Fix inconsistent private member naming style
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6523d469cc
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0aad311a32
174
Quadtree.cs
174
Quadtree.cs
@ -21,31 +21,31 @@ namespace Quadtree
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/// Maximum number of items in a leaf vertex before it is split, unless the depth of the leaf is greater or
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/// equal to the maximum tree depth.
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/// </summary>
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private readonly int m_maxLeafSize;
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private readonly int _maxLeafSize;
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/// <summary>
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/// Maximum depth of the quadtree, that is the maximum allowed length of the path from the root to a new leaf
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/// when determining whether a leaf vertex may be split.
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/// </summary>
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private readonly int m_maxTreeDepth;
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private readonly int _maxTreeDepth;
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/// <summary>
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/// The list of quadtree vertices. The root vertex is always the first item. The four child vertices of a branch
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/// are always created together and stored contiguously.
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/// </summary>
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private readonly List<QuadtreeVertex> m_vertices;
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private readonly List<QuadtreeVertex> _vertices;
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/// <summary>
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/// The list of all items stored in the quadtree.
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/// </summary>
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private readonly List<QuadtreeItem<IWorldObject>> m_items;
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private readonly List<QuadtreeItem<IWorldObject>> _items;
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private BoundingBox2 m_rootBoundingBox;
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private BoundingBox2 _rootBoundingBox;
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/// <summary>
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/// The maximum bounding radius of all stored objects, used to inflate the bounding box for queries.
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/// </summary>
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private float m_maxObjectRadius;
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private float _maxObjectRadius;
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/// <summary>
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/// Stack of vertex indices with their bounding boxes. It is reused for each query.
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@ -59,26 +59,26 @@ namespace Quadtree
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public Quadtree(int maxLeafSize, int maxTreeDepth)
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{
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m_maxLeafSize = maxLeafSize;
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m_maxTreeDepth = maxTreeDepth;
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m_vertices = new List<QuadtreeVertex>() { new QuadtreeVertex(-1, 0) };
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m_items = new List<QuadtreeItem<IWorldObject>>();
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m_rootBoundingBox = new BoundingBox2(Vector2.Zero, Vector2.Zero);
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m_maxObjectRadius = 0f;
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_maxLeafSize = maxLeafSize;
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_maxTreeDepth = maxTreeDepth;
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_vertices = new List<QuadtreeVertex>() { new QuadtreeVertex(-1, 0) };
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_items = new List<QuadtreeItem<IWorldObject>>();
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_rootBoundingBox = new BoundingBox2(Vector2.Zero, Vector2.Zero);
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_maxObjectRadius = 0f;
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_queryStack = new Stack<QuadtreeQuery>();
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_vertexStack = new Stack<int>();
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}
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public void Add(IWorldObject obj)
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{
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var itemIndex = m_items.Count;
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m_items.Add(new QuadtreeItem<IWorldObject>(obj));
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if (m_maxObjectRadius < obj.BoundingRadius)
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var itemIndex = _items.Count;
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_items.Add(new QuadtreeItem<IWorldObject>(obj));
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if (_maxObjectRadius < obj.BoundingRadius)
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{
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m_maxObjectRadius = obj.BoundingRadius;
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_maxObjectRadius = obj.BoundingRadius;
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}
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if (m_vertices.Count == 1 && m_vertices[0].ChildCount < m_maxLeafSize)
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if (_vertices.Count == 1 && _vertices[0].ChildCount < _maxLeafSize)
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{
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// Before doing any splitting, the initial quadtree root vertex is filled up in order to get a
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// reasonable guess for what the world space is. This space can be expanded later if that assumption
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@ -88,13 +88,13 @@ namespace Quadtree
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else
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{
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// Expands the root until the new world object fits.
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while (!m_rootBoundingBox.Contains(obj.Position))
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while (!_rootBoundingBox.Contains(obj.Position))
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{
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ExpandRoot(obj.Position);
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}
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(int leafIndex, int depth, BoundingBox2 bounds) = FindLeaf(0, m_rootBoundingBox, 0, obj.Position);
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while (m_vertices[leafIndex].ChildCount >= m_maxLeafSize && depth < m_maxTreeDepth)
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(int leafIndex, int depth, BoundingBox2 bounds) = FindLeaf(0, _rootBoundingBox, 0, obj.Position);
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while (_vertices[leafIndex].ChildCount >= _maxLeafSize && depth < _maxTreeDepth)
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{
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// Splits the vertex and decends into one of the new leaves.
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SplitLeaf(leafIndex, bounds);
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@ -107,28 +107,28 @@ namespace Quadtree
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public bool Remove(IWorldObject obj)
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{
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// Finds the leaf that should contain the world object.
