Fix inconsistent private member naming style

This commit is contained in:
Stefan Müller 2025-08-27 17:28:17 +02:00
parent 6523d469cc
commit 0aad311a32

View File

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