421 lines
17 KiB
C#
421 lines
17 KiB
C#
using System.Numerics;
|
|
|
|
namespace Quadtree
|
|
{
|
|
/// <summary>
|
|
/// <para>Quadtree for fast add, remove, and query of world objects. The world size does not have to be known in
|
|
/// advance, instead the boundaries will be determined dynamically as objects are added.</para>
|
|
/// <para>Objects are expected to have similar size, and to be somewhat small in relation to the distances in
|
|
/// between them. This allows simple queries. If very large objects would have to be stored, it could become
|
|
/// necessary to store objects not in a single leaf, but in each leaf they intersect with.</para>
|
|
/// </summary>
|
|
// TODO: Support for moving objects without having to remove and re-add them.
|
|
// TODO: Add method to prune empty leaves. An empty leaf is not removed automatically when its last object is removed.
|
|
// TODO: Add unit tests.
|
|
public class Quadtree
|
|
{
|
|
// TODO: It should be possible to calculate whether average query time will be better with or without split, without resorting to max leaf size and max tree depth.
|
|
/// <summary>
|
|
/// 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 _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 _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> _vertices;
|
|
|
|
/// <summary>
|
|
/// The list of all items stored in the quadtree.
|
|
/// </summary>
|
|
private readonly List<QuadtreeItem<IWorldObject>> _items;
|
|
|
|
private BoundingBox2 _rootBoundingBox;
|
|
|
|
/// <summary>
|
|
/// The maximum bounding radius of all stored objects, used to inflate the bounding box for queries.
|
|
/// </summary>
|
|
private float _maxObjectRadius;
|
|
|
|
/// <summary>
|
|
/// Stack of vertex indices with their bounding boxes. It is reused for each query.
|
|
/// </summary>
|
|
private readonly Stack<QuadtreeQuery> _queryStack;
|
|
|
|
/// <summary>
|
|
/// Stack of vertex indices. It is reused for each query.
|
|
/// </summary>
|
|
private readonly Stack<int> _vertexStack;
|
|
|
|
public Quadtree(int maxLeafSize, int maxTreeDepth)
|
|
{
|
|
_maxLeafSize = maxLeafSize;
|
|
_maxTreeDepth = maxTreeDepth;
|
|
_vertices = new List<QuadtreeVertex>() { new(-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 = _items.Count;
|
|
_items.Add(new QuadtreeItem<IWorldObject>(obj));
|
|
if (_maxObjectRadius < obj.BoundingRadius)
|
|
{
|
|
_maxObjectRadius = obj.BoundingRadius;
|
|
}
|
|
|
|
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
|
|
// turns out to be false.
|
|
AddToRootLeaf(itemIndex);
|
|
}
|
|
else
|
|
{
|
|
// Expands the root until the new world object fits.
|
|
while (!_rootBoundingBox.Contains(obj.Position))
|
|
{
|
|
ExpandRoot(obj.Position);
|
|
}
|
|
|
|
(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);
|
|
(leafIndex, depth, bounds) = FindLeaf(leafIndex, bounds, depth, obj.Position);
|
|
}
|
|
AddToLeaf(leafIndex, itemIndex);
|
|
}
|
|
}
|
|
|
|
public bool Remove(IWorldObject obj)
|
|
{
|
|
// Finds the leaf that should contain the world object.
|
|
(int leafIndex, _, _) = FindLeaf(0, _rootBoundingBox, 0, obj.Position);
|
|
|
|
// Tries to find the item of the world object.
|
|
int previous = -1;
|
|
int current = _vertices[leafIndex].FirstChildIndex;
|
|
while (current != -1)
|
|
{
|
|
QuadtreeItem<IWorldObject> item = _items[current];
|
|
if (item.WorldObject == obj)
|
|
{
|
|
// Removes the found item from the leaf vertex.
|
|
QuadtreeVertex leaf = _vertices[leafIndex];
|
|
leaf.ChildCount--;
|
|
if (previous != -1)
|
|
{
|
|
_items[previous] = new QuadtreeItem<IWorldObject>(_items[previous].WorldObject, item.Next);
|
|
}
|
|
else
|
|
{
|
|
leaf.FirstChildIndex = item.Next;
|
|
}
|
|
_vertices[leafIndex] = leaf;
|
|
|
|
// Removes the found item from the item list.
|
|
RemoveFromItems(current);
|
|
|
|
return true;
|
|
}
|
|
previous = current;
|
|
current = item.Next;
|
|
}
|
|
|
|
// World object was not found.
