phaser/Phaser/math/QuadTree.ts
2013-06-26 05:44:56 +01:00

660 lines
No EOL
23 KiB
TypeScript

/// <reference path="../Game.ts" />
/// <reference path="../geom/Rectangle.ts" />
/// <reference path="LinkedList.ts" />
/**
* 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.Manager, 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.Manager;
/**
* 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 <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.
* @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().
* @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 <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>.
*/
public add(objectOrGroup, list: number) {
QuadTree._list = list;
if (objectOrGroup.type == Types.GROUP)
{
this._i = 0;
this._members = <Group> 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();
}
}
/**
* <code>QuadTree</code>'s other main function. Call this after adding objects
* using <code>QuadTree.load()</code> 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.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;
}
}
}