Ejemplo n.º 1
0
///////////////////////////////////////////////////////////////
//
// CSpatialDatabaseImpl::AllQuery
//
// Return the list of all entities
//
///////////////////////////////////////////////////////////////
void CSpatialDatabaseImpl::AllQuery ( CElementResult& outResult )
{
    // Do any pending updates first
    FlushUpdateQueue ();

    // Copy results from map to output
    outResult.clear ();
    for ( std::map < CElement*, SEntityInfo >::iterator it = m_InfoMap.begin (); it != m_InfoMap.end (); ++it )
        outResult.push_back ( it->first );
}
Ejemplo n.º 2
0
// Put this player in other players nearlist if this player can observe them in some way
void CPlayer::UpdateOthersNearList ( void )
{
    m_UpdateNearListTimer.Reset ();

    // Get the two positions to check
    const CVector& vecPlayerPosition = GetPosition ();
    CVector vecCameraPosition;
    GetCamera ()->GetPosition ( vecCameraPosition );

    m_vecUpdateNearLastPosition = vecPlayerPosition;

    // Fill resultNearBoth with rough list of nearby players
    CElementResult resultNearBoth;
    {
        // Calculate distance from player to his camera. (Note as spatial database is 2D, we can use the 2D distance here)
        const float fCameraDistance = DistanceBetweenPoints2D ( vecCameraPosition, vecPlayerPosition );
        if ( fCameraDistance < 40.f )
        {
            //
            // If player near his camera (which is the usual case), we can do optimized things
            //

            // Do one query with a slightly bigger sphere
            const CVector vecAvgPos = ( vecCameraPosition + vecPlayerPosition ) * 0.5f;
            GetSpatialDatabase()->SphereQuery ( resultNearBoth, CSphere ( vecAvgPos, DISTANCE_FOR_NEAR_VIEWER + fCameraDistance * 0.5f ) );

        }
        else
        {
            //
            // Bit more complicated if camera is not near player
            //

            // Perform queries on spatial database
            CElementResult resultNearCamera;
            GetSpatialDatabase()->SphereQuery ( resultNearCamera, CSphere ( vecCameraPosition, DISTANCE_FOR_NEAR_VIEWER ) );

            CElementResult resultNearPlayer;
            GetSpatialDatabase()->SphereQuery ( resultNearPlayer, CSphere ( vecPlayerPosition, DISTANCE_FOR_NEAR_VIEWER ) );

            std::set < CPlayer* > mergedList;

            // Merge
            for ( CElementResult::const_iterator it = resultNearCamera.begin () ; it != resultNearCamera.end (); ++it )
                if ( (*it)->GetType () == CElement::PLAYER )
                    mergedList.insert ( (CPlayer*)*it );

            for ( CElementResult::const_iterator it = resultNearPlayer.begin () ; it != resultNearPlayer.end (); ++it )
                if ( (*it)->GetType () == CElement::PLAYER )
                    mergedList.insert ( (CPlayer*)*it );

            // Copy to resultNearBoth
            for ( std::set < CPlayer* > ::iterator it = mergedList.begin (); it != mergedList.end (); ++it )
                resultNearBoth.push_back ( *it );
        }
    }

    // Accurately check distance to other players, and put this player in their near list
    for ( CElementResult::const_iterator it = resultNearBoth.begin () ; it != resultNearBoth.end (); ++it )
    {
        if ( (*it)->GetType () == CElement::PLAYER )
        {
            CPlayer* pOtherPlayer = (CPlayer*)*it;
            if ( pOtherPlayer != this )
            {
                const CVector& vecOtherPlayerPos = pOtherPlayer->GetPosition ();

                // Check distance is accurate
                if ( ( vecPlayerPosition - vecOtherPlayerPos ).LengthSquared () < DISTANCE_FOR_NEAR_VIEWER * DISTANCE_FOR_NEAR_VIEWER ||
                     ( vecCameraPosition - vecOtherPlayerPos ).LengthSquared () < DISTANCE_FOR_NEAR_VIEWER * DISTANCE_FOR_NEAR_VIEWER )
                {
                    // Check dimension matches
                    if ( m_usDimension == pOtherPlayer->GetDimension () )
                    {
                        pOtherPlayer->RefreshNearPlayer ( this );

                        // Lightsync needs it the other way round
                        if ( g_pBandwidthSettings->bLightSyncEnabled )
                            this->RefreshNearPlayer ( pOtherPlayer );
                    }
                }
            }
        }
    }
}