/** * @author Timo Hausmann * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts. * However I've tweaked it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result. * Original version at https://github.com/timohausmann/quadtree-js/ * * @class Phaser.QuadTree * @constructor * @param {number} x - The top left coordinate of the quadtree. * @param {number} y - The top left coordinate of the quadtree. * @param {number} width - The width of the quadtree in pixels. * @param {number} height - The height of the quadtree in pixels. * @param {number} [maxObjects=10] - The maximum number of objects per node. * @param {number} [maxLevels=4] - The maximum number of levels to iterate to. * @param {number} [level=0] - Which level is this? */ Phaser.QuadTree = function(x, y, width, height, maxObjects, maxLevels, level) { /** * @property {number} maxObjects - The maximum number of objects per node. * @default */ this.maxObjects = 10; /** * @property {number} maxLevels - The maximum number of levels to break down to. * @default */ this.maxLevels = 4; /** * @property {number} level - The current level. */ this.level = 0; /** * @property {object} bounds - Object that contains the quadtree bounds. */ this.bounds = {}; /** * @property {array} objects - Array of quadtree children. */ this.objects = []; /** * @property {array} nodes - Array of associated child nodes. */ this.nodes = []; /** * @property {array} _empty - Internal empty array. * @private */ this._empty = []; this.reset(x, y, width, height, maxObjects, maxLevels, level); }; Phaser.QuadTree.prototype = { /** * Resets the QuadTree. * * @method Phaser.QuadTree#reset * @param {number} x - The top left coordinate of the quadtree. * @param {number} y - The top left coordinate of the quadtree. * @param {number} width - The width of the quadtree in pixels. * @param {number} height - The height of the quadtree in pixels. * @param {number} [maxObjects=10] - The maximum number of objects per node. * @param {number} [maxLevels=4] - The maximum number of levels to iterate to. * @param {number} [level=0] - Which level is this? */ reset: function (x, y, width, height, maxObjects, maxLevels, level) { this.maxObjects = maxObjects || 10; this.maxLevels = maxLevels || 4; this.level = level || 0; this.bounds = { x: Math.round(x), y: Math.round(y), width: width, height: height, subWidth: Math.floor(width / 2), subHeight: Math.floor(height / 2), right: Math.round(x) + Math.floor(width / 2), bottom: Math.round(y) + Math.floor(height / 2) }; this.objects.length = 0; this.nodes.length = 0; }, /** * Populates this quadtree with the children of the given Group. In order to be added the child must exist and have a body property. * * @method Phaser.QuadTree#populate * @param {Phaser.Group} group - The Group to add to the quadtree. */ populate: function (group) { group.forEach(this.populateHandler, this, true); }, /** * Handler for the populate method. * * @method Phaser.QuadTree#populateHandler * @param {Phaser.Sprite|object} sprite - The Sprite to check. */ populateHandler: function (sprite) { if (sprite.body && sprite.exists) { this.insert(sprite.body); } }, /** * Split the node into 4 subnodes * * @method Phaser.QuadTree#split */ split: function () { // top right node this.nodes[0] = new Phaser.QuadTree(this.bounds.right, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1)); // top left node this.nodes[1] = new Phaser.QuadTree(this.bounds.x, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1)); // bottom left node this.nodes[2] = new Phaser.QuadTree(this.bounds.x, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1)); // bottom right node this.nodes[3] = new Phaser.QuadTree(this.bounds.right, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1)); }, /** * Insert the object into the node. If the node exceeds the capacity, it will split and add all objects to their corresponding subnodes. * * @method Phaser.QuadTree#insert * @param {Phaser.Physics.Arcade.Body|object} body - The Body object to insert into the quadtree. Can be any object so long as it exposes x, y, right and bottom properties. */ insert: function (body) { var i = 0; var index; // if we have subnodes ... if (this.nodes[0] != null) { index = this.getIndex(body); if (index !== -1) { this.nodes[index].insert(body); return; } } this.objects.push(body); if (this.objects.length > this.maxObjects && this.level < this.maxLevels) { // Split if we don't already have subnodes if (this.nodes[0] == null) { this.split(); } // Add objects to subnodes while (i < this.objects.length) { index = this.getIndex(this.objects[i]); if (index !== -1) { // this is expensive - see what we can do about it this.nodes[index].insert(this.objects.splice(i, 1)[0]); } else { i++; } } } }, /** * Determine which node the object belongs to. * * @method Phaser.QuadTree#getIndex * @param {Phaser.Rectangle|object} rect - The bounds in which to check. * @return {number} index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node. */ getIndex: function (rect) { // default is that rect doesn't fit, i.e. it straddles the internal quadrants var index = -1; if (rect.x < this.bounds.right && rect.right < this.bounds.right) { if (rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom) { // rect fits within the top-left quadrant of this quadtree index = 1; } else if (rect.y > this.bounds.bottom) { // rect fits within the bottom-left quadrant of this quadtree index = 2; } } else if (rect.x > this.bounds.right) { // rect can completely fit within the right quadrants if (rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom) { // rect fits within the top-right quadrant of this quadtree index = 0; } else if (rect.y > this.bounds.bottom) { // rect fits within the bottom-right quadrant of this quadtree index = 3; } } return index; }, /** * Return all objects that could collide with the given Sprite or Rectangle. * * @method Phaser.QuadTree#retrieve * @param {Phaser.Sprite|Phaser.Rectangle} source - The source object to check the QuadTree against. Either a Sprite or Rectangle. * @return {array} - Array with all detected objects. */ retrieve: function (source) { if (source instanceof Phaser.Rectangle) { var returnObjects = this.objects; var index = this.getIndex(source); } else { if (!source.body) { return this._empty; } var returnObjects = this.objects; var index = this.getIndex(source.body); } if (this.nodes[0]) { // If rect fits into a subnode .. if (index !== -1) { returnObjects = returnObjects.concat(this.nodes[index].retrieve(source)); } else { // If rect does not fit into a subnode, check it against all subnodes (unrolled for speed) returnObjects = returnObjects.concat(this.nodes[0].retrieve(source)); returnObjects = returnObjects.concat(this.nodes[1].retrieve(source)); returnObjects = returnObjects.concat(this.nodes[2].retrieve(source)); returnObjects = returnObjects.concat(this.nodes[3].retrieve(source)); } } return returnObjects; }, /** * Clear the quadtree. * @method Phaser.QuadTree#clear */ clear: function () { this.objects.length = 0; var i = this.nodes.length; while (i--) { this.nodes[i].clear(); this.nodes.splice(i, 1); } this.nodes.length = 0; } }; Phaser.QuadTree.prototype.constructor = Phaser.QuadTree; /** * Javascript QuadTree * @version 1.0 * * @version 1.3, March 11th 2014 * @author Richard Davey * The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked * it massively to add node indexing, removed lots of temp. var creation and significantly * increased performance as a result. * * Original version at https://github.com/timohausmann/quadtree-js/ */ /** * @copyright © 2012 Timo Hausmann * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */