/// /// /// /** * 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 {Number} x The X-coordinate of the point in space. * @param {Number} y The Y-coordinate of the point in space. * @param {Number} width Desired width of this node. * @param {Number} height Desired height of this node. * @param {Number} parent The parent branch or node. Pass null to create a root. */ constructor(manager: Phaser.Physics.PhysicsManager, x: number, y: number, width: number, height: number, parent: QuadTree = null) { super(x, y, width, height); QuadTree.physics = manager; this._headA = this._tailA = new Phaser.LinkedList(); this._headB = this._tailB = new Phaser.LinkedList(); //Copy the parent's children (if there are any) if (parent != null) { if (parent._headA.object != null) { this._iterator = parent._headA; while (this._iterator != null) { if (this._tailA.object != null) { this._ot = this._tailA; this._tailA = new Phaser.LinkedList(); this._ot.next = this._tailA; } this._tailA.object = this._iterator.object; this._iterator = this._iterator.next; } } if (parent._headB.object != null) { this._iterator = parent._headB; while (this._iterator != null) { if (this._tailB.object != null) { this._ot = this._tailB; this._tailB = new Phaser.LinkedList(); this._ot.next = this._tailB; } this._tailB.object = this._iterator.object; this._iterator = this._iterator.next; } } } else { QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions); } this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min); //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; } // Reused temporary vars to help avoid gc spikes private _iterator: Phaser.LinkedList; private _ot: Phaser.LinkedList; private _i; private _basic; private _members; private _l: number; private _overlapProcessed: bool; private _checkObject; public static physics: Phaser.Physics.PhysicsManager; /** * 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: Phaser.LinkedList; /** * Refers to the internal A and B linked lists, * which are used to store objects in the leaves. */ private _tailA: Phaser.LinkedList; /** * Refers to the internal A and B linked lists, * which are used to store objects in the leaves. */ private _headB: Phaser.LinkedList; /** * Refers to the internal A and B linked lists, * which are used to store objects in the leaves. */ private _tailB: Phaser.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 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 _callbackContext; /** * Internal, used during tree processing and overlap checks. */ private static _iterator: Phaser.LinkedList; /** * 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 IGameObject or Group. * @param {} objectOrGroup2 Any object that is or extends IGameObject or Group. If null, the first parameter will be checked against itself. * @param {Function} 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 {Function} 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(). * @param context The context in which the callbacks will be called */ public load(objectOrGroup1, objectOrGroup2 = null, notifyCallback = null, processCallback = null, context = null) { 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; QuadTree._callbackContext = context; } /** * 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 {Number} 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, list: number) { QuadTree._list = list; if (objectOrGroup.type == Types.GROUP) { this._i = 0; this._members = objectOrGroup['members']; this._l = objectOrGroup['length']; while (this._i < this._l) { this._basic = this._members[this._i++]; if (this._basic != null && this._basic.exists) { if (this._basic.type == Phaser.Types.GROUP) { this.add(this._basic, list); } else { QuadTree._object = this._basic; if (QuadTree._object.exists && QuadTree._object.body.allowCollisions) { this.addObject(); } } } } } else { QuadTree._object = objectOrGroup; if (QuadTree._object.exists && QuadTree._object.body.allowCollisions) { this.addObject(); } } } /** * Internal function for recursively navigating and creating the tree * while adding objects to the appropriate nodes. */ private addObject() { //If this quad (not its children) lies entirely inside this object, add it here if (!this._canSubdivide || ((this._leftEdge >= QuadTree._object.body.bounds.x) && (this._rightEdge <= QuadTree._object.body.bounds.right) && (this._topEdge >= QuadTree._object.body.bounds.y) && (this._bottomEdge <= QuadTree._object.body.bounds.bottom))) { this.addToList(); return; } //See if the selected object fits completely inside any of the quadrants if ((QuadTree._object.body.bounds.x > this._leftEdge) && (QuadTree._object.body.bounds.right < this._midpointX)) { if ((QuadTree._object.body.bounds.y > this._topEdge) && (QuadTree._object.body.bounds.bottom < this._midpointY)) { if (this._northWestTree == null) { this._northWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); } this._northWestTree.addObject(); return; } if ((QuadTree._object.body.bounds.y > this._midpointY) && (QuadTree._object.body.bounds.bottom < this._bottomEdge)) { if (this._southWestTree == null) { this._southWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); } this._southWestTree.addObject(); return; } } if ((QuadTree._object.body.bounds.x > this._midpointX) && (QuadTree._object.body.bounds.right < this._rightEdge)) { if ((QuadTree._object.body.bounds.y > this._topEdge) && (QuadTree._object.body.bounds.bottom < this._midpointY)) { if (this._northEastTree == null) { this._northEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); } this._northEastTree.addObject(); return; } if ((QuadTree._object.body.bounds.y > this._midpointY) && (QuadTree._object.body.bounds.bottom < this._bottomEdge)) { if (this._southEastTree == null) { this._southEastTree = new QuadTree(QuadTree.physics, 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._object.body.bounds.right > this._leftEdge) && (QuadTree._object.body.bounds.x < this._midpointX) && (QuadTree._object.body.bounds.bottom > this._topEdge) && (QuadTree._object.body.bounds.y < this._midpointY)) { if (this._northWestTree == null) { this._northWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); } this._northWestTree.addObject(); } if ((QuadTree._object.body.bounds.right > this._midpointX) && (QuadTree._object.body.bounds.x < this._rightEdge) && (QuadTree._object.body.bounds.bottom > this._topEdge) && (QuadTree._object.body.bounds.y < this._midpointY)) { if (this._northEastTree == null) { this._northEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); } this._northEastTree.addObject(); } if ((QuadTree._object.body.bounds.right > this._midpointX) && (QuadTree._object.body.bounds.x < this._rightEdge) && (QuadTree._object.body.bounds.bottom > this._midpointY) && (QuadTree._object.body.bounds.y < this._bottomEdge)) { if (this._southEastTree == null) { this._southEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); } this._southEastTree.addObject(); } if ((QuadTree._object.body.bounds.right > this._leftEdge) && (QuadTree._object.body.bounds.x < this._midpointX) && (QuadTree._object.body.bounds.bottom > this._midpointY) && (QuadTree._object.body.bounds.y < this._bottomEdge)) { if (this._southWestTree == null) { this._southWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); } this._southWestTree.addObject(); } } /** * Internal function for recursively adding objects to leaf lists. */ private addToList() { if (QuadTree._list == QuadTree.A_LIST) { if (this._tailA.object != null) { this._ot = this._tailA; this._tailA = new LinkedList(); this._ot.next = this._tailA; } this._tailA.object = QuadTree._object; } else { if (this._tailB.object != null) { this._ot = this._tailB; this._tailB = new LinkedList(); this._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 {Boolean} Whether or not any overlaps were found. */ public execute(): bool { this._overlapProcessed = false; if (this._headA.object != null) { this._iterator = this._headA; while (this._iterator != null) { QuadTree._object = this._iterator.object; if (QuadTree._useBothLists) { QuadTree._iterator = this._headB; } else { QuadTree._iterator = this._iterator.next; } if (QuadTree._object.exists && (QuadTree._object.body.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) { this._overlapProcessed = true; } this._iterator = this._iterator.next; } } //Advance through the tree by calling overlap on each child if ((this._northWestTree != null) && this._northWestTree.execute()) { this._overlapProcessed = true; } if ((this._northEastTree != null) && this._northEastTree.execute()) { this._overlapProcessed = true; } if ((this._southEastTree != null) && this._southEastTree.execute()) { this._overlapProcessed = true; } if ((this._southWestTree != null) && this._southWestTree.execute()) { this._overlapProcessed = true; } return this._overlapProcessed; } /** * A private for comparing an object against the contents of a node. * * @return {Boolean} Whether or not any overlaps were found. */ private overlapNode(): bool { //Walk the list and check for overlaps this._overlapProcessed = false; while (QuadTree._iterator != null) { if (!QuadTree._object.exists || (QuadTree._object.body.allowCollisions <= 0)) { break; } this._checkObject = QuadTree._iterator.object; if ((QuadTree._object === this._checkObject) || !this._checkObject.exists || (this._checkObject.body.allowCollisions <= 0)) { QuadTree._iterator = QuadTree._iterator.next; continue; } //if (QuadTree._object.body.bounds.checkHullIntersection(this._checkObject.body.bounds)) if (QuadTree.physics.checkHullIntersection(QuadTree._object.body, this._checkObject.body)) { //Execute callback functions if they exist if ((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, this._checkObject)) { this._overlapProcessed = true; } if (this._overlapProcessed && (QuadTree._notifyCallback != null)) { if (QuadTree._callbackContext !== null) { QuadTree._notifyCallback.call(QuadTree._callbackContext, QuadTree._object, this._checkObject); } else { QuadTree._notifyCallback(QuadTree._object, this._checkObject); } } } QuadTree._iterator = QuadTree._iterator.next; } return this._overlapProcessed; } } }