/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Javascript QuadTree * @version 1.0 * @author Timo Hausmann * * @version 1.2, September 4th 2013 * @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. */ /** * QuadTree Constructor * * @class Phaser.QuadTree * @classdesc 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/ * @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) { 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 = []; this.nodes = []; }; Phaser.QuadTree.prototype = { /* * Populates this quadtree with the members of the given Group. * * @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} sprite - The Sprite to check. */ populateHandler: function (sprite) { if (sprite.body && sprite.body.checkCollision.none === false && sprite.alive) { this.insert(sprite.body); } }, /* * Split the node into 4 subnodes * * @method Phaser.QuadTree#split */ split: function () { this.level++; // 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); // 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); // 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); // 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); }, /* * 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. */ 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. * * @method Phaser.QuadTree#retrieve * @param {Phaser.Sprite} sprite - The sprite to check against. * @return {array} - Array with all detected objects. */ retrieve: function (sprite) { var returnObjects = this.objects; sprite.body.quadTreeIndex = this.getIndex(sprite.body); // Temp store for the node IDs this sprite is in, we can use this for fast elimination later // sprite.body.quadTreeIDs.push(this.ID); if (this.nodes[0]) { // if rect fits into a subnode .. if (sprite.body.quadTreeIndex !== -1) { returnObjects = returnObjects.concat(this.nodes[sprite.body.quadTreeIndex].retrieve(sprite)); } else { // if rect does not fit into a subnode, check it against all subnodes (unrolled for speed) returnObjects = returnObjects.concat(this.nodes[0].retrieve(sprite)); returnObjects = returnObjects.concat(this.nodes[1].retrieve(sprite)); returnObjects = returnObjects.concat(this.nodes[2].retrieve(sprite)); returnObjects = returnObjects.concat(this.nodes[3].retrieve(sprite)); } } return returnObjects; }, /* * Clear the quadtree. * @method Phaser.QuadTree#clear */ clear: function () { this.objects = []; for (var i = 0, len = this.nodes.length; i < len; i++) { if (this.nodes[i]) { this.nodes[i].clear(); delete this.nodes[i]; } } } }; Phaser.QuadTree.prototype.constructor = Phaser.QuadTree;