mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 11:33:28 +00:00
659 lines
No EOL
23 KiB
TypeScript
659 lines
No EOL
23 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../geom/Rectangle.ts" />
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/// <reference path="LinkedList.ts" />
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/**
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* Phaser - QuadTree
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*
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* A fairly generic quad tree structure for rapid overlap checks. QuadTree is also configured for single or dual list operation.
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* 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,
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* or the A list against the B list. Handy for different things!
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*/
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module Phaser {
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export class QuadTree extends Rectangle {
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/**
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* Instantiate a new Quad Tree node.
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*
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* @param {Number} x The X-coordinate of the point in space.
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* @param {Number} y The Y-coordinate of the point in space.
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* @param {Number} width Desired width of this node.
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* @param {Number} height Desired height of this node.
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* @param {Number} parent The parent branch or node. Pass null to create a root.
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*/
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constructor(manager: Phaser.Physics.PhysicsManager, x: number, y: number, width: number, height: number, parent: QuadTree = null) {
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super(x, y, width, height);
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QuadTree.physics = manager;
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this._headA = this._tailA = new Phaser.LinkedList();
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this._headB = this._tailB = new Phaser.LinkedList();
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//Copy the parent's children (if there are any)
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if (parent != null)
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{
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if (parent._headA.object != null)
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{
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this._iterator = parent._headA;
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while (this._iterator != null)
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{
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if (this._tailA.object != null)
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{
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this._ot = this._tailA;
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this._tailA = new Phaser.LinkedList();
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this._ot.next = this._tailA;
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}
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this._tailA.object = this._iterator.object;
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this._iterator = this._iterator.next;
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}
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}
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if (parent._headB.object != null)
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{
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this._iterator = parent._headB;
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while (this._iterator != null)
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{
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if (this._tailB.object != null)
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{
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this._ot = this._tailB;
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this._tailB = new Phaser.LinkedList();
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this._ot.next = this._tailB;
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}
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this._tailB.object = this._iterator.object;
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this._iterator = this._iterator.next;
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}
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}
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}
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else
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{
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QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions);
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}
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this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min);
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//Set up comparison/sort helpers
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this._northWestTree = null;
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this._northEastTree = null;
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this._southEastTree = null;
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this._southWestTree = null;
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this._leftEdge = this.x;
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this._rightEdge = this.x + this.width;
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this._halfWidth = this.width / 2;
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this._midpointX = this._leftEdge + this._halfWidth;
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this._topEdge = this.y;
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this._bottomEdge = this.y + this.height;
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this._halfHeight = this.height / 2;
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this._midpointY = this._topEdge + this._halfHeight;
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}
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// Reused temporary vars to help avoid gc spikes
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private _iterator: Phaser.LinkedList;
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private _ot: Phaser.LinkedList;
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private _i;
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private _basic;
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private _members;
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private _l: number;
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private _overlapProcessed: bool;
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private _checkObject;
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public static physics: Phaser.Physics.PhysicsManager;
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/**
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* Flag for specifying that you want to add an object to the A list.
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*/
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public static A_LIST: number = 0;
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/**
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* Flag for specifying that you want to add an object to the B list.
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*/
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public static B_LIST: number = 1;
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/**
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* Controls the granularity of the quad tree. Default is 6 (decent performance on large and small worlds).
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*/
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public static divisions: number;
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/**
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* Whether this branch of the tree can be subdivided or not.
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*/
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private _canSubdivide: bool;
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/**
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* Refers to the internal A and B linked lists,
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* which are used to store objects in the leaves.
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*/
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private _headA: Phaser.LinkedList;
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/**
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* Refers to the internal A and B linked lists,
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* which are used to store objects in the leaves.
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*/
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private _tailA: Phaser.LinkedList;
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/**
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* Refers to the internal A and B linked lists,
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* which are used to store objects in the leaves.
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*/
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private _headB: Phaser.LinkedList;
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/**
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* Refers to the internal A and B linked lists,
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* which are used to store objects in the leaves.
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*/
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private _tailB: Phaser.LinkedList;
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/**
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* Internal, governs and assists with the formation of the tree.
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*/
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private static _min: number;
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/**
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* Internal, governs and assists with the formation of the tree.
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*/
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private _northWestTree: QuadTree;
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/**
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* Internal, governs and assists with the formation of the tree.
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*/
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private _northEastTree: QuadTree;
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/**
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* Internal, governs and assists with the formation of the tree.
