/// /// /** * Phaser - QuadTree * * A fairly generic quad tree structure for rapid overlap checks. QuadTree is also configured for single or dual list operation. * You can add items either to its A list or its B list. When you do an overlap check, you can compare the A list to itself, * or the A list against the B list. Handy for different things! */ module Phaser { export class QuadTree extends Rectangle { /** * Instantiate a new Quad Tree node. * * @param X The X-coordinate of the point in space. * @param Y The Y-coordinate of the point in space. * @param Width Desired width of this node. * @param Height Desired height of this node. * @param Parent The parent branch or node. Pass null to create a root. */ constructor(X: number, Y: number, Width: number, Height: number, Parent: QuadTree = null) { super(X, Y, Width, Height); //console.log('-------- QuadTree',X,Y,Width,Height); this._headA = this._tailA = new LinkedList(); this._headB = this._tailB = new LinkedList(); //Copy the parent's children (if there are any) if (Parent != null) { //console.log('Parent not null'); var iterator: LinkedList; var ot: LinkedList; if (Parent._headA.object != null) { iterator = Parent._headA; //console.log('iterator set to parent headA'); while (iterator != null) { if (this._tailA.object != null) { ot = this._tailA; this._tailA = new LinkedList(); ot.next = this._tailA; } this._tailA.object = iterator.object; iterator = iterator.next; } } if (Parent._headB.object != null) { iterator = Parent._headB; //console.log('iterator set to parent headB'); while (iterator != null) { if (this._tailB.object != null) { ot = this._tailB; this._tailB = new LinkedList(); ot.next = this._tailB; } this._tailB.object = iterator.object; iterator = iterator.next; } } } else { QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions); } this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min); //console.log('canSubdivided', this._canSubdivide); //Set up comparison/sort helpers this._northWestTree = null; this._northEastTree = null; this._southEastTree = null; this._southWestTree = null; this._leftEdge = this.x; this._rightEdge = this.x + this.width; this._halfWidth = this.width / 2; this._midpointX = this._leftEdge + this._halfWidth; this._topEdge = this.y; this._bottomEdge = this.y + this.height; this._halfHeight = this.height / 2; this._midpointY = this._topEdge + this._halfHeight; } /** * Flag for specifying that you want to add an object to the A list. */ public static A_LIST: number = 0; /** * Flag for specifying that you want to add an object to the B list. */ public static B_LIST: number = 1; /** * Controls the granularity of the quad tree. Default is 6 (decent performance on large and small worlds). */ public static divisions: number; /** * Whether this branch of the tree can be subdivided or not. */ private _canSubdivide: bool; /** * Refers to the internal A and B linked lists, * which are used to store objects in the leaves. */ private _headA: LinkedList; /** * Refers to the internal A and B linked lists, * which are used to store objects in the leaves. */ private _tailA: LinkedList; /** * Refers to the internal A and B linked lists, * which are used to store objects in the leaves. */ private _headB: LinkedList; /** * Refers to the internal A and B linked lists, * which are used to store objects in the leaves. */ private _tailB: LinkedList; /** * Internal, governs and assists with the formation of the tree. */ private static _min: number; /** * Internal, governs and assists with the formation of the tree. */ private _northWestTree: QuadTree; /** * Internal, governs and assists with the formation of the tree. */ private _northEastTree: QuadTree; /** * Internal, governs and assists with the formation of the tree. */ private _southEastTree: QuadTree; /** * Internal, governs and assists with the formation of the tree. */ private _southWestTree: QuadTree; /** * Internal, governs and assists with the formation of the tree. */ private _leftEdge: number; /** * Internal, governs and assists with the formation of the tree. */ private _rightEdge: number; /** * Internal, governs and assists with the formation of the tree. */ private _topEdge: number; /** * Internal, governs and assists with the formation of the tree. */ private _bottomEdge: number; /** * Internal, governs and assists with the formation of the tree. */ private _halfWidth: number; /** * Internal, governs and assists with the formation of the tree. */ private _halfHeight: number; /** * Internal, governs and assists with the formation