mirror of
https://github.com/space-wizards/RobustToolbox.git
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* All IPhysShapes now expose a property to get the local AABB. * Removed IMapChunk. It's internal, we only have 1 implementation in the engine, no need for abstraction, and removing it helps perf. * Cleaned up issues in MapChunk file. * Encapsulate _tiles access inside MapChunk. * Remove IEnumerable<TileRef> from MapChunk. * Remove CollidesWithChunk * Move CalcWorldAABB and RegenerateCollision from MapChunk to MapGrid. Remove MapChunk.GridId. * Removed MapChunk.GetAllTiles * Removed the terrible mocked unit tests. * Moved the GetTileRef functions from MapChunk to MapGrid. * Add an event raised on MapChunk when a tile is modified. Completely remove the IMapGrid dependency from MapChunk. * Fix bug where you cannot change the tile damage of a tile.
82 lines
2.6 KiB
C#
82 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Shared.Maths;
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namespace Robust.Shared.Map
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{
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/// <summary>
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/// Partitions a grid chunk into a set of non-overlapping rectangles.
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/// </summary>
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internal static class GridChunkPartition
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{
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/// <summary>
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///
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/// </summary>
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/// <param name="chunk"></param>
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/// <param name="bounds">The overall bounds that covers every rectangle.</param>
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/// <param name="rectangles">Each individual rectangle comprising the chunk's bounds</param>
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public static void PartitionChunk(MapChunk chunk, out Box2i bounds, out List<Box2i> rectangles)
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{
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rectangles = new List<Box2i>();
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// TODO: Use the existing PartitionChunk version because that one is likely faster and you can Span that shit.
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// Convert each line into boxes as long as they can be.
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for (ushort y = 0; y < chunk.ChunkSize; y++)
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{
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var origin = 0;
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var running = false;
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for (ushort x = 0; x < chunk.ChunkSize; x++)
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{
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if (!chunk.GetTile(x, y).IsEmpty)
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{
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running = true;
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continue;
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}
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// Still empty
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if (running)
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{
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rectangles.Add(new Box2i(origin, y, x, y + 1));
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}
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origin = x + 1;
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running = false;
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}
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if (running)
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rectangles.Add(new Box2i(origin, y, chunk.ChunkSize, y + 1));
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}
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// Patch them together as available
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for (var i = rectangles.Count - 1; i >= 0; i--)
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{
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var box = rectangles[i];
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for (var j = i - 1; j >= 0; j--)
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{
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var other = rectangles[j];
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// Gone down as far as we can go.
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if (other.Top < box.Bottom) break;
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if (box.Left == other.Left && box.Right == other.Right)
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{
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box = new Box2i(box.Left, other.Bottom, box.Right, box.Top);
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rectangles[i] = box;
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rectangles.RemoveAt(j);
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i -= 1;
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continue;
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}
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}
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}
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bounds = new Box2i();
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foreach (var rectangle in rectangles)
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{
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bounds = bounds.IsEmpty() ? rectangle : bounds.Union(rectangle);
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}
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}
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}
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}
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