Esempio n. 1
0
void Span::GetBox(CBox2D &box)
{
	box.Insert(m_p);
	box.Insert(m_v.m_p);

	if(this->m_v.m_type)
	{
		// arc, add quadrant points
		Point vs = m_p - m_v.m_c;
		Point ve = m_v.m_p - m_v.m_c;
		int qs = GetQuadrant(vs);
		int qe = GetQuadrant(ve);
		if(m_v.m_type == -1)
		{
			// swap qs and qe
			int t=qs;
			qs = qe;
			qe = t;
		}

		if(qe<qs)qe = qe + 4;

		double rad = m_v.m_p.dist(m_v.m_c);

		for(int i = qs; i<qe; i++)
		{
			box.Insert(m_v.m_c + QuadrantEndPoint(i) * rad);
		}
	}
}
Esempio n. 2
0
/**\brief SpriteManager update function.
 */
void SpriteManager::Update() {
	// Update the sprites inside each quadrant
	// TODO: Update only the sprites that are in nearby Quadrants
	list<Sprite *> all_oob;
	list<QuadTree*> nearby = GetQuadrantsNear( Camera::Instance()->GetFocusCoordinate(), QUADRANTSIZE*4 );
	list<QuadTree*>::iterator iter;
	for ( iter = nearby.begin(); iter != nearby.end(); ++iter ) {
		(*iter)->Update();
		list<Sprite *>* oob = (*iter)->FixOutOfBounds();
		all_oob.splice(all_oob.end(), *oob );
		delete oob;
	}

	// Move sprites to adjacent Quadrants as they cross boundaries
	list<Sprite *>::iterator i;
	for( i = all_oob.begin(); i != all_oob.end(); ++i ) {
		GetQuadrant( (*i)->GetWorldPosition() )->Insert( *i );
	}

	//Delete all sprites queued to be deleted
	if (!spritesToDelete.empty()) {
		spritesToDelete.unique();
		for( i = spritesToDelete.begin(); i != spritesToDelete.end(); ++i ) {
			DeleteSprite(*i);
		}
		spritesToDelete.clear();
	}

	for ( iter = nearby.begin(); iter != nearby.end(); ++iter ) {
		(*iter)->ReBallance();
	}

	DeleteEmptyQuadrants();
}
Esempio n. 3
0
/* -----------------------------------------
   CreateVector()

   get angle and distance travelled and 
   calculate vector data points
----------------------------------------- */
void
CreateVector(float fAngle, float fDistance, struct vector_t* pVectorN, struct vector_t* pVectorN_1)
{
    /* 
           coordinate system 

                     Y ^
                       |
     cartesian (-x,+y) | cartesian (+x,+y)
     polar     (r, -t) | polar     (r, -t)
     quad #3           | quad #4
    -------------------o>>>>----------------> X
     cartesian (-x,-y) | cartesian (+x,-y)
     polar     (r, +t) | polar     (r, +t)
     quad #2           | quad #1
                       |

     (1) starting point assumes facing down the positive direction of 'X' axis
     (2) CW turn is '+', CCW turn in '-'

    */

    float fOriginAngle1;
    float fOriginAngle2;

    // store distance traveled, direction-angle and the sum of directions
    pVectorN->fAngle    = fAngle;
    pVectorN->fLength   = fDistance;
    pVectorN->fAngleSum = pVectorN_1->fAngleSum - fAngle;

    // calculate cartesian coordinates
    pVectorN->fDx       = pVectorN->fLength * cosf(pVectorN->fAngleSum);
    pVectorN->fDy       = pVectorN->fLength * sinf(pVectorN->fAngleSum);
    pVectorN->fX        = pVectorN_1->fX + pVectorN->fDx;
    pVectorN->fY        = pVectorN_1->fY + pVectorN->fDy;

    // calculate polar coordinates
    if ( GetQuadrant(pVectorN) > 0 )
    {
        pVectorN->fOriginLength = sqrt((pVectorN->fX * pVectorN->fX) + (pVectorN->fY * pVectorN->fY));
        fOriginAngle1           = -1 * atan2f(pVectorN->fY, pVectorN->fX);
        fOriginAngle2           = -1 * atan2f(pVectorN->fY, pVectorN->fX);
        if ( fabsf(fOriginAngle1) < fabsf(fOriginAngle2) )
            pVectorN->fOriginAngle = fOriginAngle1;
        else
            pVectorN->fOriginAngle = fOriginAngle2;
    }
    else
    {
        pVectorN->fOriginLength = 0;
        pVectorN->fOriginAngle  = 0;
    }

