adding quadtree_test.go
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c24fe1e37c
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@ -169,12 +169,6 @@ func (u Vec) Normal() Vec {
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return Vec{-u.Y, u.X}
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}
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// Returns angle between two vectors
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func (u Vec) AngleTo(v Vec) float64 {
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u, v = u.Unit(), v.Unit()
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return math.Acos(u.Dot(v))
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}
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// Dot returns the dot product of vectors u and v.
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func (u Vec) Dot(v Vec) float64 {
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return u.X*v.X + u.Y*v.Y
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@ -1,12 +1,14 @@
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package pixel
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package quadtree
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import (
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"errors"
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"github.com/faiface/pixel"
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)
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// Quadtree entry interface
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// Collidable is interface that stores inserted objects
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type Collidable interface {
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GetRect() Rect
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GetRect() pixel.Rect
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}
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// Common part of quadtree. Commot is always coppied to children
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@ -25,14 +27,14 @@ type Common struct {
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// insert every shape just once and remove it if needed. Use Update method before
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// detecting collisions or removing shapes.
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type Quadtree struct {
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Rect
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pixel.Rect
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tl, tr, bl, br, pr *Quadtree
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Shapes []Collidable
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Common
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splitted bool
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}
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// Creates new quad tree reference.
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// New creates new quad tree reference.
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// bounds - defines position of quad tree and its size. If shapes goes out of bounds they
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// will not be assigned to quadrants and the tree will be ineffective.
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// depth - resolution of quad tree. It lavais splits in half so if bounds size is 100 x 100
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@ -40,7 +42,7 @@ type Quadtree struct {
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// if shapes cannot fit into smallest quadrants.
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// cap - sets maximal capacity of quadrant before it splits to 4 smaller. Making can too big is
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// inefficient. Optimal value can be 5 but its allways better to test what works the best.
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func NewQuadTree(bounds Rect, depth, cap int) *Quadtree {
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func New(bounds pixel.Rect, depth, cap int) *Quadtree {
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return &Quadtree{
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Rect: bounds,
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Common: Common{
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@ -59,15 +61,12 @@ func (q *Quadtree) split() {
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halfW := q.W() / 2
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center := q.Center()
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q.tl = &Quadtree{
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Rect: Rect{
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Min: V(q.Min.X, q.Min.Y+halfH),
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Max: V(q.Max.X-halfW, q.Max.Y),
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},
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Rect: pixel.R(q.Min.X, q.Min.Y+halfH,q.Max.X-halfW, q.Max.Y),
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pr: q,
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Common: newCommon,
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}
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q.tr = &Quadtree{
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Rect: Rect{
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Rect: pixel.Rect{
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Min: center,
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Max: q.Max,
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},
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@ -75,7 +74,7 @@ func (q *Quadtree) split() {
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Common: newCommon,
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}
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q.bl = &Quadtree{
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Rect: Rect{
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Rect: pixel.Rect{
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Min: q.Min,
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Max: center,
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},
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@ -83,23 +82,20 @@ func (q *Quadtree) split() {
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Common: newCommon,
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}
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q.br = &Quadtree{
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Rect: Rect{
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Min: V(q.Min.X+halfW, q.Min.Y),
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Max: V(q.Max.X, q.Min.Y+halfH),
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},
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Rect: pixel.R(q.Min.X+halfW, q.Min.Y,q.Max.X, q.Min.Y+halfH),
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pr: q,
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Common: newCommon,
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}
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}
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// returns weather shape fits into quadtree completely
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func (q *Quadtree) fits(rect Rect) bool {
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func (q *Quadtree) fits(rect pixel.Rect) bool {
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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
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}
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// finds out in witch subquadrant the shape belongs to. Shape has to overlap only with one quadrant,
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// otherwise it returns nil
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func (q *Quadtree) getSub(rect Rect) *Quadtree {
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func (q *Quadtree) getSub(rect pixel.Rect) *Quadtree {
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vertical := q.Min.X + q.W()/2
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horizontal := q.Min.Y + q.H()/2
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@ -125,7 +121,7 @@ func (q *Quadtree) getSub(rect Rect) *Quadtree {
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return nil
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}
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// Adds the shape to quad tree and assigns it to correct quadrant.
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// Insert adds the shape to quad tree and assigns it to correct quadrant.
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// Proper way is adding all shapes first and then detecting collisions.
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func (q *Quadtree) Insert(collidable Collidable) {
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rect := collidable.GetRect()
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@ -156,16 +152,7 @@ func (q *Quadtree) Insert(collidable Collidable) {
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}
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}
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// pushes shape to parrent until it fits him
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func (q *Quadtree) withdraw(c Collidable) {
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if q.pr == nil || q.fits(c.GetRect()) {
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q.Shapes = append(q.Shapes, c)
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} else {
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q.pr.withdraw(c)
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}
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}
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// reassigns shapes to quadrants if needed
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//Update reassigns shapes to quadrants if needed
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func (q *Quadtree) Update() {
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new := []Collidable{}
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if len(q.Shapes) > q.Cap && !q.splitted {
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@ -180,11 +167,11 @@ func (q *Quadtree) Update() {
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rect := c.GetRect()
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sub := q.getSub(rect)
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if sub != nil {
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sub.Shapes = append(sub.Shapes, c)
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sub.Insert(c)
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} else if q.fits(rect) || q.pr == nil {
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new = append(new, c)
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} else {
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q.pr.withdraw(c)
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q.pr.Shapes = append(q.pr.Shapes, c)
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}
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}
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} else {
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@ -192,7 +179,7 @@ func (q *Quadtree) Update() {
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if q.fits(c.GetRect()) || q.pr == nil {
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new = append(new, c)
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} else {
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q.pr.withdraw(c)
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q.pr.Shapes = append(q.pr.Shapes, c)
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}
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}
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}
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@ -200,9 +187,9 @@ func (q *Quadtree) Update() {
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q.Shapes = new
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}
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// returns all coliding collidables, if rect belongs to object that is already
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// inserted in tree it returns is as well
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func (q *Quadtree) GetColliding(rect Rect, con *[]Collidable) {
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// GetColliding returns all coliding collidables, if rect belongs to object that is already
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// inserted in tree it returns it as well
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func (q *Quadtree) GetColliding(rect pixel.Rect, con *[]Collidable) {
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if q.splitted {
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if q.tl.Intersects(rect) {
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q.tl.GetColliding(rect, con)
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@ -225,7 +212,7 @@ func (q *Quadtree) GetColliding(rect Rect, con *[]Collidable) {
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}
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// gets a smallest possible quadrant rect fits into.