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(int leafIndex, _, _) = FindLeaf(0, m_rootBoundingBox, 0, obj.Position);
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(int leafIndex, _, _) = FindLeaf(0, _rootBoundingBox, 0, obj.Position);
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// Tries to find the item of the world object.
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int previous = -1;
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int current = m_vertices[leafIndex].FirstChildIndex;
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int current = _vertices[leafIndex].FirstChildIndex;
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while (current != -1)
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{
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QuadtreeItem<IWorldObject> item = m_items[current];
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QuadtreeItem<IWorldObject> item = _items[current];
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if (item.WorldObject == obj)
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{
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// Removes the found item from the leaf vertex.
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QuadtreeVertex leaf = m_vertices[leafIndex];
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QuadtreeVertex leaf = _vertices[leafIndex];
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leaf.ChildCount--;
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if (previous != -1)
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{
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m_items[previous] = new QuadtreeItem<IWorldObject>(m_items[previous].WorldObject, item.Next);
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_items[previous] = new QuadtreeItem<IWorldObject>(_items[previous].WorldObject, item.Next);
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}
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else
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{
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leaf.FirstChildIndex = item.Next;
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}
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m_vertices[leafIndex] = leaf;
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_vertices[leafIndex] = leaf;
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// Removes the found item from the item list.
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RemoveFromItems(current);
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@ -146,15 +146,15 @@ namespace Quadtree
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public void Query(BoundingBox2 box, List<IWorldObject> resultList)
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{
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BoundingBox2 inflatedBox = box;
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inflatedBox.Expand(m_maxObjectRadius);
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inflatedBox.Expand(_maxObjectRadius);
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QueryProcessChildVertex(inflatedBox, box, 0, m_rootBoundingBox, resultList, _queryStack);
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QueryProcessChildVertex(inflatedBox, box, 0, _rootBoundingBox, resultList, _queryStack);
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while (_queryStack.Count > 0)
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{
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QuadtreeQuery query = _queryStack.Pop();
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int childIndex = m_vertices[query.VertexIndex].FirstChildIndex;
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int childIndex = _vertices[query.VertexIndex].FirstChildIndex;
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BoundingBox2 halfBounds = new BoundingBox2(query.VertexBounds.Center, query.VertexBounds.Max);
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Vector2 halfSize = halfBounds.Size;
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QueryProcessChildVertex(inflatedBox, box, childIndex++, halfBounds, resultList, _queryStack);
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@ -172,11 +172,11 @@ namespace Quadtree
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public void Clear()
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{
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m_vertices.Clear();
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m_vertices.Add(new QuadtreeVertex(-1, 0));
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m_items.Clear();
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m_rootBoundingBox = new BoundingBox2(Vector2.Zero, Vector2.Zero);
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m_maxObjectRadius = 0f;
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_vertices.Clear();
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_vertices.Add(new QuadtreeVertex(-1, 0));
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_items.Clear();
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_rootBoundingBox = new BoundingBox2(Vector2.Zero, Vector2.Zero);
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_maxObjectRadius = 0f;
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}
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/// <summary>
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@ -186,92 +186,92 @@ namespace Quadtree
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private void ExpandRoot(Vector2 position)
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{
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// Finds the new index for the old root vertex and expands the bounds.
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QuadtreeVertex newRoot = new QuadtreeVertex(m_vertices.Count, -1);
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int oldRootIndex = m_vertices.Count;
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if (position.X > m_rootBoundingBox.Max.X)
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QuadtreeVertex newRoot = new QuadtreeVertex(_vertices.Count, -1);
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int oldRootIndex = _vertices.Count;
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if (position.X > _rootBoundingBox.Max.X)
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{
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oldRootIndex++;
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m_rootBoundingBox.Max.X += m_rootBoundingBox.Max.X - m_rootBoundingBox.Min.X;
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_rootBoundingBox.Max.X += _rootBoundingBox.Max.X - _rootBoundingBox.Min.X;
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}
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else
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{
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m_rootBoundingBox.Min.X += m_rootBoundingBox.Min.X - m_rootBoundingBox.Max.X;
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_rootBoundingBox.Min.X += _rootBoundingBox.Min.X - _rootBoundingBox.Max.X;
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}
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if (position.Y > m_rootBoundingBox.Max.Y)
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if (position.Y > _rootBoundingBox.Max.Y)
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{
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oldRootIndex += 2;
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m_rootBoundingBox.Max.Y += m_rootBoundingBox.Max.Y - m_rootBoundingBox.Min.Y;
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_rootBoundingBox.Max.Y += _rootBoundingBox.Max.Y - _rootBoundingBox.Min.Y;
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}
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else
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{
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m_rootBoundingBox.Min.Y += m_rootBoundingBox.Min.Y - m_rootBoundingBox.Max.Y;
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_rootBoundingBox.Min.Y += _rootBoundingBox.Min.Y - _rootBoundingBox.Max.Y;
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}
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// Adds the new leaves and updates the old and new root.