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*/
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private _southEastTree: QuadTree;
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/**
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* Internal, governs and assists with the formation of the tree.
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*/
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private _southWestTree: QuadTree;
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/**
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* Internal, governs and assists with the formation of the tree.
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*/
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private _leftEdge: number;
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/**
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* Internal, governs and assists with the formation of the tree.
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*/
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private _rightEdge: number;
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/**
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* Internal, governs and assists with the formation of the tree.
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*/
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private _topEdge: number;
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/**
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* Internal, governs and assists with the formation of the tree.
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*/
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private _bottomEdge: number;
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/**
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* Internal, governs and assists with the formation of the tree.
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*/
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private _halfWidth: number;
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/**
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* Internal, governs and assists with the formation of the tree.
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*/
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private _halfHeight: number;
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/**
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* Internal, governs and assists with the formation of the tree.
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*/
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private _midpointX: number;
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/**
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* Internal, governs and assists with the formation of the tree.
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*/
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private _midpointY: number;
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/**
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* Internal, used to reduce recursive method parameters during object placement and tree formation.
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*/
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private static _object;
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/**
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* Internal, used during tree processing and overlap checks.
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*/
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private static _list: number;
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/**
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* Internal, used during tree processing and overlap checks.
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*/
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private static _useBothLists: bool;
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/**
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* Internal, used during tree processing and overlap checks.
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*/
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private static _processingCallback;
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/**
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* Internal, used during tree processing and overlap checks.
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*/
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private static _notifyCallback;
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/**
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* Internal, used during tree processing and overlap checks.
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*/
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private static _callbackContext;
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/**
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* Internal, used during tree processing and overlap checks.
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*/
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private static _iterator: Phaser.LinkedList;
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/**
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* Clean up memory.
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*/
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public destroy() {
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this._tailA.destroy();
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this._tailB.destroy();
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this._headA.destroy();
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this._headB.destroy();
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this._tailA = null;
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this._tailB = null;
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this._headA = null;
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this._headB = null;
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if (this._northWestTree != null)
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{
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this._northWestTree.destroy();
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}
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if (this._northEastTree != null)
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{
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this._northEastTree.destroy();
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}
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if (this._southEastTree != null)
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{
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this._southEastTree.destroy();
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}
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if (this._southWestTree != null)
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{
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this._southWestTree.destroy();
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}
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this._northWestTree = null;
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this._northEastTree = null;
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this._southEastTree = null;
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this._southWestTree = null;
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QuadTree._object = null;
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QuadTree._processingCallback = null;
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QuadTree._notifyCallback = null;
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}
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/**
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* Load objects and/or groups into the quad tree, and register notify and processing callbacks.
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*
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* @param {} objectOrGroup1 Any object that is or extends IGameObject or Group.
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* @param {} objectOrGroup2 Any object that is or extends IGameObject or Group. If null, the first parameter will be checked against itself.
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* @param {Function} notifyCallback A function with the form <code>myFunction(Object1:GameObject,Object2:GameObject)</code> that is called whenever two objects are found to overlap in world space, and either no processCallback is specified, or the processCallback returns true.
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* @param {Function} processCallback A function with the form <code>myFunction(Object1:GameObject,Object2:GameObject):bool</code> 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().
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* @param context The context in which the callbacks will be called
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*/
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public load(objectOrGroup1, objectOrGroup2 = null, notifyCallback = null, processCallback = null, context = null) {
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this.add(objectOrGroup1, QuadTree.A_LIST);
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if (objectOrGroup2 != null)
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{
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this.add(objectOrGroup2, QuadTree.B_LIST);
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QuadTree._useBothLists = true;
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}
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else
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{
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QuadTree._useBothLists = false;
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}
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QuadTree._notifyCallback = notifyCallback;
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QuadTree._processingCallback = processCallback;
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QuadTree._callbackContext = context;
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}
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/**
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* Call this function to add an object to the root of the tree.
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* This function will recursively add all group members, but
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* not the groups themselves.
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*
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* @param {} objectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly.
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* @param {Number} list A <code>uint</code> flag indicating the list to which you want to add the objects. Options are <code>QuadTree.A_LIST</code> and <code>QuadTree.B_LIST</code>.
