示例#1
0
文件: Grid.cpp 项目: Dopelust/SP4-10
void Grid::ResolveCollisions(Entity* ent)
{
	RigidBody* rigid = ent->GetComponent<RigidBody>();

	if (rigid)
	{
		rigid->ResolveCollisions();

		BoxCollider* box = ent->GetComponent<BoxCollider>();

		if (box)
		{
			Vector3& max = box->GetMaxCoord();
			Vector3& min = box->GetMinCoord();

			if (min.x < 0 || min.y < 0 || max.x > GridWidth || max.y > GridHeight)
				ent->OnCollisionEnter(Collision());
		}
	}

	for (auto &child : ent->GetChildren())
	{
		ResolveCollisions(child);
	}
}
示例#2
0
文件: Grid.cpp 项目: Dopelust/SP4-10
void Grid::PopulateCells(Entity* ent)
{
	BoxCollider* box = ent->GetComponent<BoxCollider>();

	if (box)
	{
		box->cell = cell;

		box->part.clear();
		
		Vector3 min = box->GetMinCoord();
		Vector3 max = box->GetMaxCoord();

		min.x /= GridWidth;
		min.x *= NumberOfPartitionsX;

		max.x /= GridWidth;
		max.x *= NumberOfPartitionsX;

		min.y /= GridHeight;
		min.y *= NumberOfPartitionsY;

		max.y /= GridHeight;
		max.y *= NumberOfPartitionsY;


		for (int i = min.x; i <= max.x; ++i)
			for (int j = min.y; j <= max.y; ++j)
			{
				Partition* c = GetPartition(i, j);

				if (c)
				{
					c->Add(ent);
					box->part.push_back(c);
				}
			}
	}

	for (auto &child : ent->GetChildren())
	{
		if (child->IsActive())
			PopulateCells(child);
	}
}