diff --git a/src/game/g_grid.pas b/src/game/g_grid.pas
index 427482fda6e4a61ab3d088df39acc4f73e46c3a0..27fa615fba297bda231768783ed094bbdc579155 100644 (file)
--- a/src/game/g_grid.pas
+++ b/src/game/g_grid.pas
interface
+{$IFDEF USE_MEMPOOL}
uses
mempool;
+{$ENDIF}
const
GridTileSize = 32; // must be power of two!
type
TBodyProxyId = Integer;
- generic TBodyGridBase<ITP> = class(TPoolObject)
+ generic TBodyGridBase<ITP> = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
public
type TGridQueryCB = function (obj: ITP; tag: Integer): Boolean is nested; // return `true` to stop
type TGridRayQueryCB = function (obj: ITP; tag: Integer; x, y, prevx, prevy: Integer): Boolean is nested; // return `true` to stop
end;
-// you are not supposed to understand this
-// returns `true` if there is an intersection, and enter coords
-// enter coords will be equal to (x0, y0) if starting point is inside the box
-// if result is `false`, `inx` and `iny` are undefined
-function lineAABBIntersects (x0, y0, x1, y1: Integer; bx, by, bw, bh: Integer; out inx, iny: Integer): Boolean;
-
-// sweep two AABB's to see if and when they are overlapping
-// returns `true` if collision was detected (but boxes doesn't overlap)
-// u1 and u1 has no sense if no collision was detected
-// u0 = normalized time of first collision (i.e. collision starts at myMove*u0)
-// u1 = normalized time of second collision (i.e. collision stops after myMove*u1)
-// hitedge for `it`: 0: top; 1: right; 2: bottom; 3: left
-// enter/exit coords will form non-intersecting configuration (i.e. will be before/after the actual collision)
-function sweepAABB (mex0, mey0, mew, meh: Integer; medx, medy: Integer; itx0, ity0, itw, ith: Integer;
- u0: PSingle=nil; hitedge: PInteger=nil; u1: PSingle=nil): Boolean;
-
-function distanceSq (x0, y0, x1, y1: Integer): Integer; inline;
-
procedure swapInt (var a: Integer; var b: Integer); inline;
//function minInt (a, b: Integer): Integer; inline;
//function maxInt (a, b: Integer): Integer; inline;
implementation
uses
- SysUtils, e_log, g_console, utils;
+ SysUtils, e_log, g_console, geom, utils;
// ////////////////////////////////////////////////////////////////////////// //
@@ -324,105 +308,6 @@ procedure swapInt (var a: Integer; var b: Integer); inline; var t: Integer; begi
//function minInt (a, b: Integer): Integer; inline; begin if (a < b) then result := a else result := b; end;
//function maxInt (a, b: Integer): Integer; inline; begin if (a > b) then result := a else result := b; end;
-function distanceSq (x0, y0, x1, y1: Integer): Integer; inline; begin result := (x1-x0)*(x1-x0)+(y1-y0)*(y1-y0); end;
-
-
-// ////////////////////////////////////////////////////////////////////////// //
-function clipLine (var x0, y0, x1, y1: Single; xmin, ymin, xmax, ymax: Single): Boolean;
-const
- Inside = 0;
- Left = 1;
- Right = 2;
- Bottom = 4;
- Top = 8;
-
- function xcode (x, y: Single): Byte; inline;
- begin
- result := Inside;
- if (x < xmin) then result := result or Left else if (x > xmax) then result := result or Right;
- if (y < ymin) then result := result or Bottom else if (y > ymax) then result := result or Top;
- end;
-
-var
- outcode0, outcode1, outcodeOut: Byte;
- x: Single = 0;
- y: Single = 0;
-begin
- result := false; // accept
- outcode0 := xcode(x0, y0);
- outcode1 := xcode(x1, y1);
- while true do
- begin
- if ((outcode0 or outcode1) = 0) then begin result := true; exit; end; // accept
- if ((outcode0 and outcode1) <> 0) then exit; // reject
- outcodeOut := outcode0;
- if (outcodeOut = 0) then outcodeOut := outcode1;
- if ((outcodeOut and Top) <> 0) then
- begin
- x := x0+(x1-x0)*(ymax-y0)/(y1-y0);
- y := ymax;
- end
- else if ((outcodeOut and Bottom) <> 0) then
- begin
- x := x0+(x1-x0)*(ymin-y0)/(y1-y0);
- y := ymin;
- end
- else if ((outcodeOut and Right) <> 0) then
- begin
- y := y0+(y1-y0)*(xmax-x0)/(x1-x0);
- x := xmax;
- end
- else if ((outcodeOut and Left) <> 0) then
- begin
- y := y0+(y1-y0)*(xmin-x0)/(x1-x0);
- x := xmin;
- end;
- if (outcodeOut = outcode0) then
- begin
- x0 := x;
- y0 := y;
- outcode0 := xcode(x0, y0);
- end
- else
- begin
- x1 := x;
- y1 := y;
- outcode1 := xcode(x1, y1);
- end;
- end;
-end;
-
-
-// returns `true` if there is an intersection, and enter coords
-// enter coords will be equal to (x0, y0) if starting point is inside the box
-// if result is `false`, `inx` and `iny` are undefined
-function lineAABBIntersects (x0, y0, x1, y1: Integer; bx, by, bw, bh: Integer; out inx, iny: Integer): Boolean;
-var
- sx0, sy0, sx1, sy1: Single;
-begin
- inx := x0;
- iny := y0;
- result := false;
- if (bw < 1) or (bh < 1) then exit;
- if (x0 >= bx) and (y0 >= by) and (x0 < bx+bw) and (y0 < by+bh) then begin result := true; exit; end;
- sx0 := x0; sy0 := y0;
- sx1 := x1; sy1 := y1;
- result := clipLine(sx0, sy0, sx1, sy1, bx, by, bx+bw-1, by+bh-1);
- if result then
- begin
- inx := trunc(sx0);
- iny := trunc(sy0);
- // hack!