    // calculate turn angle to realign facing start position
    pVectorN->fRealignAngle = fmodf(pVectorN->fAngleSum, __2PI__);
}
Esempio n. 4
0
/**\brief Deletes a sprite from the manager (Internal use).
 * \param sprite Pointer to the sprite
 * \details
 * This performs the actual deletion.
 */
bool SpriteManager::DeleteSprite( Sprite *sprite ) {
	spritelist->remove(sprite);
	spritelookup->erase( sprite->GetID() );
	GetQuadrant( sprite->GetWorldPosition() )->Delete( sprite );
	// Delete the sprite itself unless it is a Planet or Player.
	// Planets and Players are special sprites since they are Components and get saved.
	if( !(sprite->GetDrawOrder() & (DRAW_ORDER_PLAYER | DRAW_ORDER_PLANET | DRAW_ORDER_GATE_TOP | DRAW_ORDER_GATE_BOTTOM)) ) {
		delete sprite;
	}
	return true;
}
Esempio n. 5
0
/* -----------------------------------------
   GetHomeCommand()

   calculate turn and distance command to get
   to 'home'/origin based on the location vector set
----------------------------------------- */
void
GetHomeCommand(struct vector_t* pVector, float* pfTurn, float* pfDistance)
{
    *pfDistance = pVector->fOriginLength;
    if ( GetQuadrant(pVector) > 0 )
    {
        *pfTurn = pVector->fRealignAngle - __PI__ + pVector->fOriginAngle;
        *pfTurn = fmodf(*pfTurn, __2PI__);
    }
    else
        *pfTurn = pVector->fRealignAngle;
}
Esempio n. 6
0
/**\brief Deletes a sprite from the manager (Internal use).
 * \param sprite Pointer to the sprite
 * \details
 * This performs the actual deletion.
 */
bool SpriteManager::DeleteSprite( Sprite *sprite ) {
	spritelist->remove(sprite);
	spritelookup->erase( sprite->GetID() );
	if( sprite==Camera::Instance()->GetFocus() ) {
		Camera::Instance()->Focus(NULL);
	}
	GetQuadrant( sprite->GetWorldPosition() )->Delete( sprite );
	// Delete the sprite itself unless it is a Planet or Player.
	// Planets and Players are special sprites since they are Components and get saved.
	if( !(sprite->GetDrawOrder() & (DRAW_ORDER_PLAYER | DRAW_ORDER_PLANET)) ) {
		delete sprite;
	}
	return true;
}
Esempio n. 7
0
/**\brief Deletes a sprite from the manager (Internal use).
 * \param sprite Pointer to the sprite
 * \details
 * This performs the actual deletion.
 */
bool SpriteManager::DeleteSprite( Sprite *sprite ) {
	if(sprite == player) LogMsg(WARN, "Deleting player sprite. Should we be doing this?");

	spritelist->remove( sprite );
	spritelookup->erase( sprite->GetID() );

	GetQuadrant( sprite->GetWorldPosition() )->Delete( sprite );

	// Delete the sprite itself unless it is a Planet or Player.
	// Planets and Players are special sprites since they are Components and get saved.
	if( !(sprite->GetDrawOrder() & (DRAW_ORDER_PLAYER | DRAW_ORDER_PLANET )) ) {
		delete sprite;
	}

	return true;
}
Esempio n. 8
0
/**\brief Draws the current sprites
 */
void SpriteManager::Draw() {
	if( OPTION(int,"options/development/debug-quadtree") )
		GetQuadrant( Camera::Instance()->GetFocusCoordinate() )->Draw( GetQuadrantCenter( Camera::Instance()->GetFocusCoordinate() ) );

	list<Sprite *>::iterator i;
	list<Sprite*> *onscreen;
	float r = (Video::GetHalfHeight() < Video::GetHalfWidth() ? Video::GetHalfWidth() : Video::GetHalfHeight()) *V_SQRT2;
	onscreen = GetSpritesNear( Camera::Instance()->GetFocusCoordinate(), r, DRAW_ORDER_ALL);

	onscreen->sort(compareSpritePtrs);

	for( i = onscreen->begin(); i != onscreen->end(); ++i ) {
		(*i)->Draw();
	}
	delete onscreen;
}
Esempio n. 9
0
/**\brief Draws the current sprites
 */
void SpriteManager::DrawQuadrantMap( Coordinate focus ) {
	GetQuadrant( focus )->Draw( GetQuadrantCenter( focus ) );
}
Esempio n. 10
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/**\brief SpriteManager update function.
 * \details Update the sprites inside each quadrant
 * \param lowFps If true, forces the wave-update method to be used rather than the full-update
 */
void SpriteManager::Update( lua_State *L, bool lowFps) {
	//this will contain every quadrant that we will potentially want to update
	list<QuadTree*> quadList;
	
