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using mh;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 基于图形的四叉树
/// </summary>
class PhysicsQuadtree
{
/// <summary>
/// 边界
/// </summary>
public Vector4 quadtreeRange { set { m_QuadtreeRange = value; } }
private Vector4 m_QuadtreeRange;
/// <summary>
/// 根节点
/// </summary>
private Quadtree m_Quadtree;
/// <summary>
/// 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)
/// </summary>
private List<IQuadTreeObject> m_Objects = new List<IQuadTreeObject>();
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);
}
/// <summary>
/// 重建四叉树
/// </summary>
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<IQuadTreeObject> returnObjs, IQuadTreeObject obj)
{
return m_Quadtree.Retrieve(ref returnObjs, obj);
}
public bool Retrive(ref List<IQuadTreeObject> returnObjs, Vector4 bound)
{
return m_Quadtree.Retrieve(ref returnObjs, bound);
}
}
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