using mh;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// 基于图形的四叉树
///
class PhysicsQuadtree
{
///
/// 边界
///
public Vector4 quadtreeRange { set { m_QuadtreeRange = value; } }
private Vector4 m_QuadtreeRange;
///
/// 根节点
///
private Quadtree m_Quadtree;
///
/// 托管的全部对象,但不一定会加入到树里面(中心点在边界外的不加入树)
///
private List m_Objects = new List();
public PhysicsQuadtree(Vector4 range)
{
m_QuadtreeRange = range;
m_Quadtree = new Quadtree(0, range, true);
}
public void AddObject(IQuadTreeObject obj)
{
m_Objects.Add(obj);
}
public void RemoveObject(IQuadTreeObject obj)
{
m_Objects.Remove(obj);
}
///
/// 重建四叉树
///
public void UpdateQuadtree()
{
m_Quadtree.Clear(false);
m_Quadtree.Rebound(m_QuadtreeRange);
InsertAllObjects();
}
private void InsertAllObjects()
{
Vector4 bound = m_Quadtree.bound;
for (int i = 0; i < m_Objects.Count; i++)
{
IQuadTreeObject obj = m_Objects[i];
// 简单的忽略中心在边界外的object
if (PhysicsManager.IsPointInsideBox(bound, obj.bound.xy()))
{
m_Quadtree.Insert(obj);
}
}
}
public void Debug()
{
Color c = Gizmos.color;
Gizmos.color = Color.green;
m_Quadtree?.Iterate((t) =>
{
Vector3 pos = new Vector3(t.x, t.y, 0);
Vector3 size = new Vector3(t.w, t.h, 1);
Gizmos.DrawWireCube(pos, size);
});
Gizmos.color = c;
}
public bool Retrive(ref List returnObjs, IQuadTreeObject obj)
{
return m_Quadtree.Retrieve(ref returnObjs, obj);
}
public bool Retrive(ref List returnObjs, Vector4 bound)
{
return m_Quadtree.Retrieve(ref returnObjs, bound);
}
}