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QuadTree.cs
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QuadTree.cs
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using System.Collections.Generic;
namespace HatlessEngine
{
/// <summary>
/// Used by Game to quickly discover what objects an object could potentially interact with.
/// </summary>
internal class QuadTree
{
private const byte MaxObjects = 5;
//private static byte MaxLevels = 5;
private Point _center;
private readonly QuadTree[] _children = new QuadTree[4];
private readonly List<PhysicalObject> _objects = new List<PhysicalObject>();
/// <summary>
/// The mother of all quadtrees.
/// </summary>
public QuadTree(Rectangle bounds)
: this(0, bounds, Resources.PhysicalObjects) { }
/// <summary>
/// A teensy quadtree baby.
/// </summary>
private QuadTree(byte level, Rectangle bounds, List<PhysicalObject> objects)
{
byte level1 = level;
Rectangle bounds1 = bounds;
_center = bounds.Position + bounds.Size / 2f;
Point childSize = bounds.Size / 2f;
if (objects.Count > MaxObjects)
{
//decide in what childtree an object would fit and add it there
List<PhysicalObject> childObjects0 = new List<PhysicalObject>();
List<PhysicalObject> childObjects1 = new List<PhysicalObject>();
List<PhysicalObject> childObjects2 = new List<PhysicalObject>();
List<PhysicalObject> childObjects3 = new List<PhysicalObject>();
foreach (PhysicalObject obj in objects)
{
bool[] fits = FitObject(obj);
if (!fits[4])
{
if (fits[0])
childObjects0.Add(obj);
else if (fits[1])
childObjects1.Add(obj);
else if (fits[2])
childObjects2.Add(obj);
else
childObjects3.Add(obj);
}
else
_objects.Add(obj);
}
//create subtrees and add everything that fits inside of em
_children[0] = new QuadTree((byte)(level1 + 1), new Rectangle(bounds1.Position, childSize), childObjects0);
_children[1] = new QuadTree((byte)(level1 + 1), new Rectangle(new Point(_center.X, bounds1.Position.Y), childSize), childObjects1);
_children[2] = new QuadTree((byte)(level1 + 1), new Rectangle(new Point(bounds1.Position.X, _center.Y), childSize), childObjects2);
_children[3] = new QuadTree((byte)(level1 + 1), new Rectangle(_center, childSize), childObjects3);
}
else
_objects = objects;
}
public List<PhysicalObject> GetCollisionCandidates(PhysicalObject obj)
{
List<PhysicalObject> targets = new List<PhysicalObject>(_objects);
//check in the child trees this object overlaps with
if (_children[0] != null)
{
bool[] fits = FitObject(obj);
if (fits[0])
targets.AddRange(_children[0].GetCollisionCandidates(obj));
if (fits[1])
targets.AddRange(_children[1].GetCollisionCandidates(obj));
if (fits[2])
targets.AddRange(_children[2].GetCollisionCandidates(obj));
if (fits[3])
targets.AddRange(_children[3].GetCollisionCandidates(obj));
}
targets.Remove(obj);
return targets;
}
/// <summary>
/// Returns the childtrees the given object fits in.
/// 0-3, left-to-right, top-to-bottom.
/// 4 is true when the object doesn't fit in just one quadrant.
/// </summary>
private bool[] FitObject(PhysicalObject obj)
{
bool[] fits = new bool[5];
byte quadrants = 0;
if (obj.CoverableArea.Position.X <= _center.X)
{
if (obj.CoverableArea.Position.Y <= _center.Y)
{
fits[0] = true;
quadrants++;
}
if (obj.CoverableArea.Position2.Y >= _center.Y)
{
fits[2] = true;
quadrants++;
}
}
if (obj.CoverableArea.Position2.X >= _center.X)
{
if (obj.CoverableArea.Position.Y <= _center.Y)
{
fits[1] = true;
quadrants++;
}
if (obj.CoverableArea.Position2.Y >= _center.Y)
{
fits[3] = true;
quadrants++;
}
}
if (quadrants > 1)
fits[4] = true;
return fits;
}
/// <summary>
/// For debugging purposes.
/// </summary>
public void Draw()
{
/*DrawSettings.RectangleBounds(Bounds, new Color(Level));
if (Children[0] != null)
{
Children[0].Draw();
Children[1].Draw();
Children[2].Draw();
Children[3].Draw();
}*/
}
}
}