Merge pull request #7262 from RoosterDragon/actormap-partitioning

Fix ActorMap spatial partitioning to actually work.
This commit is contained in:
Oliver Brakmann
2015-01-04 18:48:01 +01:00

View File

@@ -10,6 +10,7 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
namespace OpenRA.Traits
@@ -180,12 +181,12 @@ namespace OpenRA.Traits
map = world.Map;
influence = new CellLayer<InfluenceNode>(world.Map);
cols = world.Map.MapSize.X / info.BinSize + 1;
rows = world.Map.MapSize.Y / info.BinSize + 1;
cols = CellCoordToBinIndex(world.Map.MapSize.X) + 1;
rows = CellCoordToBinIndex(world.Map.MapSize.Y) + 1;
bins = new Bin[rows * cols];
for (var j = 0; j < rows; j++)
for (var i = 0; i < cols; i++)
bins[j * cols + i] = new Bin();
for (var row = 0; row < rows; row++)
for (var col = 0; col < cols; col++)
bins[row * cols + col] = new Bin();
// Cache this delegate so it does not have to be allocated repeatedly.
actorShouldBeRemoved = removeActorPosition.Contains;
@@ -352,10 +353,10 @@ namespace OpenRA.Traits
foreach (var a in addActorPosition)
{
var pos = a.OccupiesSpace.CenterPosition;
var i = (pos.X / info.BinSize).Clamp(0, cols - 1);
var j = (pos.Y / info.BinSize).Clamp(0, rows - 1);
var bin = bins[j * cols + i];
var pos = a.CenterPosition;
var col = WorldCoordToBinIndex(pos.X).Clamp(0, cols - 1);
var row = WorldCoordToBinIndex(pos.Y).Clamp(0, rows - 1);
var bin = BinAt(row, col);
bin.Actors.Add(a);
foreach (var t in bin.ProximityTriggers)
@@ -461,20 +462,44 @@ namespace OpenRA.Traits
addActorPosition.Add(a);
}
int CellCoordToBinIndex(int cell)
{
return cell / info.BinSize;
}
int WorldCoordToBinIndex(int world)
{
return CellCoordToBinIndex(world / 1024);
}
Rectangle BinRectangleCoveringWorldArea(int worldLeft, int worldTop, int worldRight, int worldBottom)
{
var minCol = WorldCoordToBinIndex(worldLeft).Clamp(0, cols - 1);
var minRow = WorldCoordToBinIndex(worldTop).Clamp(0, rows - 1);
var maxCol = WorldCoordToBinIndex(worldRight).Clamp(0, cols - 1);
var maxRow = WorldCoordToBinIndex(worldBottom).Clamp(0, rows - 1);
return Rectangle.FromLTRB(minCol, minRow, maxCol, maxRow);
}
Bin BinAt(int binRow, int binCol)
{
return bins[binRow * cols + binCol];
}
IEnumerable<Bin> BinsInBox(WPos a, WPos b)
{
var left = Math.Min(a.X, b.X);
var top = Math.Min(a.Y, b.Y);
var right = Math.Max(a.X, b.X);
var bottom = Math.Max(a.Y, b.Y);
var i1 = (left / info.BinSize).Clamp(0, cols - 1);
var i2 = (right / info.BinSize).Clamp(0, cols - 1);
var j1 = (top / info.BinSize).Clamp(0, rows - 1);
var j2 = (bottom / info.BinSize).Clamp(0, rows - 1);
for (var j = j1; j <= j2; j++)
for (var i = i1; i <= i2; i++)
yield return bins[j * cols + i];
var region = BinRectangleCoveringWorldArea(left, top, right, bottom);
var minCol = region.Left;
var minRow = region.Top;
var maxCol = region.Right;
var maxRow = region.Bottom;
for (var row = minRow; row <= maxRow; row++)
for (var col = minCol; col <= maxCol; col++)
yield return BinAt(row, col);
}
public IEnumerable<Actor> ActorsInBox(WPos a, WPos b)
@@ -483,16 +508,16 @@ namespace OpenRA.Traits
var top = Math.Min(a.Y, b.Y);
var right = Math.Max(a.X, b.X);
var bottom = Math.Max(a.Y, b.Y);
var i1 = (left / info.BinSize).Clamp(0, cols - 1);
var i2 = (right / info.BinSize).Clamp(0, cols - 1);
var j1 = (top / info.BinSize).Clamp(0, rows - 1);
var j2 = (bottom / info.BinSize).Clamp(0, rows - 1);
for (var j = j1; j <= j2; j++)
var region = BinRectangleCoveringWorldArea(left, top, right, bottom);
var minCol = region.Left;
var minRow = region.Top;
var maxCol = region.Right;
var maxRow = region.Bottom;
for (var row = minRow; row <= maxRow; row++)
{
for (var i = i1; i <= i2; i++)
for (var col = minCol; col <= maxCol; col++)
{
foreach (var actor in bins[j * cols + i].Actors)
foreach (var actor in BinAt(row, col).Actors)
{
if (actor.IsInWorld)
{