- if (inx = bx) then Dec(inx) else if (inx = bx+bw-1) then Inc(inx);
- if (iny = by) then Dec(iny) else if (iny = by+bh-1) then Inc(iny);
- end
- else
- begin
- inx := x1;
- iny := y1;
- end;
-end;
-
// ////////////////////////////////////////////////////////////////////////// //
constructor TLineWalker.Create (minx, miny, maxx, maxy: Integer);
procedure TLineWalker.getXY (out ox, oy: Integer); inline; begin ox := xd; oy := yd; end;
-// ////////////////////////////////////////////////////////////////////////// //
-function sweepAABB (mex0, mey0, mew, meh: Integer; medx, medy: Integer; itx0, ity0, itw, ith: Integer;
- u0: PSingle=nil; hitedge: PInteger=nil; u1: PSingle=nil): Boolean;
-var
- tin, tout: Single;
-
- function axisOverlap (me0, me1, it0, it1, d, he0, he1: Integer): Boolean; inline;
- var
- t: Single;
- begin
- result := false;
-
- if (me1 < it0) then
- begin
- if (d >= 0) then exit; // oops, no hit
- t := (me1-it0+1)/d;
- if (t > tin) then begin tin := t; hitedge^ := he1; end;
- end
- else if (it1 < me0) then
- begin
- if (d <= 0) then exit; // oops, no hit
- t := (me0-it1-1)/d;
- if (t > tin) then begin tin := t; hitedge^ := he0; end;
- end;
-
- if (d < 0) and (it1 > me0) then
- begin
- t := (me0-it1-1)/d;
- if (t < tout) then tout := t;
- end
- else if (d > 0) and (me1 > it0) then
- begin
- t := (me1-it0+1)/d;
- if (t < tout) then tout := t;
- end;
-
- result := true;
- end;
-
-var
- mex1, mey1, itx1, ity1, vx, vy: Integer;
- htt: Integer = -1;
-begin
- result := false;
- if (u0 <> nil) then u0^ := -1.0;
- if (u1 <> nil) then u1^ := -1.0;
- if (hitedge = nil) then hitedge := @htt else hitedge^ := -1;
-
- if (mew < 1) or (meh < 1) or (itw < 1) or (ith < 1) then exit;
-
- mex1 := mex0+mew-1;
- mey1 := mey0+meh-1;
- itx1 := itx0+itw-1;
- ity1 := ity0+ith-1;
-
- // check if they are overlapping right now (SAT)
- //if (mex1 >= itx0) and (mex0 <= itx1) and (mey1 >= ity0) and (mey0 <= ity1) then begin result := true; exit; end;
-
- if (medx = 0) and (medy = 0) then exit; // both boxes are sationary
-
- // treat b as stationary, so invert v to get relative velocity
- vx := -medx;
- vy := -medy;
-
- tin := -100000000.0;
- tout := 100000000.0;
-
- if not axisOverlap(mex0, mex1, itx0, itx1, vx, 1, 3) then exit;
- if not axisOverlap(mey0, mey1, ity0, ity1, vy, 2, 0) then exit;
-
- if (u0 <> nil) then u0^ := tin;
- if (u1 <> nil) then u1^ := tout;
-
- if (tin <= tout) and (tin >= 0.0) and (tin <= 1.0) then
- begin
- result := true;
- end;
-end;
-
-
// ////////////////////////////////////////////////////////////////////////// //
procedure TBodyGridBase.TBodyProxyRec.setup (aX, aY, aWidth, aHeight: Integer; aObj: ITP; aTag: Integer);
begin