|
|
return false;
|
|
}
|
|
|
|
public void Query(BoundingBox2 box, List<IWorldObject> resultList)
|
|
{
|
|
BoundingBox2 inflatedBox = box;
|
|
inflatedBox.Expand(_maxObjectRadius);
|
|
|
|
QueryProcessChildVertex(inflatedBox, box, 0, _rootBoundingBox, resultList, _queryStack);
|
|
|
|
while (_queryStack.Count > 0)
|
|
{
|
|
QuadtreeQuery query = _queryStack.Pop();
|
|
|
|
int childIndex = _vertices[query.VertexIndex].FirstChildIndex;
|
|
BoundingBox2 halfBounds = new(query.VertexBounds.Center, query.VertexBounds.Max);
|
|
Vector2 halfSize = halfBounds.Size;
|
|
QueryProcessChildVertex(inflatedBox, box, childIndex++, halfBounds, resultList, _queryStack);
|
|
|
|
halfBounds.Translate(new Vector2(-halfSize.X, 0f));
|
|
QueryProcessChildVertex(inflatedBox, box, childIndex++, halfBounds, resultList, _queryStack);
|
|
|
|
halfBounds.Translate(new Vector2(halfSize.X, -halfSize.Y));
|
|
QueryProcessChildVertex(inflatedBox, box, childIndex++, halfBounds, resultList, _queryStack);
|
|
|
|
halfBounds.Translate(new Vector2(-halfSize.X, 0f));
|
|
QueryProcessChildVertex(inflatedBox, box, childIndex, halfBounds, resultList, _queryStack);
|
|
}
|
|
}
|
|
|
|
public void Clear()
|
|
{
|
|
_vertices.Clear();
|
|
_vertices.Add(new QuadtreeVertex(-1, 0));
|
|
_items.Clear();
|
|
_rootBoundingBox = new BoundingBox2(Vector2.Zero, Vector2.Zero);
|
|
_maxObjectRadius = 0f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Expands the root bounding box by turning the root into a child of a new root vertex.
|
|
/// </summary>
|
|
/// <param name="position">Position outside the root bounding box to be included in the quadtree.</param>
|
|
private void ExpandRoot(Vector2 position)
|
|
{
|
|
// Finds the new index for the old root vertex and expands the bounds.
|
|
QuadtreeVertex newRoot = new(_vertices.Count, -1);
|
|
int oldRootIndex = _vertices.Count;
|
|
if (position.X > _rootBoundingBox.Max.X)
|
|
{
|
|
oldRootIndex++;
|
|
_rootBoundingBox.Max.X += _rootBoundingBox.Max.X - _rootBoundingBox.Min.X;
|
|
}
|
|
else
|
|
{
|
|
_rootBoundingBox.Min.X += _rootBoundingBox.Min.X - _rootBoundingBox.Max.X;
|
|
}
|
|
if (position.Y > _rootBoundingBox.Max.Y)
|
|
{
|
|
oldRootIndex += 2;
|
|
_rootBoundingBox.Max.Y += _rootBoundingBox.Max.Y - _rootBoundingBox.Min.Y;
|
|
}
|
|
else
|
|
{
|
|
_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 == _vertices.Count)
|
|
{
|
|
_vertices.Add(_vertices[0]);
|
|
}
|
|
else
|
|
{
|
|
_vertices.Add(new QuadtreeVertex(-1, 0));
|
|
}
|
|
}
|
|
_vertices[0] = newRoot;
|
|
}
|
|
|
|
private void AddToRootLeaf(int itemIndex)
|
|
{
|
|
Vector2 position = _items[itemIndex].WorldObject.Position;
|
|
if (_vertices[0].ChildCount == 0)
|
|
{
|
|
_vertices[0] = new QuadtreeVertex(itemIndex, 1);
|
|
_rootBoundingBox.Min = (_rootBoundingBox.Max = position);
|
|
}
|
|
else
|
|
{
|
|
var item = _items[itemIndex];
|
|
item.Next = _vertices[0].FirstChildIndex;
|
|
_items[itemIndex] = item;
|
|
_vertices[0] = new QuadtreeVertex(itemIndex, _vertices[0].ChildCount + 1);
|
|
_rootBoundingBox.Include(position);
|
|
}
|
|
}
|
|
|
|
private void AddToLeaf(int leafIndex, int itemIndex)
|
|
{
|
|
int next;
|
|
if (_vertices[leafIndex].ChildCount == 0)
|
|
{
|
|
next = -1;
|
|
_vertices[leafIndex] = new QuadtreeVertex(itemIndex, 1);
|
|
}
|
|
else
|
|
{
|
|
next = _vertices[leafIndex].FirstChildIndex;
|
|
_vertices[leafIndex] = new QuadtreeVertex(itemIndex, _vertices[leafIndex].ChildCount + 1);
|
|
}
|
|
_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 = _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 = _items[next];
|
|
int newLeafIndex = FindNextVertex(leafIndex, center, item.WorldObject.Position);
|
|
AddToLeaf(newLeafIndex, next);
|
|
next = item.Next;
|
|
}
|
|
}
|
|
|
|
private int FindNextVertex(int vertexIndex, Vector2 boundsCenter, Vector2 position)
