Add quadtree files, missing implementation of BoundingBox2
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42
BoundingBox.cs
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42
BoundingBox.cs
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using System.Numerics;
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namespace BoundingBox
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{
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public enum IntersectionType { Contains, Intersects, Disjoint }
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public class BoundingBox2
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{
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public Vector2 Min;
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public Vector2 Max;
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public Vector2 Center => ;
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public Vector2 Size =>;
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public BoundingBox2(Vector2 min, Vector2 max)
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{
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Min = min;
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Max = max;
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}
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public bool Contains(Vector2 position)
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{
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}
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public IntersectionType Intersects(BoundingBox2 other)
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{
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}
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public void Translate(Vector2 translation)
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{
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}
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public void Expand(float expansion)
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{
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}
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}
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}
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14
IWorldObject.cs
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14
IWorldObject.cs
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using BoundingBox;
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using System.Numerics;
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namespace Quadtree
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{
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public interface IWorldObject
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{
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Vector2 Position { get; }
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float BoundingRadius { get; }
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BoundingBox2 BoundingBox { get; }
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}
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}
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24
ListExtensions.cs
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24
ListExtensions.cs
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namespace Quadtree
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{
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internal static class ListExtensions
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{
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public static bool RemoveUnordered<T>(this List<T> list, T obj)
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{
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for (int i = 0; i < list.Count; i++)
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{
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if (list[i].Equals(obj))
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{
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list.RemoveUnorderedAt(i);
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return true;
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}
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}
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return false;
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}
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public static void RemoveUnorderedAt<T>(this List<T> list, int index)
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{
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list[index] = list[list.Count - 1];
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list.RemoveAt(list.Count - 1);
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}
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}
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}
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439
Quadtree.cs
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439
Quadtree.cs
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using BoundingBox;
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using System.Collections.Generic;
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using System.Numerics;
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namespace Quadtree
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{
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/// <summary>
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/// <para>Quadtree for fast add, remove, and query of world objects. The world size does not have to be known in
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/// advance, instead the boundaries will be determined dynamically as objects are added.</para>
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/// <para>Objects are expected to have similar size, and to be somewhat small in relation to the distances in
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/// between them. This allows simple queries. If very large objects would have to be stored, it could become
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/// necessary to store objects not in a single leaf, but in each leaf they overlap.</para>
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/// </summary>
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/// <typeparam name="T">Type of the reference to a world object.</typeparam>
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// TODO: Support for moving objects without having to remove and re-add them.
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// TODO: Add method to prune empty leaves. An empty leaf is not removed automatically when its last object is removed.
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// TODO: Add unit tests.
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public class Quadtree
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{
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/// <summary>
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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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/// <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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/// <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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/// <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 BoundingBox2 m_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 Stack<QuadtreeQuery> _queryStack;
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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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_queryStack = new Stack<QuadtreeQuery>();
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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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{
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m_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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{
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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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// turns out to be false.
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AddToRootLeaf(itemIndex);
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}
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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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{
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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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{
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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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(leafIndex, depth, bounds) = FindLeaf(leafIndex, bounds, depth, obj.Position);
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}
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AddToLeaf(leafIndex, itemIndex);
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}
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}
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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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// 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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while (current != -1)
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{
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QuadtreeItem<IWorldObject> item = m_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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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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}
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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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// Removes the found item from the item list.
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RemoveFromItems(current);
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return true;
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}
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previous = current;
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current = item.Next;
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}
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// World object was not found.
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return false;
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}
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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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QueryProcessChildVertex(inflatedBox, box, 0, m_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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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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halfBounds.Translate(new Vector2(-halfSize.X, 0f));
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QueryProcessChildVertex(inflatedBox, box, childIndex++, halfBounds, resultList, _queryStack);
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halfBounds.Translate(new Vector2(halfSize.X, -halfSize.Y));
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QueryProcessChildVertex(inflatedBox, box, childIndex++, halfBounds, resultList, _queryStack);
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halfBounds.Translate(new Vector2(-halfSize.X, 0f));
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QueryProcessChildVertex(inflatedBox, box, childIndex, halfBounds, resultList, _queryStack);
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}
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}
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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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}
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/// <summary>
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/// Expands the root bounding box by turning the root into a child of a new root vertex.
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/// </summary>
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/// <param name="position">Position outside the root bounding box to be included in the quadtree.</param>
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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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{
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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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}
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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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}
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if (position.Y > m_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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}
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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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}
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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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{
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m_vertices.Add(m_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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}
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}
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m_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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{
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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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}
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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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}
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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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{
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next = -1;
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m_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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}
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m_items[itemIndex] = new QuadtreeItem<IWorldObject>(m_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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// 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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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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}
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}
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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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if (position.X < boundsCenter.X)
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{
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vertexIndex++;
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}
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if (position.Y < boundsCenter.Y)
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{
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vertexIndex += 2;
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}
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return vertexIndex;
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}
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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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{
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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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if (position.X < center.X)
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{
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vertexIndex++;
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bounds.Max.X = center.X;
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}
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else
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{
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bounds.Min.X = center.X;
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}
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if (position.Y < center.Y)
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{
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vertexIndex += 2;
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bounds.Max.Y = center.Y;
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}
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else
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{
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bounds.Min.Y = center.Y;
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}
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}
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return (vertexIndex, depth, bounds);
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}
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private void QueryProcessChildVertex(BoundingBox2 inflatedBox, BoundingBox2 box, int vertexIndex,
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BoundingBox2 vertexBounds, List<IWorldObject> resultList, Stack<QuadtreeQuery> stack)
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{
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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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{
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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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}
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else
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{
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// Found leaf, appends items.