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*/
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public add(objectOrGroup, list: number) {
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QuadTree._list = list;
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if (objectOrGroup.type == Types.GROUP)
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{
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this._i = 0;
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this._members = <Group> objectOrGroup['members'];
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this._l = objectOrGroup['length'];
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while (this._i < this._l)
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{
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this._basic = this._members[this._i++];
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if (this._basic != null && this._basic.exists)
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{
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if (this._basic.type == Phaser.Types.GROUP)
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{
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this.add(this._basic, list);
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}
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else
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{
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QuadTree._object = this._basic;
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if (QuadTree._object.exists && QuadTree._object.body.allowCollisions)
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{
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this.addObject();
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}
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}
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}
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}
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}
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else
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{
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QuadTree._object = objectOrGroup;
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if (QuadTree._object.exists && QuadTree._object.body.allowCollisions)
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{
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this.addObject();
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}
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}
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}
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/**
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* Internal function for recursively navigating and creating the tree
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* while adding objects to the appropriate nodes.
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*/
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private addObject() {
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//If this quad (not its children) lies entirely inside this object, add it here
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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)))
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{
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this.addToList();
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return;
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}
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//See if the selected object fits completely inside any of the quadrants
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if ((QuadTree._object.body.bounds.x > this._leftEdge) && (QuadTree._object.body.bounds.right < this._midpointX))
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{
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if ((QuadTree._object.body.bounds.y > this._topEdge) && (QuadTree._object.body.bounds.bottom < this._midpointY))
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{
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if (this._northWestTree == null)
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{
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this._northWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this);
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}
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this._northWestTree.addObject();
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return;
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}
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if ((QuadTree._object.body.bounds.y > this._midpointY) && (QuadTree._object.body.bounds.bottom < this._bottomEdge))
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{
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if (this._southWestTree == null)
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{
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this._southWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this);
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}
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this._southWestTree.addObject();
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return;
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}
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}
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if ((QuadTree._object.body.bounds.x > this._midpointX) && (QuadTree._object.body.bounds.right < this._rightEdge))
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{
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if ((QuadTree._object.body.bounds.y > this._topEdge) && (QuadTree._object.body.bounds.bottom < this._midpointY))
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{
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if (this._northEastTree == null)
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{
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this._northEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this);
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}
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this._northEastTree.addObject();
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return;
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}
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if ((QuadTree._object.body.bounds.y > this._midpointY) && (QuadTree._object.body.bounds.bottom < this._bottomEdge))
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{
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if (this._southEastTree == null)
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{
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this._southEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this);
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}
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this._southEastTree.addObject();
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return;
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}
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}
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//If it wasn't completely contained we have to check out the partial overlaps
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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))
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{
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if (this._northWestTree == null)
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{
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this._northWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this);
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}
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this._northWestTree.addObject();
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}
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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))
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{
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if (this._northEastTree == null)
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{
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this._northEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this);
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}
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this._northEastTree.addObject();
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}
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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))
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{
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if (this._southEastTree == null)
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{
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this._southEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this);
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}
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this._southEastTree.addObject();
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}
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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))
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{
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if (this._southWestTree == null)
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{
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this._southWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this);
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}
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this._southWestTree.addObject();
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}
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}
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/**
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* Internal function for recursively adding objects to leaf lists.
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*/
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private addToList() {
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if (QuadTree._list == QuadTree.A_LIST)
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{
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if (this._tailA.object != null)
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{
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this._ot = this._tailA;
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this._tailA = new LinkedList();
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this._ot.next = this._tailA;
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}
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this._tailA.object = QuadTree._object;
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}
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else
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{
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if (this._tailB.object != null)
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{
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this._ot = this._tailB;
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this._tailB = new LinkedList();
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this._ot.next = this._tailB;
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}
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this._tailB.object = QuadTree._object;
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}
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if (!this._canSubdivide)
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{
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return;
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}
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if (this._northWestTree != null)
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{
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this._northWestTree.addToList();
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}
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if (this._northEastTree != null)
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{
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this._northEastTree.addToList();
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}
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if (this._southEastTree != null)
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{
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this._southEastTree.addToList();
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}
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if (this._southWestTree != null)
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{
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this._southWestTree.addToList();
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}
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}
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/**
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* <code>QuadTree</code>'s other main function. Call this after adding objects
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* using <code>QuadTree.load()</code> to compare the objects that you loaded.
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*
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* @return {Boolean} Whether or not any overlaps were found.
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*/
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public execute(): bool {
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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;
|
|
|
|
}
|
|
}
|
|
|
|
} |