|
|
{
|
|
vertexIndex = _vertices[vertexIndex].FirstChildIndex;
|
|
if (position.X < boundsCenter.X)
|
|
{
|
|
vertexIndex++;
|
|
}
|
|
if (position.Y < boundsCenter.Y)
|
|
{
|
|
vertexIndex += 2;
|
|
}
|
|
return vertexIndex;
|
|
}
|
|
|
|
private (int leafIndex, int depth, BoundingBox2 bounds) FindLeaf(int vertexIndex, BoundingBox2 bounds,
|
|
int depth, Vector2 position)
|
|
{
|
|
while (_vertices[vertexIndex].ChildCount == -1)
|
|
{
|
|
depth++;
|
|
var center = bounds.Center;
|
|
vertexIndex = _vertices[vertexIndex].FirstChildIndex;
|
|
if (position.X < center.X)
|
|
{
|
|
vertexIndex++;
|
|
bounds.Max.X = center.X;
|
|
}
|
|
else
|
|
{
|
|
bounds.Min.X = center.X;
|
|
}
|
|
if (position.Y < center.Y)
|
|
{
|
|
vertexIndex += 2;
|
|
bounds.Max.Y = center.Y;
|
|
}
|
|
else
|
|
{
|
|
bounds.Min.Y = center.Y;
|
|
}
|
|
}
|
|
return (vertexIndex, depth, bounds);
|
|
}
|
|
|
|
private void QueryProcessChildVertex(BoundingBox2 inflatedBox, BoundingBox2 box, int vertexIndex,
|
|
BoundingBox2 vertexBounds, List<IWorldObject> resultList, Stack<QuadtreeQuery> stack)
|
|
{
|
|
switch (inflatedBox.Intersects(vertexBounds))
|
|
{
|
|
case IntersectionType.Contains:
|
|
if (_vertices[vertexIndex].ChildCount == -1)
|
|
{
|
|
// Found contained vertex, appends items of all child vertices.
|
|
QueryAppendContainedItems(vertexIndex, box, resultList);
|
|
}
|
|
else
|
|
{
|
|
// Found leaf, appends items.
|
|
QueryAppendContainedLeafItems(vertexIndex, box, resultList);
|
|
}
|
|
break;
|
|
case IntersectionType.Intersects:
|
|
if (_vertices[vertexIndex].ChildCount == -1)
|
|
{
|
|
// Branches the query.
|
|
stack.Push(new QuadtreeQuery(vertexIndex, vertexBounds));
|
|
}
|
|
else
|
|
{
|
|
// Found leaf, appends items.
|
|
QueryAppendContainedLeafItems(vertexIndex, box, resultList);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void QueryAppendContainedItems(int vertexIndex, BoundingBox2 box, List<IWorldObject> resultList)
|
|
{
|
|
_vertexStack.Push(vertexIndex);
|
|
|
|
while (_vertexStack.Count > 0)
|
|
{
|
|
int current = _vertexStack.Pop();
|
|
if (_vertices[current].ChildCount == -1)
|
|
{
|
|
// Branches into all vertices until leaves are found.
|
|
int childIndex = _vertices[current].FirstChildIndex;
|
|
_vertexStack.Push(childIndex++);
|
|
_vertexStack.Push(childIndex++);
|
|
_vertexStack.Push(childIndex++);
|
|
_vertexStack.Push(childIndex);
|
|
}
|
|
else
|
|
{
|
|
// Found leaf, appends items.
|
|
QueryAppendContainedLeafItems(current, box, resultList);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void QueryAppendContainedLeafItems(int vertexIndex, BoundingBox2 box, List<IWorldObject> resultList)
|
|
{
|
|
int index = _vertices[vertexIndex].FirstChildIndex;
|
|
while (index != -1)
|
|
{
|
|
IWorldObject obj = _items[index].WorldObject;
|
|
if (box.Intersects(obj.BoundingBox) != IntersectionType.Disjoint)
|
|
{
|
|
resultList.Add(obj);
|
|
}
|
|
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 "_items.Count - 1" to "index".
|
|
/// </summary>
|
|
/// <param name="index">Index of the item to be removed.</param>
|
|
private void RemoveFromItems(int index)
|
|
{
|
|
_items.RemoveUnorderedAt(index);
|
|
if (index != _items.Count)
|
|
{
|
|
(int leafIndex, _, _) = FindLeaf(0, _rootBoundingBox, 0, _items[index].WorldObject.Position);
|
|
int current = _vertices[leafIndex].FirstChildIndex;
|
|
if (current == _items.Count)
|
|
{
|
|
_vertices[leafIndex] = new QuadtreeVertex(index, _vertices[leafIndex].ChildCount);
|
|
}
|
|
else
|
|
{
|
|
while (_items[current].Next != _items.Count)
|
|
{
|
|
current = _items[current].Next;
|
|
}
|
|
_items[current] = new QuadtreeItem<IWorldObject>(_items[current].WorldObject, index);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|