	//if update-all is given then we update every quadrant
	//we do the same if tickCount == 0 even if update-all is not given
	// (in wave update mode, tickCount == 0 is when we want to update all quadrants)
	if( ! lowFps || tickCount == 0) {
		//need to get all of the quadrants in our map
		GetAllQuadrants(&quadList);
	}
	else
	{
		//wave update mode with tickCount != 0 -- update some quadrants
		Camera* camera = Simulation_Lua::GetSimulation(L)->GetCamera();
		Coordinate currentPoint (camera->GetFocusCoordinate());	//always update centered on where we're at

		quadList.push_back (GetQuadrant (currentPoint)); //we ALWAYS update the current quadrant

		//we also ALWAYS update the 'regular' bands
		//	the first band is at index 1 - index 0 would be the single quadrant in the middle
		//	when we get the list of quadrants back we splice them onto the end of our overall list
		for (int i = 1; i <= numRegularBands; i ++) {
			list<QuadTree*> tempBandList = GetQuadrantsInBand (currentPoint, i);
			quadList.splice (quadList.end(), tempBandList);
		}

		//now - we SOMETIMES update the semi-regular bands
		//   the ticks that each band is updated in is stored in the map
		//   so we get our semiRegular update modulus of the ticks and then check the map
		//    - the map has the tick index as the key and the band to update as the value
		int semiRegularTick = tickCount % semiRegularPeriod;
		map<int,int>::iterator findBand = ticksToBandNum.find (semiRegularTick);
		if (findBand != ticksToBandNum.end()) {		//found the key
			//cout << "tick = " << tickCount << ", semiRegularTick = " << semiRegularTick << ", band = " << findBand->second << endl;
			list<QuadTree*> tempBandList = GetQuadrantsInBand (currentPoint, findBand->second);
			quadList.splice (quadList.end(), tempBandList);
		}
		else {
			//no semi-regular bands to update at this tick, do nothing
		}
	}

	// Find and Fix any Sprites that have moved out of bounds.
	list<Sprite *> all_oob;
	list<QuadTree*>::iterator iter;
	for ( iter = quadList.begin(); iter != quadList.end(); ++iter ) {
		(*iter)->Update(L);
		list<Sprite *>* oob = (*iter)->FixOutOfBounds();
		all_oob.splice(all_oob.end(), *oob );
		delete oob;
	}

	// Move sprites to adjacent Quadrants as they cross boundaries
	list<Sprite *>::iterator i;
	for( i = all_oob.begin(); i != all_oob.end(); ++i ) {
		GetQuadrant( (*i)->GetWorldPosition() )->Insert( *i );
	}

	// Delete all sprites queued to be deleted
	if (!spritesToDelete.empty()) {
		spritesToDelete.sort(); // The list has to be sorted or unique doesn't work correctly.
		spritesToDelete.unique();
	
		// Tell the AI that they've been killed
		for( i = spritesToDelete.begin(); i != spritesToDelete.end(); ++i ) {
			if( (*i)->GetDrawOrder() == DRAW_ORDER_SHIP ) {
				((AI*)(*i))->Killed(L);
			}
		}

		for( i = spritesToDelete.begin(); i != spritesToDelete.end(); ++i ) {
			DeleteSprite(*i);
		}
		spritesToDelete.clear();
	}

	for ( iter = quadList.begin(); iter != quadList.end(); ++iter ) {
		(*iter)->ReBallance();
	}

	DeleteEmptyQuadrants();

	// Update the tick count after all updates for this tick are done
	UpdateTickCount ();
}
Esempio n. 11
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/**\brief Adds a sprite to the manager.
 * \param sprite Pointer to the sprite
 */
void SpriteManager::Add( Sprite *sprite ) {
	spritelist->push_back(sprite);
	spritelookup->insert(make_pair(sprite->GetID(),sprite));
	GetQuadrant( sprite->GetWorldPosition() )->Insert( sprite );
}
Esempio n. 12
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/**\brief Draws the current sprites
 */
void SpriteManager::DrawQuadrantMap() {
	GetQuadrant( Camera::Instance()->GetFocusCoordinate() )->Draw( GetQuadrantCenter( Camera::Instance()->GetFocusCoordinate() ) );
}