of the tree. */ private _midpointX: number; /** * Internal, governs and assists with the formation of the tree. */ private _midpointY: number; /** * Internal, used to reduce recursive method parameters during object placement and tree formation. */ private static _object; /** * Internal, used to reduce recursive method parameters during object placement and tree formation. */ private static _objectLeftEdge: number; /** * Internal, used to reduce recursive method parameters during object placement and tree formation. */ private static _objectTopEdge: number; /** * Internal, used to reduce recursive method parameters during object placement and tree formation. */ private static _objectRightEdge: number; /** * Internal, used to reduce recursive method parameters during object placement and tree formation. */ private static _objectBottomEdge: number; /** * Internal, used during tree processing and overlap checks. */ private static _list: number; /** * Internal, used during tree processing and overlap checks. */ private static _useBothLists: bool; /** * Internal, used during tree processing and overlap checks. */ private static _processingCallback; /** * Internal, used during tree processing and overlap checks. */ private static _notifyCallback; /** * Internal, used during tree processing and overlap checks. */ private static _iterator: LinkedList; /** * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). */ private static _objectHullX: number; /** * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). */ private static _objectHullY: number; /** * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). */ private static _objectHullWidth: number; /** * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). */ private static _objectHullHeight: number; /** * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). */ private static _checkObjectHullX: number; /** * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). */ private static _checkObjectHullY: number; /** * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). */ private static _checkObjectHullWidth: number; /** * Internal, helpers for comparing actual object-to-object overlap - see overlapNode(). */ private static _checkObjectHullHeight: number; /** * Clean up memory. */ public destroy() { this._tailA.destroy(); this._tailB.destroy(); this._headA.destroy(); this._headB.destroy(); this._tailA = null; this._tailB = null; this._headA = null; this._headB = null; if (this._northWestTree != null) { this._northWestTree.destroy(); } if (this._northEastTree != null) { this._northEastTree.destroy(); } if (this._southEastTree != null) { this._southEastTree.destroy(); } if (this._southWestTree != null) { this._southWestTree.destroy(); } this._northWestTree = null; this._northEastTree = null; this._southEastTree = null; this._southWestTree = null; QuadTree._object = null; QuadTree._processingCallback = null; QuadTree._notifyCallback = null; } /** * Load objects and/or groups into the quad tree, and register notify and processing callbacks. * * @param ObjectOrGroup1 Any object that is or extends GameObject or Group. * @param ObjectOrGroup2 Any object that is or extends GameObject or Group. If null, the first parameter will be checked against itself. * @param NotifyCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no ProcessCallback is specified, or the ProcessCallback returns true. * @param ProcessCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The NotifyCallback is only called if this function returns true. See GameObject.separate(). */ public load(ObjectOrGroup1: Basic, ObjectOrGroup2: Basic = null, NotifyCallback = null, ProcessCallback = null) { //console.log('quadtree load', QuadTree.divisions, ObjectOrGroup1, ObjectOrGroup2); this.add(ObjectOrGroup1, QuadTree.A_LIST); if (ObjectOrGroup2 != null) { this.add(ObjectOrGroup2, QuadTree.B_LIST); QuadTree._useBothLists = true; } else { QuadTree._useBothLists = false; } QuadTree._notifyCallback = NotifyCallback; QuadTree._processingCallback = ProcessCallback; //console.log('use both', QuadTree._useBothLists); //console.log('------------ end of load'); } /** * Call this function to add an object to the root of the tree. * This function will recursively add all group members, but * not the groups themselves. * * @param ObjectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly. * @param List A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST. */ public add(ObjectOrGroup: Basic, List: number) { QuadTree._list = List; if (ObjectOrGroup.isGroup == true) { var