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for (int i = 0; i < 4; i++)
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{
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if (oldRootIndex == m_vertices.Count)
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if (oldRootIndex == _vertices.Count)
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{
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m_vertices.Add(m_vertices[0]);
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_vertices.Add(_vertices[0]);
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}
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else
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{
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m_vertices.Add(new QuadtreeVertex(-1, 0));
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_vertices.Add(new QuadtreeVertex(-1, 0));
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}
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}
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m_vertices[0] = newRoot;
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_vertices[0] = newRoot;
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}
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private void AddToRootLeaf(int itemIndex)
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{
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Vector2 position = m_items[itemIndex].WorldObject.Position;
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if (m_vertices[0].ChildCount == 0)
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Vector2 position = _items[itemIndex].WorldObject.Position;
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if (_vertices[0].ChildCount == 0)
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{
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m_vertices[0] = new QuadtreeVertex(itemIndex, 1);
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m_rootBoundingBox.Min = (m_rootBoundingBox.Max = position);
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_vertices[0] = new QuadtreeVertex(itemIndex, 1);
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_rootBoundingBox.Min = (_rootBoundingBox.Max = position);
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}
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else
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{
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var item = m_items[itemIndex];
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item.Next = m_vertices[0].FirstChildIndex;
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m_items[itemIndex] = item;
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m_vertices[0] = new QuadtreeVertex(itemIndex, m_vertices[0].ChildCount + 1);
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IncludeInBoundingBox(ref m_rootBoundingBox, position);
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var item = _items[itemIndex];
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item.Next = _vertices[0].FirstChildIndex;
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_items[itemIndex] = item;
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_vertices[0] = new QuadtreeVertex(itemIndex, _vertices[0].ChildCount + 1);
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IncludeInBoundingBox(ref _rootBoundingBox, position);
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}
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}
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private void AddToLeaf(int leafIndex, int itemIndex)
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{
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int next;
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if (m_vertices[leafIndex].ChildCount == 0)
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if (_vertices[leafIndex].ChildCount == 0)
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{
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next = -1;
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m_vertices[leafIndex] = new QuadtreeVertex(itemIndex, 1);
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_vertices[leafIndex] = new QuadtreeVertex(itemIndex, 1);
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}
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else
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{
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next = m_vertices[leafIndex].FirstChildIndex;
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m_vertices[leafIndex] = new QuadtreeVertex(itemIndex, m_vertices[leafIndex].ChildCount + 1);
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next = _vertices[leafIndex].FirstChildIndex;
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_vertices[leafIndex] = new QuadtreeVertex(itemIndex, _vertices[leafIndex].ChildCount + 1);
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}
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m_items[itemIndex] = new QuadtreeItem<IWorldObject>(m_items[itemIndex].WorldObject, next);
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_items[itemIndex] = new QuadtreeItem<IWorldObject>(_items[itemIndex].WorldObject, next);
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}
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private void SplitLeaf(int leafIndex, BoundingBox2 leafBounds)
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{
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// Splits the leaf vertex by turning it into a branch and adding four new leaves.
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var oldLeaf = m_vertices[leafIndex];
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m_vertices[leafIndex] = new QuadtreeVertex(m_vertices.Count, -1);
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m_vertices.Add(new QuadtreeVertex(-1, 0));
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m_vertices.Add(new QuadtreeVertex(-1, 0));
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m_vertices.Add(new QuadtreeVertex(-1, 0));
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m_vertices.Add(new QuadtreeVertex(-1, 0));
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var oldLeaf = _vertices[leafIndex];
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_vertices[leafIndex] = new QuadtreeVertex(_vertices.Count, -1);
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_vertices.Add(new QuadtreeVertex(-1, 0));
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_vertices.Add(new QuadtreeVertex(-1, 0));
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_vertices.Add(new QuadtreeVertex(-1, 0));
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_vertices.Add(new QuadtreeVertex(-1, 0));
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// Distributes the existing items over the new leaves.
