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using System.Collections.Generic;
using System.Linq;
namespace MonoGame.Extended.Collisions.QuadTree;
/// <summary>
/// Data structure for the quad tree.
/// Holds the entity and collision data for it.
/// </summary>
public class QuadtreeData
{
private readonly ICollisionActor _target;
private readonly HashSet<QuadTree> _parents = new();
/// <summary>
/// Initialize a new instance of QuadTreeData.
/// </summary>
/// <param name="target"></param>
public QuadtreeData(ICollisionActor target)
{
_target = target;
Bounds = _target.Bounds.BoundingRectangle;
}
/// <summary>
/// Remove a parent node.
/// </summary>
/// <param name="parent"></param>
public void RemoveParent(QuadTree parent)
{
_parents.Remove(parent);
}
/// <summary>
/// Add a parent node.
/// </summary>
/// <param name="parent"></param>
public void AddParent(QuadTree parent)
{
_parents.Add(parent);
Bounds = _target.Bounds.BoundingRectangle;
}
/// <summary>
/// Remove all parent nodes from this node.
/// </summary>
public void RemoveFromAllParents()
{
foreach (var parent in _parents.ToList())
{
parent.Remove(this);
}
_parents.Clear();
}
/// <summary>
/// Gets the bounding box for collision detection.
/// </summary>
public RectangleF Bounds { get; set; }
/// <summary>
/// Gets the collision actor target.
/// </summary>
public ICollisionActor Target => _target;
/// <summary>
/// Gets or sets whether Target has had its collision handled this
/// iteration.
/// </summary>
public bool Dirty { get; private set; }
/// <summary>
/// Mark node as dirty.
/// </summary>
public void MarkDirty()
{
Dirty = true;
}
/// <summary>
/// Mark node as clean, i.e. not dirty.
/// </summary>
public void MarkClean()
{
Dirty = false;
}
}
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