, minY, maxX, maxY are the world dimensions (can be changed to dynamically allocate later if needed)
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void Init(const float _maxCellWidth, const float _maxCellHeight, const float minX, const float minY, const float maxX, const float maxY);
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// Adds a pointer to the grid with bounding rectangle dimensions
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void AddEntry(void *entry, const float minX, const float minY, const float maxX, const float maxY);
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#ifdef _USE_ORDERED_LIST
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// Removes a pointer, as above
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void RemoveEntry(void *entry, const float minX, const float minY, const float maxX, const float maxY);
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// Adds and removes in one pass, more efficient than calling both functions consecutively
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void MoveEntry(void *entry, const float sourceMinX, const float sourceMinY, const float sourceMaxX, const float sourceMaxY,
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const float destMinX, const float destMinY, const float destMaxX, const float destMaxY);
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#endif
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// Adds to intersectionList all entries in a certain radius
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void GetEntries(DataStructures::List<void*>& intersectionList, const float minX, const float minY, const float maxX, const float maxY);
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void Clear(void);
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protected:
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int WorldToCellX(const float input) const;
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int WorldToCellY(const float input) const;
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int WorldToCellXOffsetAndClamped(const float input) const;
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int WorldToCellYOffsetAndClamped(const float input) const;
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// Returns true or false if a position crosses cells in the grid. If false, you don't need to move entries
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bool PositionCrossesCells(const float originX, const float originY, const float destinationX, const float destinationY) const;
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float cellOriginX, cellOriginY;
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float cellWidth, cellHeight;
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float invCellWidth, invCellHeight;
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float gridWidth, gridHeight;
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int gridCellWidthCount, gridCellHeightCount;
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// int gridWidth, gridHeight;
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#ifdef _USE_ORDERED_LIST
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DataStructures::OrderedList<void*, void*>* grid;
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#else
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DataStructures::List<void*>* grid;
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#endif
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};
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#endif
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