Refactor some code to have better naming and move Point and related point things into their own .hpp.
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parent
c19cd707d1
commit
5a123ae74c
7 changed files with 45 additions and 40 deletions
14
collider.cpp
14
collider.cpp
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@ -5,20 +5,20 @@ using namespace fmt;
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using DinkyECS::Entity;
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void SpatialHashTable::insert(Point pos, Entity ent) {
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void spatial_map::insert(Point pos, Entity ent) {
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table[pos] = ent;
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}
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void SpatialHashTable::remove(Point pos) {
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void spatial_map::remove(Point pos) {
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table.erase(pos);
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}
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void SpatialHashTable::move(Point from, Point to, Entity ent) {
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void spatial_map::move(Point from, Point to, Entity ent) {
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remove(from);
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insert(to, ent);
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}
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bool SpatialHashTable::occupied(Point at) const {
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bool spatial_map::occupied(Point at) const {
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return table.contains(at);
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}
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@ -27,7 +27,7 @@ bool SpatialHashTable::occupied(Point at) const {
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* at.x or at.y is > 0. If either is 0 then there can't be
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* a neighbor since that's out of bounds.
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*/
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inline void find_neighbor(const PointEntityMap &table, FoundList &result, Point at, int dy, int dx) {
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inline void find_neighbor(const PointEntityMap &table, EntityList &result, Point at, int dy, int dx) {
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// don't bother checking for cells out of bounds
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if((dx < 0 && at.x <= 0) || (dy < 0 && at.y <= 0)) {
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return;
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@ -41,8 +41,8 @@ inline void find_neighbor(const PointEntityMap &table, FoundList &result, Point
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}
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}
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std::tuple<bool, FoundList> SpatialHashTable::neighbors(Point cell, bool diag) const {
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FoundList result;
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std::tuple<bool, EntityList> spatial_map::neighbors(Point cell, bool diag) const {
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EntityList result;
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// just unroll the loop since we only check four directions
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// this also solves the problem that it was detecting that the cell was automatically included as a "neighbor" but it's not
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