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https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-21 01:37:37 +01:00
update cell search methtod (visiting grids by coords)
the old way will miss the grids when non standart cell size used --HG-- branch : trunk
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@@ -169,6 +169,7 @@ struct TRINITY_DLL_DECL Cell
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template<class LOCK_TYPE, class T, class CONTAINER> void Visit(const CellLock<LOCK_TYPE> &, TypeContainerVisitor<T, CONTAINER> &visitor, Map &, float radius, float x_off, float y_off) const;
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static CellArea CalculateCellArea(const WorldObject &obj, float radius);
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static CellArea CalculateCellArea(float x, float y, float radius);
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private:
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template<class LOCK_TYPE, class T, class CONTAINER> void VisitCircle(const CellLock<LOCK_TYPE> &, TypeContainerVisitor<T, CONTAINER> &, Map &, const CellPair& , const CellPair& ) const;
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@@ -132,54 +132,6 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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}
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}
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template<class LOCK_TYPE,class T, class CONTAINER>
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inline void
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Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, float radius, float x_off, float y_off) const
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{
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const CellPair &standing_cell = l.i_cellPair;
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if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
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return;
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int left = 0, right = 0, upper = 0, lower = 0;
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// Origin = (CENTER_GRID_CELL_OFFSET, CENTER_GRID_CELL_OFFSET)
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if(CENTER_GRID_CELL_OFFSET - x_off < radius)
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++right;
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if(CENTER_GRID_CELL_OFFSET + x_off < radius)
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++left;
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if(CENTER_GRID_CELL_OFFSET - y_off < radius)
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++upper;
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if(CENTER_GRID_CELL_OFFSET + y_off < radius)
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++lower;
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if(!left && !right && !upper && !lower)
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{
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m.Visit(l, visitor);
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return;
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}
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CellPair begin_cell = standing_cell;
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CellPair end_cell = standing_cell;
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begin_cell << left; //note: need change << if left > 1
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begin_cell -= lower;
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end_cell >> right;
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end_cell += upper;
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// loop the cell range
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for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++)
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{
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for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++)
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{
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CellPair cell_pair(x,y);
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Cell r_zone(cell_pair);
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r_zone.data.Part.nocreate = l->data.Part.nocreate;
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CellLock<LOCK_TYPE> lock(r_zone, cell_pair);
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m.Visit(lock, visitor);
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}
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}
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}
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inline int CellHelper(const float radius)
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{
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if(radius < 1.0f)
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@@ -188,18 +140,15 @@ inline int CellHelper(const float radius)
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return (int)ceilf(radius/SIZE_OF_GRID_CELL);
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}
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inline CellArea Cell::CalculateCellArea(const WorldObject &obj, float radius)
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inline CellArea Cell::CalculateCellArea(float x, float y, float radius)
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{
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if(radius <= 0.0f)
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return CellArea();
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//we should increase search radius by object's radius, otherwise
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//we could have problems with huge creatures, which won't attack nearest players etc
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radius += obj.GetObjectSize();
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//lets calculate object coord offsets from cell borders.
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//TODO: add more correct/generic method for this task
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const float x_offset = (obj.GetPositionX() - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
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const float y_offset = (obj.GetPositionY() - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
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const float x_offset = (x - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
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const float y_offset = (y - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
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const float x_val = floor(x_offset + CENTER_GRID_CELL_ID + 0.5f);
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const float y_val = floor(y_offset + CENTER_GRID_CELL_ID + 0.5f);
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@@ -219,7 +168,7 @@ inline CellArea Cell::CalculateCellArea(const WorldObject &obj, float radius)
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template<class LOCK_TYPE, class T, class CONTAINER>
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inline void
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Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const WorldObject &obj, float radius) const
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Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, float radius, float x_off, float y_off) const
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{
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const CellPair &standing_cell = l.i_cellPair;
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if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
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@@ -238,7 +187,7 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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radius = 333.0f;
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//lets calculate object coord offsets from cell borders.
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CellArea area = Cell::CalculateCellArea(obj, radius);
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CellArea area = Cell::CalculateCellArea(x_off, y_off, radius);
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//if radius fits inside standing cell
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if (!area)
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{
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@@ -282,6 +231,15 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
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}
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}
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template<class LOCK_TYPE, class T, class CONTAINER>
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inline void
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Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const WorldObject &obj, float radius) const
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{
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//we should increase search radius by object's radius, otherwise
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//we could have problems with huge creatures, which won't attack nearest players etc
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Cell::Visit(l, visitor, m, radius + obj.GetObjectSize(), obj.GetPositionX(), obj.GetPositionY());
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}
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template<class LOCK_TYPE, class T, class CONTAINER>
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inline void
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Cell::VisitCircle(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const CellPair& begin_cell, const CellPair& end_cell) const
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