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var center = leafBounds.Center;
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int next = oldLeaf.FirstChildIndex;
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while (next != -1)
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{
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var item = m_items[next];
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var item = _items[next];
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int newLeafIndex = FindNextVertex(leafIndex, center, item.WorldObject.Position);
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AddToLeaf(newLeafIndex, next);
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next = item.Next;
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@ -280,7 +280,7 @@ namespace Quadtree
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private int FindNextVertex(int vertexIndex, Vector2 boundsCenter, Vector2 position)
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{
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vertexIndex = m_vertices[vertexIndex].FirstChildIndex;
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vertexIndex = _vertices[vertexIndex].FirstChildIndex;
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if (position.X < boundsCenter.X)
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{
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vertexIndex++;
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@ -295,11 +295,11 @@ namespace Quadtree
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private (int leafIndex, int depth, BoundingBox2 bounds) FindLeaf(int vertexIndex, BoundingBox2 bounds,
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int depth, Vector2 position)
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{
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while (m_vertices[vertexIndex].ChildCount == -1)
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while (_vertices[vertexIndex].ChildCount == -1)
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{
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depth++;
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var center = bounds.Center;
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vertexIndex = m_vertices[vertexIndex].FirstChildIndex;
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vertexIndex = _vertices[vertexIndex].FirstChildIndex;
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if (position.X < center.X)
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{
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vertexIndex++;
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@ -328,7 +328,7 @@ namespace Quadtree
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switch (inflatedBox.Intersects(vertexBounds))
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{
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case IntersectionType.Contains:
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if (m_vertices[vertexIndex].ChildCount == -1)
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if (_vertices[vertexIndex].ChildCount == -1)
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{
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// Found contained vertex, appends items of all child vertices.
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QueryAppendContainedItems(vertexIndex, box, resultList);
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@ -340,7 +340,7 @@ namespace Quadtree
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}
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break;
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case IntersectionType.Intersects:
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if (m_vertices[vertexIndex].ChildCount == -1)
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if (_vertices[vertexIndex].ChildCount == -1)
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{
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// Branches the query.
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stack.Push(new QuadtreeQuery(vertexIndex, vertexBounds));
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@ -361,10 +361,10 @@ namespace Quadtree
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while (_vertexStack.Count > 0)
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{
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int current = _vertexStack.Pop();
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if (m_vertices[current].ChildCount == -1)
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if (_vertices[current].ChildCount == -1)
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{
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// Branches into all vertices until leaves are found.
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int childIndex = m_vertices[current].FirstChildIndex;
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int childIndex = _vertices[current].FirstChildIndex;
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_vertexStack.Push(childIndex++);
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_vertexStack.Push(childIndex++);
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_vertexStack.Push(childIndex++);
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@ -380,41 +380,41 @@ namespace Quadtree
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private void QueryAppendContainedLeafItems(int vertexIndex, BoundingBox2 box, List<IWorldObject> resultList)
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{
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int index = m_vertices[vertexIndex].FirstChildIndex;
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int index = _vertices[vertexIndex].FirstChildIndex;
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while (index != -1)
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{
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IWorldObject obj = m_items[index].WorldObject;
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IWorldObject obj = _items[index].WorldObject;
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if (box.Intersects(obj.BoundingBox) != IntersectionType.Disjoint)
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{
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resultList.Add(obj);
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}
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index = m_items[index].Next;
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index = _items[index].Next;
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}
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}
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/// <summary>
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/// Removes the found item from the item list. Since the list is being reordered for fast removal, the reference
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/// to the relocated item has to be updated because its list index changes from "m_items.Count - 1" to "index".
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/// to the relocated item has to be updated because its list index changes from "_items.Count - 1" to "index".
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/// </summary>
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/// <param name="index">Index of the item to be removed.</param>
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private void RemoveFromItems(int index)
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{
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m_items.RemoveUnorderedAt(index);
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if (index != m_items.Count)
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_items.RemoveUnorderedAt(index);
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if (index != _items.Count)
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{
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(int leafIndex, _, _) = FindLeaf(0, m_rootBoundingBox, 0, m_items[index].WorldObject.Position);
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int current = m_vertices[leafIndex].FirstChildIndex;
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if (current == m_items.Count)
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(int leafIndex, _, _) = FindLeaf(0, _rootBoundingBox, 0, _items[index].WorldObject.Position);
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int current = _vertices[leafIndex].FirstChildIndex;
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if (current == _items.Count)
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{
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m_vertices[leafIndex] = new QuadtreeVertex(index, m_vertices[leafIndex].ChildCount);
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_vertices[leafIndex] = new QuadtreeVertex(index, _vertices[leafIndex].ChildCount);
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}
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else
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{
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while (m_items[current].Next != m_items.Count)
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while (_items[current].Next != _items.Count)
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{
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current = m_items[current].Next;
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current = _items[current].Next;
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}
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m_items[current] = new QuadtreeItem<IWorldObject>(m_items[current].WorldObject, index);
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_items[current] = new QuadtreeItem<IWorldObject>(_items[current].WorldObject, index);
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}
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}
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}
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