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-
- <h1 class="page-title">Source: math/QuadTree.js</h1>
-
- <section>
- <article>
- <pre class="sunlight-highlight-javascript linenums">/**
- * @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 1.3, March 11th 2014
- * @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) {
- /**
- * @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 = [];
- 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 () {
- 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. 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.
- *
- * @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);
- var index = this.getIndex(sprite.body);
- if (this.nodes[0])
- {
- // If rect fits into a subnode ..
- if (index !== -1)
- {
- returnObjects = returnObjects.concat(this.nodes[index].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.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>
- </section>
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