spatial bin index for actors
This commit is contained in:
@@ -116,6 +116,7 @@
|
||||
<Compile Include="Traits\Attack\AttackTesla.cs" />
|
||||
<Compile Include="Traits\Chrome\PowerDownButton.cs" />
|
||||
<Compile Include="Traits\CustomSellValue.cs" />
|
||||
<Compile Include="Traits\World\SpatialBins.cs" />
|
||||
<Compile Include="Traits\World\SpawnDefaultUnits.cs" />
|
||||
<Compile Include="Traits\World\BridgeLoadHook.cs" />
|
||||
<Compile Include="Traits\World\ChoosePaletteOnSelect.cs" />
|
||||
|
||||
@@ -51,15 +51,16 @@ namespace OpenRA.Orders
|
||||
return ChooseCursor(world, mi);
|
||||
}
|
||||
|
||||
string ChooseCursor( World world, MouseInput mi )
|
||||
string ChooseCursor(World world, MouseInput mi)
|
||||
{
|
||||
|
||||
var p = Game.controller.MousePosition;
|
||||
var c = Order(world, p.ToInt2(), mi)
|
||||
.Select(o => CursorForOrderString(o.OrderString, o.Subject, o.TargetLocation))
|
||||
.FirstOrDefault(a => a != null);
|
||||
|
||||
using (new PerfSample("cursor"))
|
||||
{
|
||||
var p = Game.controller.MousePosition;
|
||||
var c = Order(world, p.ToInt2(), mi)
|
||||
.Select(o => CursorForOrderString(o.OrderString, o.Subject, o.TargetLocation))
|
||||
.FirstOrDefault(a => a != null);
|
||||
|
||||
return c ??
|
||||
(world.SelectActorsInBox(Game.CellSize * p,
|
||||
Game.CellSize * p).Any()
|
||||
|
||||
74
OpenRA.Game/Traits/World/SpatialBins.cs
Normal file
74
OpenRA.Game/Traits/World/SpatialBins.cs
Normal file
@@ -0,0 +1,74 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Drawing;
|
||||
|
||||
namespace OpenRA.Traits
|
||||
{
|
||||
class SpatialBinsInfo : ITraitInfo
|
||||
{
|
||||
public readonly int BinSize = 8;
|
||||
public object Create(Actor self) { return new SpatialBins( self, this ); }
|
||||
}
|
||||
|
||||
class SpatialBins : ITick
|
||||
{
|
||||
List<Actor>[,] bins;
|
||||
int scale;
|
||||
|
||||
public SpatialBins(Actor self, SpatialBinsInfo info)
|
||||
{
|
||||
bins = new List<Actor>[
|
||||
self.World.Map.MapSize / info.BinSize,
|
||||
self.World.Map.MapSize / info.BinSize];
|
||||
|
||||
scale = Game.CellSize * info.BinSize;
|
||||
}
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
for (var j = 0; j < bins.GetUpperBound(1); j++)
|
||||
for (var i = 0; i < bins.GetUpperBound(0); i++)
|
||||
bins[i, j] = new List<Actor>();
|
||||
|
||||
foreach (var a in self.World.Actors)
|
||||
{
|
||||
if (a.Location.X >= self.World.Map.MapSize
|
||||
|| a.Location.Y >= self.World.Map.MapSize)
|
||||
continue;
|
||||
|
||||
var bounds = a.GetBounds(true);
|
||||
var i1 = (int)bounds.Left / scale;
|
||||
var i2 = (int)bounds.Right / scale;
|
||||
var j1 = (int)bounds.Top / scale;
|
||||
var j2 = (int)bounds.Bottom / scale;
|
||||
|
||||
for (var j = j1; j <= j2; j++)
|
||||
for (var i = i1; i <= i2; i++)
|
||||
bins[i, j].Add(a);
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerable<Actor> ActorsInBins(int i1, int i2, int j1, int j2)
|
||||
{
|
||||
for (var j = j1; j <= j2; j++)
|
||||
for (var i = i1; i <= i2; i++)
|
||||
foreach (var a in bins[i, j])
|
||||
yield return a;
|
||||
}
|
||||
|
||||
public IEnumerable<Actor> ActorsInBox(int2 a, int2 b)
|
||||
{
|
||||
var r = RectangleF.FromLTRB( a.X, a.Y, b.X, b.Y );
|
||||
|
||||
return ActorsInBins(
|
||||
a.X / scale,
|
||||
a.Y / scale,
|
||||
b.X / scale,
|
||||
b.Y / scale)
|
||||
.Distinct()
|
||||
.Where(u => u.GetBounds(true).IntersectsWith(r));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -272,6 +272,7 @@ World:
|
||||
SpawnMapActors:
|
||||
SpawnDefaultUnits:
|
||||
EvaAlerts:
|
||||
SpatialBins:
|
||||
|
||||
MGG:
|
||||
GeneratesGap:
|
||||
|
||||
Reference in New Issue
Block a user