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<h1 class="page-title">Source: math/QuadTree.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Javascript QuadTree
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* @version 1.0
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* @author Timo Hausmann
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*
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* @version 1.3, March 11th 2014
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* @author Richard Davey
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* The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked
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* it massively to add node indexing, removed lots of temp. var creation and significantly
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* increased performance as a result.
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*
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* 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) {
|
|
|
|
/**
|
|
* @property {number} maxObjects - The maximum number of objects per node.
|
|
* @default
|
|
*/
|
|
this.maxObjects = 10;
|
|
|
|
/**
|
|
* @property {number} maxLevels - The maximum number of levels to break down to.
|
|
* @default
|
|
*/
|
|
this.maxLevels = 4;
|
|
|
|
/**
|
|
* @property {number} level - The current level.
|
|
*/
|
|
this.level = 0;
|
|
|
|
/**
|
|
* @property {object} bounds - Object that contains the quadtree bounds.
|
|
*/
|
|
this.bounds = {};
|
|
|
|
/**
|
|
* @property {array} objects - Array of quadtree children.
|
|
*/
|
|
this.objects = [];
|
|
|
|
/**
|
|
* @property {array} nodes - Array of associated child nodes.
|
|
*/
|
|
this.nodes = [];
|
|
|
|
/**
|
|
* @property {array} _empty - Internal empty array.
|
|
* @private
|
|
*/
|
|
this._empty = [];
|
|
|
|
this.reset(x, y, width, height, maxObjects, maxLevels, level);
|
|
|
|
};
|
|
|
|
Phaser.QuadTree.prototype = {
|
|
|
|
/**
|
|
* Resets the QuadTree.
|
|
*
|
|
* @method Phaser.QuadTree#reset
|
|
* @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?
|
|
*/
|
|
reset: 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.length = 0;
|
|
this.nodes.length = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* Populates this quadtree with the children of the given Group. In order to be added the child must exist and have a body property.
|
|
*
|
|
* @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|object} sprite - The Sprite to check.
|
|
*/
|
|
populateHandler: function (sprite) {
|
|
|
|
if (sprite.body && sprite.exists)
|
|
{
|
|
this.insert(sprite.body);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Split the node into 4 subnodes
|
|
*
|
|
* @method Phaser.QuadTree#split
|
|
*/
|
|
split: function () {
|
|
|
|
// 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 + 1));
|
|
|
|
// 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 + 1));
|
|
|
|
// 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 + 1));
|
|
|
|
// 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 + 1));
|
|
|
|
},
|
|
|
|
/**
|
|
* 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. Can be any object so long as it exposes x, y, right and bottom properties.
|
|
*/
|
|
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 or Rectangle.
|
|
*
|
|
* @method Phaser.QuadTree#retrieve
|
|
* @param {Phaser.Sprite|Phaser.Rectangle} source - The source object to check the QuadTree against. Either a Sprite or Rectangle.
|
|
* @return {array} - Array with all detected objects.
|
|
*/
|
|
retrieve: function (source) {
|
|
|
|
if (source instanceof Phaser.Rectangle)
|
|
{
|
|
var returnObjects = this.objects;
|
|
|
|
var index = this.getIndex(source);
|
|
}
|
|
else
|
|
{
|
|
if (!source.body)
|
|
{
|
|
return this._empty;
|
|
}
|
|
|
|
var returnObjects = this.objects;
|
|
|
|
var index = this.getIndex(source.body);
|
|
}
|
|
|
|
if (this.nodes[0])
|
|
{
|
|
// If rect fits into a subnode ..
|
|
if (index !== -1)
|
|
{
|
|
returnObjects = returnObjects.concat(this.nodes[index].retrieve(source));
|
|
}
|
|
else
|
|
{
|
|
// If rect does not fit into a subnode, check it against all subnodes (unrolled for speed)
|
|
returnObjects = returnObjects.concat(this.nodes[0].retrieve(source));
|
|
returnObjects = returnObjects.concat(this.nodes[1].retrieve(source));
|
|
returnObjects = returnObjects.concat(this.nodes[2].retrieve(source));
|
|
returnObjects = returnObjects.concat(this.nodes[3].retrieve(source));
|
|
}
|
|
}
|
|
|
|
return returnObjects;
|
|
|
|
},
|
|
|
|
/**
|
|
* Clear the quadtree.
|
|
* @method Phaser.QuadTree#clear
|
|
*/
|
|
clear: function () {
|
|
|
|
this.objects.length = 0;
|
|
|
|
var i = this.nodes.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.nodes[i].clear();
|
|
this.nodes.splice(i, 1);
|
|
}
|
|
|
|
this.nodes.length = 0;
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.QuadTree.prototype.constructor = Phaser.QuadTree;
|
|
</pre>
|
|
</article>
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</section>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Fri Jul 18 2014 12:36:36 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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