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CollisionGrid.cs
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// ***************************************************************************
// This is free and unencumbered software released into the public domain.
//
// Anyone is free to copy, modify, publish, use, compile, sell, or
// distribute this software, either in source code form or as a compiled
// binary, for any purpose, commercial or non-commercial, and by any
// means.
//
// In jurisdictions that recognize copyright laws, the author or authors
// of this software dedicate any and all copyright interest in the
// software to the public domain. We make this dedication for the benefit
// of the public at large and to the detriment of our heirs and
// successors. We intend this dedication to be an overt act of
// relinquishment in perpetuity of all present and future rights to this
// software under copyright law.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
// OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
//
// For more information, please refer to <http://unlicense.org>
// ***************************************************************************
using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace CollisionGrid
{
public partial class CollisionGrid<T>
{
private readonly object lockObject = new object();
public float Width { get; }
public float Height { get; }
public float CellWidth { get; }
public float CellHeight { get; }
public int NumberOfCellsX { get; }
public int NumberOfCellsY { get; }
private Dictionary<Point, List<T>> Grid { get; set; }
private Dictionary<T, List<Point>> ItemDictionary { get; set; }
private Queue<List<Point>> ListOfPointQueue { get; set; }
private Queue<List<T>> ListOfItemQueue { get; set; }
public CollisionGrid(float width, float height, int numberOfCellsX, int numberOfCellsY)
{
Width = width;
Height = height;
NumberOfCellsX = numberOfCellsX;
NumberOfCellsY = numberOfCellsY;
CellWidth = Width/NumberOfCellsX;
CellHeight = Height/NumberOfCellsY;
ItemDictionary = new Dictionary<T, List<Point>>();
Grid = new Dictionary<Point, List<T>>();
ListOfPointQueue = new Queue<List<Point>>();
ListOfItemQueue = new Queue<List<T>>();
}
public Point[] Get(T item)
{
lock (lockObject)
{
List<Point> pl;
ItemDictionary.TryGetValue(item, out pl);
if (pl == null)
{
return new Point[0];
}
return pl.ToArray();
}
}
/// <summary>
/// Removes the given item from the grid.
/// </summary>
/// <param name="item">The item to remove</param>
public void Remove(T item)
{
lock (lockObject)
{
List<Point> pl;
ItemDictionary.TryGetValue(item, out pl);
if (pl == null)
{
return;
}
foreach (Point p in pl)
{
RemoveFromGrid(item, p);
}
pl.Clear();
ListOfPointQueue.Enqueue(pl);
ItemDictionary.Remove(item);
}
}
private void RemoveFromGrid(T item, Point cell)
{
List<T> tl;
Grid.TryGetValue(cell, out tl);
if (tl != null)
{
tl.Remove(item);
if (tl.Count == 0)
{
ListOfItemQueue.Enqueue(tl);
Grid.Remove(cell);
}
}
}
public IEnumerable<T> Items => ItemDictionary.Keys;
public IEnumerable<Point> OccupiedCells => Grid.Keys;
public int OccupiedCellCount => ItemDictionary.Keys.Count;
public int ItemCount => Grid.Keys.Count;
private Rectangle Rectangle(RectangleF rect)
{
Point tl = Cell(rect.Position);
Point br = Cell(rect.Position + rect.Size);
Point s = br - tl + new Point(1, 1);
return new Rectangle(tl, s);
}
private Point Cell(Vector2 position)
{
return new Point((int) (position.X/CellWidth), (int) (position.Y/CellHeight));
}
private Rectangle Clamp(Rectangle rectangle)
{
Point tl = Clamp(rectangle.Location);
Point br = Clamp(rectangle.Location + rectangle.Size - new Point(1, 1));
Point s = br - tl + new Point(1, 1);
return new Rectangle(tl, s);
}
private Point Clamp(Point p)
{
int nx = p.X;
if (nx >= NumberOfCellsX)
{
nx = NumberOfCellsX - 1;
}
if (nx < 0)
{
nx = 0;
}
int ny = p.Y;
if (ny >= NumberOfCellsY)
{
ny = NumberOfCellsY - 1;
}
if (ny < 0)
{
ny = 0;
}
return new Point(nx, ny);
}
public void Dispose()
{
lock (lockObject)
{
ListOfPointQueue.Clear();
ListOfPointQueue = null;
ListOfItemQueue.Clear();
ListOfItemQueue = null;
Grid.Clear();
Grid = null;
ItemDictionary.Clear();
ItemDictionary = null;
}
}
}
}