Example #1
0
void Grid::FillGrid(std::vector<PhysicsObject>& objects)
{
	// Clear the grid
	for (uint i = 0; i < numCellsX; ++i)
	{
		for (uint j = 0; j < numCellsZ; ++j)
		{
			grid[i][j].Clear();
		}
	}

	// Fill the grid
	uint n = objects.size();
	for (uint i = 0; i < n; ++i)
	{
		Transform* t = objects[i].collider->GetGameObject()->GetTransform();

		Vector3 pos = t->GetLocalPosition();

		int x = (int)(pos.x * inverseCellWidth) + 2;
		int z = (int)(pos.z * -inverseCellWidth) + 2;

		if (x > numCellsX - 1) x = numCellsX - 1;
		if (x < 0) x = 0;

		if (z > numCellsZ - 1) z = numCellsZ - 1;
		if (z < 0) z = 0;

		grid[x][z].Add(&objects[i]);
	}
}
Example #2
0
void GameObject::SetParent(GameObject *newParent, bool keepWorldTransform)
{
    if (keepWorldTransform)
        Debug_Log("Set parent of " << this << " to " << newParent);

    if (m_parent != newParent)
    {
        if (m_parent)
        {
            m_parent->m_children.Remove(this);
        }

        if (keepWorldTransform)
        {
            // TODO: Not working yet (sometimes scaling breaks)

            Matrix4 oldParentToWorld;
            parent->transform->GetLocalToWorldMatrix(&oldParentToWorld);
            //Debug_Log("LOCAL TO WORLD: " << Transform::FromTransformMatrix(oldParentToWorld));

            Matrix4 worldToNewParent;
            if (newParent)
            {
                newParent->transform->GetLocalToWorldMatrix(&worldToNewParent);
                worldToNewParent = worldToNewParent.Inversed();
                //Debug_Log("WORLD TO NEW PARENT: " << Transform::FromTransformMatrix(worldToNewParent));
            }

            Matrix4 keepWorldTransformMatrix =
                    worldToNewParent * oldParentToWorld * transform->GetLocalToParentMatrix();
            //Debug_Log("LOCALTOPARENT: " <<
            //          Quaternion::EulerAngles(
            //              Transform::GetRotationFromMatrix4(transform->GetLocalToParentMatrix())));
            //Debug_Log("KEEPWORLDMATRIX: " << Transform::FromTransformMatrix(keepWorldTransformMatrix));

            Transform t = Transform::FromTransformMatrix(keepWorldTransformMatrix);
            transform->SetLocalPosition(t.GetLocalPosition());
            transform->SetLocalRotation(t.GetLocalRotation());
            transform->SetLocalScale   (t.GetLocalScale());
        }

        m_parent = newParent;

        if (m_parent)
        {
            m_parent->m_children.PushBack(this);
        }
    }
}