redesign of quadtree

This commit is contained in:
unknown 2020-07-12 10:51:58 +02:00
parent a853197b61
commit 49c478af5d
1 changed files with 142 additions and 75 deletions

View File

@ -1,21 +1,25 @@
package pixel
import (
"github.com/faiface/pixel/imdraw"
)
type Collidable interface {
GetRect() Rect
}
// i separated this data so i can simply copy it to subnodes
type Common struct {
Depth int // maximal level tree can reach
level int // this takes track of level
Depth int
Level int
Cap int //max amount of objects per quadrant, if there is more quadrant splits
}
type Quadtree struct {
Rect
tl, tr, bl, br, pr *Quadtree
Shapes []Collidable
Common
nodes []*Quadtree
shapes []Collidable
splitted bool
}
// Creates new quad tree reference.
@ -26,7 +30,7 @@ type Quadtree struct {
// if shapes cannot fit into smallest quadrants.
// cap - sets maximal capacity of quadrant before it splits to 4 smaller. Making can too big is
// inefficient. optimal value can be 10 but its allways better to test what works the best.
func NewQuadtree(bounds Rect, depth, cap int) *Quadtree {
func NewQuadTree(bounds Rect, depth, cap int) *Quadtree {
return &Quadtree{
Rect: bounds,
Common: Common{
@ -36,136 +40,199 @@ func NewQuadtree(bounds Rect, depth, cap int) *Quadtree {
}
}
//generates subquadrants
// generates subquadrants, always check if quadrant is not already splitted
func (q *Quadtree) split() {
q.nodes = make([]*Quadtree, 4)
q.splitted = true
newCommon := q.Common
newCommon.level++
newCommon.Level++
halfH := q.H() / 2
halfW := q.W() / 2
center := q.Center()
//top-left
q.nodes[0] = &Quadtree{
q.tl = &Quadtree{
Rect: Rect{
Min: V(q.Min.X, q.Min.Y+halfH),
Max: V(q.Max.X-halfW, q.Max.Y),
},
pr: q,
Common: newCommon,
}
//top-right
q.nodes[1] = &Quadtree{
q.tr = &Quadtree{
Rect: Rect{
Min: center,
Max: q.Max,
},
pr: q,
Common: newCommon,
}
//bottom-left
q.nodes[2] = &Quadtree{
q.bl = &Quadtree{
Rect: Rect{
Min: q.Min,
Max: center,
},
pr: q,
Common: newCommon,
}
//bottom-right
q.nodes[3] = &Quadtree{
q.br = &Quadtree{
Rect: Rect{
Min: V(q.Min.X+halfW, q.Min.Y),
Max: V(q.Max.X, q.Min.Y+halfH),
},
pr: q,
Common: newCommon,
}
}
// finds out to witch subquadrant the shape belongs to. Shape has to overlap only with one quadrant,
// otherwise it returns -1
func (q *Quadtree) getSub(rect Rect) int8 {
func (q *Quadtree) fits(rect Rect) bool {
return rect.Max.X > q.Min.X && rect.Max.X < q.Max.X && rect.Min.Y > q.Min.Y && rect.Max.Y < q.Max.Y
}
// finds out in witch subquadrant the shape belongs to. Shape has to overlap only with one quadrant,
// otherwise it returns nil
func (q *Quadtree) getSub(rect Rect) *Quadtree {
vertical := q.Min.X + q.W()/2
horizontal := q.Min.Y + q.H()/2
if rect.Max.X < q.Min.X || rect.Max.X > q.Max.X || rect.Min.Y < q.Min.Y || rect.Max.Y > q.Max.Y {
return -1
if !q.fits(rect) {
return nil
}
left := rect.Max.X < vertical
right := rect.Min.X > vertical
if rect.Min.Y > horizontal {
// top
left := rect.Max.X <= vertical
right := rect.Min.X >= vertical
if rect.Min.Y >= horizontal {
if left {
return 0 // left
return q.tl
} else if right {
return 1 // right
return q.tr
}
} else if rect.Max.Y < horizontal {
// bottom
} else if rect.Max.Y <= horizontal {
if left {
return 2 // left
return q.bl
} else if right {
return 3 // right
return q.br
}
}
return -1
return nil
}
// Adds the shape to quad tree and asians it to correct quadrant.
// Proper way is adding all shapes first and then detecting collisions.
// For struct to implement Collidable interface it has to have
// GetRect() *pixel.Rect defined. GetRect function also slightly affects performance.