i: number = 0; var basic: Basic; var members = ObjectOrGroup['members']; var l: number = ObjectOrGroup['length']; while (i < l) { basic = members[i++]; if ((basic != null) && basic.exists) { if (basic.isGroup) { this.add(basic, List); } else { QuadTree._object = basic; if (QuadTree._object.exists && QuadTree._object.allowCollisions) { QuadTree._objectLeftEdge = QuadTree._object.x; QuadTree._objectTopEdge = QuadTree._object.y; QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; this.addObject(); } } } } } else { QuadTree._object = ObjectOrGroup; //console.log('add - not group:', ObjectOrGroup.name); if (QuadTree._object.exists && QuadTree._object.allowCollisions) { QuadTree._objectLeftEdge = QuadTree._object.x; QuadTree._objectTopEdge = QuadTree._object.y; QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width; QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height; //console.log('object properties', QuadTree._objectLeftEdge, QuadTree._objectTopEdge, QuadTree._objectRightEdge, QuadTree._objectBottomEdge); this.addObject(); } } } /** * Internal function for recursively navigating and creating the tree * while adding objects to the appropriate nodes. */ private addObject() { //console.log('addObject'); //If this quad (not its children) lies entirely inside this object, add it here if (!this._canSubdivide || ((this._leftEdge >= QuadTree._objectLeftEdge) && (this._rightEdge <= QuadTree._objectRightEdge) && (this._topEdge >= QuadTree._objectTopEdge) && (this._bottomEdge <= QuadTree._objectBottomEdge))) { //console.log('add To List'); this.addToList(); return; } //See if the selected object fits completely inside any of the quadrants if ((QuadTree._objectLeftEdge > this._leftEdge) && (QuadTree._objectRightEdge < this._midpointX)) { if ((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) { //console.log('Adding NW tree'); if (this._northWestTree == null) { this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); } this._northWestTree.addObject(); return; } if ((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) { //console.log('Adding SW tree'); if (this._southWestTree == null) { this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); } this._southWestTree.addObject(); return; } } if ((QuadTree._objectLeftEdge > this._midpointX) && (QuadTree._objectRightEdge < this._rightEdge)) { if ((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY)) { //console.log('Adding NE tree'); if (this._northEastTree == null) { this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); } this._northEastTree.addObject(); return; } if ((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge)) { //console.log('Adding SE tree'); if (this._southEastTree == null) { this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); } this._southEastTree.addObject(); return; } } //If it wasn't completely contained we have to check out the partial overlaps if ((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) { if (this._northWestTree == null) { this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); } //console.log('added to north west partial tree'); this._northWestTree.addObject(); } if ((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY)) { if (this._northEastTree == null) { this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); } //console.log('added to north east partial tree'); this._northEastTree.addObject(); } if ((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) { if (this._southEastTree == null) { this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); } //console.log('added to south east partial tree'); this._southEastTree.addObject(); } if ((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge)) { if (this._southWestTree == null) { this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); } //console.log('added to south west partial tree'); this._southWestTree.addObject(); } } /** * Internal function for recursively adding objects to leaf lists. */ private addToList() { //console.log('Adding to List'); var ot: LinkedList; if (QuadTree._list == QuadTree.A_LIST) { //console.log('A LIST'); if (this._tailA.object != null) { ot = this._tailA; this._tailA = new LinkedList(); ot.next = this._tailA; } this._tailA.object = QuadTree._object; } else { //console.log('B LIST'); if (this._tailB.object != null) { ot = this._tailB; this._tailB = new LinkedList(); ot.next = this._tailB; } this._tailB.object = QuadTree._object; } if (!this._canSubdivide) { return; } if (this._northWestTree != null) { this._northWestTree.addToList(); } if (this._northEastTree != null) { this._northEastTree.addToList(); } if (this._southEastTree != null) { this._southEastTree.addToList(); } if (this._southWestTree != null) { this._southWestTree.addToList(); } } /** * QuadTree's other main function. Call this after adding objects * using QuadTree.load() to compare the objects that you loaded. * * @return Whether or not any overlaps were found. */ public execute(): bool { //console.log('quadtree execute'); var overlapProcessed: bool = false; var iterator: LinkedList; if (this._headA.object != null) { //console.log('---------------------------------------------------'); //console.log('headA iterator'); iterator = this._headA; while (iterator != null) { QuadTree._object = iterator.object; if (QuadTree._useBothLists) { QuadTree._iterator = this._headB; } else { QuadTree._iterator = iterator.next; } if (QuadTree._object.exists && (QuadTree._object.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) { //console.log('headA iterator overlapped true'); overlapProcessed = true; } iterator = iterator.next; } } //Advance through the tree by calling overlap on each child if ((this._northWestTree != null) && this._northWestTree.execute()) { //console.log('NW quadtree execute'); overlapProcessed = true; } if ((this._northEastTree != null) && this._northEastTree.execute()) { //console.log('NE quadtree execute'); overlapProcessed = true; } if ((this._southEastTree != null) && this._southEastTree.execute()) { //console.log('SE quadtree execute'); overlapProcessed = true; } if ((this._southWestTree != null) && this._southWestTree.execute()) { //console.log('SW quadtree execute'); overlapProcessed = true; } return overlapProcessed; } /** * An private for comparing an object against the contents of a node. * * @return Whether or not any overlaps were found. */ private overlapNode(): bool { //console.log('overlapNode'); //Walk the list and check for overlaps var overlapProcessed: bool = false; var checkObject; while (QuadTree._iterator != null) { if (!QuadTree._object.exists || (QuadTree._object.allowCollisions <= 0)) { //console.log('break 1'); break; } checkObject = QuadTree._iterator.object; if ((QuadTree._object === checkObject) || !checkObject.exists || (checkObject.allowCollisions <= 0)) { //console.log('break 2'); QuadTree._iterator = QuadTree._iterator.next; continue; } //calculate bulk hull for QuadTree._object QuadTree._objectHullX = (QuadTree._object.x < QuadTree._object.last.x) ? QuadTree._object.x : QuadTree._object.last.x; QuadTree._objectHullY = (QuadTree._object.y < QuadTree._object.last.y) ? QuadTree._object.y : QuadTree._object.last.y; QuadTree._objectHullWidth = QuadTree._object.x - QuadTree._object.last.x; QuadTree._objectHullWidth = QuadTree._object.width + ((QuadTree._objectHullWidth > 0) ? QuadTree._objectHullWidth : -QuadTree._objectHullWidth); QuadTree._objectHullHeight = QuadTree._object.y - QuadTree._object.last.y; QuadTree._objectHullHeight = QuadTree._object.height + ((QuadTree._objectHullHeight > 0) ? QuadTree._objectHullHeight : -QuadTree._objectHullHeight); //calculate bulk hull for checkObject QuadTree._checkObjectHullX = (checkObject.x < checkObject.last.x) ? checkObject.x : checkObject.last.x; QuadTree._checkObjectHullY = (checkObject.y < checkObject.last.y) ? checkObject.y : checkObject.last.y; QuadTree._checkObjectHullWidth = checkObject.x - checkObject.last.x; QuadTree._checkObjectHullWidth = checkObject.width + ((QuadTree._checkObjectHullWidth > 0) ? QuadTree._checkObjectHullWidth : -QuadTree._checkObjectHullWidth); QuadTree._checkObjectHullHeight = checkObject.y - checkObject.last.y; QuadTree._checkObjectHullHeight = checkObject.height + ((QuadTree._checkObjectHullHeight > 0) ? QuadTree._checkObjectHullHeight : -QuadTree._checkObjectHullHeight); //check for intersection of the two hulls if ((QuadTree._objectHullX + QuadTree._objectHullWidth > QuadTree._checkObjectHullX) && (QuadTree._objectHullX < QuadTree._checkObjectHullX + QuadTree._checkObjectHullWidth) && (QuadTree._objectHullY + QuadTree._objectHullHeight > QuadTree._checkObjectHullY) && (QuadTree._objectHullY < QuadTree._checkObjectHullY + QuadTree._checkObjectHullHeight)) { //console.log('intersection!'); //Execute callback functions if they exist if ((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, checkObject)) { overlapProcessed = true; } if (overlapProcessed && (QuadTree._notifyCallback != null)) { QuadTree._notifyCallback(QuadTree._object, checkObject); } } QuadTree._iterator = QuadTree._iterator.next; } return overlapProcessed; } } }