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func (q *Quadtree) GetSmallestQuad(rect Rect) *Quadtree {
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func (q *Quadtree) getSmallestQuad(rect pixel.Rect) *Quadtree {
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current := q
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for {
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sub := current.getSub(rect)
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@ -237,10 +224,10 @@ func (q *Quadtree) GetSmallestQuad(rect Rect) *Quadtree {
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return current
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}
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// removed shape from quadtree the fast wey. Always update before removing objects
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// Remove removes shape from quadtree the fast wey. Always update before removing objects
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// unless you are not ,moving with it.
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func (q *Quadtree) Remove(c Collidable) error {
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sq := q.GetSmallestQuad(c.GetRect())
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sq := q.getSmallestQuad(c.GetRect())
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for i, o := range sq.Shapes {
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if o == c {
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last := len(sq.Shapes) - 1
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@ -250,11 +237,12 @@ func (q *Quadtree) Remove(c Collidable) error {
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return nil
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}
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}
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return errors.New("Shape not found. Update before removing.")
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return errors.New("shape not found, update before removing")
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}
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// Resets the tree, use this every frame before inserting all shapes
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// other wise you will run out of memory eventually and tree will not even work properly
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// Clear clears the tree, use this every frame before inserting all shapes
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// other wise you will run out of memory eventually and tree will not even work properly.
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// You should not use this if you are using Upsate() nethod
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func (q *Quadtree) Clear() {
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q.Shapes = []Collidable{}
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q.tl, q.tr, q.bl, q.br = nil, nil, nil, nil
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@ -0,0 +1,117 @@
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package quadtree
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import (
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"testing"
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"github.com/faiface/pixel"
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)
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type collider struct {
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pixel.Vec
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size float64
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vel pixel.Vec
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}
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func newCol(pos pixel.Vec) collider {
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return collider{
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Vec: pos,
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size: 10,
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}
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}
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func newVelCol(pos, vel pixel.Vec) collider {
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return collider{
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Vec: pos,
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size: 10,
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vel: vel,
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}
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}
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func (c *collider) GetRect() pixel.Rect {
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return pixel.R(c.X-c.size, c.Y-c.size, c.X+c.size, c.Y+c.size)
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}
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type collizionTest struct {
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description string
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target collider
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other []collider
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expected int
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}
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func TestQuadtree_DetectCollizion(t *testing.T) {
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tests := []collizionTest{
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{
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description: "two colliders on same position",
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target: newCol(pixel.ZV),
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other: []collider{newCol(pixel.ZV)},
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expected: 2,
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},
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{
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description: "4 colliders on same position",
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target: newCol(pixel.ZV),
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other: []collider{newCol(pixel.ZV), newCol(pixel.ZV), newCol(pixel.ZV)},
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expected: 4,
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},
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{
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description: "two colliders apart",
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target: newCol(pixel.ZV),
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other: []collider{newCol(pixel.V(100, 0))},
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expected: 1,
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},
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}
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for _, test := range tests {
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t.Run(test.description, func(t *testing.T) {
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qt := New(pixel.R(-200, -200, 200, 200), 2, 1)
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qt.Insert(&test.target)
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for _, o := range test.other {
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qt.Insert(&o)
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}
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cols := []Collidable{}
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qt.GetColliding(test.target.GetRect(), &cols)
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if len(cols) != test.expected {
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t.Errorf("Got: %o Vanted: %o", len(cols), test.expected)
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}
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})
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}
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}
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func TestQuadtree_Update(t *testing.T) {
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tests := []collizionTest{
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{
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description: "two idle colliders",
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target: newCol(pixel.ZV),
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other: []collider{newCol(pixel.ZV)},
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expected: 2,
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},
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{
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description: "one idle, one moving apart collider",
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target: newCol(pixel.ZV),
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other: []collider{newVelCol(pixel.ZV, pixel.V(100, 0))},
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expected: 1,
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},
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{
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description: "two colliders apart moving to same position",
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target: newVelCol(pixel.V(100, 0), pixel.V(-100, 0)),
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other: []collider{newVelCol(pixel.V(0, 100), pixel.V(0, -100))},
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expected: 2,
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},
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}
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for _, test := range tests {
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t.Run(test.description, func(t *testing.T) {
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qt := New(pixel.R(-200, -200, 200, 200), 2, 1)
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qt.Insert(&test.target)
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test.target.Vec = test.target.Vec.Add(test.target.vel)
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for _, o := range test.other {
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qt.Insert(&o)
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o.Vec = o.Vec.Add(o.vel)
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}
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qt.Update()
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cols := []Collidable{}
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qt.GetColliding(test.target.GetRect(), &cols)
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if len(cols) != test.expected {
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t.Errorf("Got: %o Vanted: %o", len(cols), test.expected)
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}
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})
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}
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}
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