// For struct to implement Collidable interface it has to implement
// GetRect() *pixel.Rect. GetRect function also slightly affects performance.
func (q *Quadtree) Insert(collidable Collidable) {
rect := collidable.GetRect()
// this is little memory expensive but it makes acesing shapes faster
q.shapes = append(q.shapes, collidable)
if len(q.nodes) != 0 {
i := q.getSub(rect)
if i != -1 {
q.nodes[i].Insert(collidable)
}
if q.splitted {
fitting := q.getSub(rect)
if fitting != nil {
fitting.Insert(collidable)
return
} else if q.Cap == len(q.shapes) && q.level != q.Depth {
}
q.Shapes = append(q.Shapes, collidable)
return
}
q.Shapes = append(q.Shapes, collidable)
if q.Cap <= len(q.Shapes) && q.Level != q.Depth {
q.split()
for _, s := range q.shapes {
i := q.getSub(s.GetRect())
if i != -1 {
q.nodes[i].Insert(s)
new := []Collidable{}
for _, s := range q.Shapes {
fitting := q.getSub(s.GetRect())
if fitting != nil {
fitting.Insert(s)
} else {
new = append(new, s)
}
}
q.Shapes = new
}
}
// pushes shape to parrent until it fits him
func (q *Quadtree) withdraw(c Collidable) {
if q.pr == nil || q.fits(c.GetRect()) {
q.Shapes = append(q.Shapes, c)
} else {
q.pr.withdraw(c)
}
}
// reassigns shapes to quadrants if needed
func (q *Quadtree) Update() {
new := []Collidable{}
if len(q.Shapes) > q.Cap && !q.splitted {
q.split()
}
if q.splitted {
q.tl.Update()
q.tr.Update()
q.bl.Update()
q.br.Update()
for _, c := range q.Shapes {
rect := c.GetRect()
sub := q.getSub(rect)
if sub != nil {
sub.Shapes = append(sub.Shapes, c)
} else if q.fits(rect) || q.pr == nil {
new = append(new, c)
} else {
q.pr.withdraw(c)
}
}
} else {
for _, c := range q.Shapes {
if q.fits(c.GetRect()) || q.pr == nil {
new = append(new, c)
} else {
q.pr.withdraw(c)
}
}
}
// gets smallest generated quadrant that rect fits into
func (q *Quadtree) getQuad(rect Rect) *Quadtree {
if len(q.nodes) == 0 {
return q
}
subIdx := q.getSub(rect)
if subIdx == -1 {
return q
}
return q.nodes[subIdx].getQuad(rect)
q.Shapes = new
}
// returns all collidables that this rect can possibly collide with
// thought it also returns the shape it self if it wos inserted
func (q *Quadtree) Retrieve(rect Rect) []Collidable {
return q.getQuad(rect).shapes
// returns all coliding collidables, if rect belongs to object that is already
// inserted in tree it returns is as well
func (q *Quadtree) GetColliding(rect Rect, con *[]Collidable) {
if q.splitted {
if q.tl.Intersects(rect) {
q.tl.GetColliding(rect, con)
}
// returns all coliding shapes
func (q *Quadtree) GetColliding(collidable Collidable) []Collidable {
var res []Collidable
rect := collidable.GetRect()
for _, c := range q.Retrieve(rect) {
if c.GetRect().Intersects(rect) && c != collidable {
res = append(res, c)
if q.tr.Intersects(rect) {
q.tr.GetColliding(rect, con)
}
if q.bl.Intersects(rect) {
q.bl.GetColliding(rect, con)
}
if q.br.Intersects(rect) {
q.br.GetColliding(rect, con)
}
}
for _, c := range q.Shapes {
if c.GetRect().Intersects(rect) {
*con = append(*con, c)
}
}
return res
}
// Resets the tree, use this every frame before inserting all shapes
// other wise you will run out of memory eventually and tree will not even work properly
func (q *Quadtree) Clear() {
q.shapes = []Collidable{}
q.nodes = []*Quadtree{}
q.Shapes = []Collidable{}
q.tl, q.tr, q.bl, q.br = nil, nil, nil, nil
q.splitted = false
}
// visualizes state of quadtree
func (q *Quadtree) Draw(id *imdraw.IMDraw, thickness float64) {
id.Push(q.Min)
id.Push(q.Max)
id.Rectangle(thickness)
if !q.splitted {
return
}
q.tl.Draw(id, thickness)
q.tr.Draw(id, thickness)
q.bl.Draw(id, thickness)
q.br.Draw(id, thickness)
}