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QueryAppendContainedLeafItems(vertexIndex, box, resultList);
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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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{
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// Branches the query.
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stack.Push(new QuadtreeQuery(vertexIndex, vertexBounds));
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}
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else
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{
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// Found leaf, appends items.
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QueryAppendContainedLeafItems(vertexIndex, box, resultList);
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}
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break;
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}
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}
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private void QueryAppendContainedItems(int vertexIndex, BoundingBox2 box, List<IWorldObject> resultList)
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{
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// TODO: Stack as reused member variable?
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Stack<int> stack = new Stack<int>();
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stack.Push(vertexIndex);
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while (stack.Count > 0)
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{
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int current = stack.Pop();
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if (m_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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stack.Push(childIndex++);
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stack.Push(childIndex++);
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stack.Push(childIndex++);
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stack.Push(childIndex);
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}
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else
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{
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// Found leaf, appends items.
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QueryAppendContainedLeafItems(current, box, resultList);
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}
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}
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}
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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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while (index != -1)
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{
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IWorldObject obj = m_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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}
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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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/// </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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{
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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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{
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m_vertices[leafIndex] = new QuadtreeVertex(index, m_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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||||
{
|
||||
current = m_items[current].Next;
|
||||
}
|
||||
m_items[current] = new QuadtreeItem<IWorldObject>(m_items[current].WorldObject, index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Slightly more efficient implementation of BoundingBox.Include(), assuming that Min.X <= Max.X,
|
||||
/// Min.Z <= Max.Z, and all Y = 0.
|
||||
/// </summary>
|
||||
private void IncludeInBoundingBox(ref BoundingBox2 boundingBox, Vector2 position)
|
||||
{
|
||||
if (boundingBox.Min.X > position.X)
|
||||
{
|
||||
boundingBox.Min.X = position.X;
|
||||
}
|
||||
else if (boundingBox.Max.X < position.X)
|
||||
{
|
||||
boundingBox.Max.X = position.X;
|
||||
}
|
||||
if (boundingBox.Min.Y > position.Y)
|
||||
{
|
||||
boundingBox.Min.Y = position.Y;
|
||||
}
|
||||
else if (boundingBox.Max.Y < position.Y)
|
||||
{
|
||||
boundingBox.Max.Y = position.Y;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
9
Quadtree.csproj
Normal file
9
Quadtree.csproj
Normal file
@ -0,0 +1,9 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
</Project>
|
25
Quadtree.sln
Normal file
25
Quadtree.sln
Normal file
@ -0,0 +1,25 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.10.35201.131
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Quadtree", "Quadtree.csproj", "{F9BB98FE-C82A-405F-BC01-95C0E895E4B0}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{F9BB98FE-C82A-405F-BC01-95C0E895E4B0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{F9BB98FE-C82A-405F-BC01-95C0E895E4B0}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{F9BB98FE-C82A-405F-BC01-95C0E895E4B0}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{F9BB98FE-C82A-405F-BC01-95C0E895E4B0}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {515DF911-1A2B-4213-84A1-5A60C0564C5B}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
22
QuadtreeItem.cs
Normal file
22
QuadtreeItem.cs
Normal file
@ -0,0 +1,22 @@
|
||||
namespace Quadtree
|
||||
{
|
||||
internal struct QuadtreeItem<T>
|
||||
{
|
||||
/// <summary>
|
||||
/// Index of the next item in the same leaf vertex.
|
||||
/// </summary>
|
||||
public int Next;
|
||||
|
||||
public T WorldObject;
|
||||
|
||||
public QuadtreeItem(T worldObject) : this(worldObject, -1)
|
||||
{
|
||||
}
|
||||
|
||||
public QuadtreeItem(T worldObject, int next)
|
||||
{
|
||||
Next = next;
|
||||
WorldObject = worldObject;
|
||||
}
|
||||
}
|
||||
}
|
17
QuadtreeQuery.cs
Normal file
17
QuadtreeQuery.cs
Normal file
@ -0,0 +1,17 @@
|
||||
using BoundingBox;
|
||||
|
||||
namespace Quadtree
|
||||
{
|
||||
internal struct QuadtreeQuery
|
||||
{
|
||||
public int VertexIndex;
|
||||
|
||||
public BoundingBox2 VertexBounds;
|
||||
|
||||
public QuadtreeQuery(int vertexIndex, BoundingBox2 vertexBounds)
|
||||
{
|
||||
VertexIndex = vertexIndex;
|
||||
VertexBounds = vertexBounds;
|
||||
}
|
||||
}
|
||||
}
|
22
QuadtreeVertex.cs
Normal file
22
QuadtreeVertex.cs
Normal file
@ -0,0 +1,22 @@
|
||||
namespace Quadtree
|
||||
{
|
||||
internal struct QuadtreeVertex
|
||||
{
|
||||
/// <summary>
|
||||
/// The index of the first child vertex of this vertex if it is a branch, or the index of its first item if it
|
||||
/// is a leaf.
|
||||
/// </summary>
|
||||
public int FirstChildIndex;
|
||||
|
||||
/// <summary>
|
||||
/// The number of child items of this vertex if it is a leaf, or -1 if it is a branch.
|
||||
/// </summary>
|
||||
public int ChildCount;
|
||||
|
||||
public QuadtreeVertex(int firstChildIndex, int childCount)
|
||||
{
|
||||
FirstChildIndex = firstChildIndex;
|
||||
ChildCount = childCount;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user