little clean up, romving redundant pixel package import
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9ffe982efb
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ebb947b217
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@ -170,7 +170,7 @@ func (u Vec) Normal() Vec {
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}
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// Returns angle between two vectors
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func (u Vec) AngleTo(v Vec) {
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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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71
quadtree.go
71
quadtree.go
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@ -1,11 +1,7 @@
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package pixel
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import (
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"github.com/faiface/pixel"
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)
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type Collidable interface {
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GetRect() *pixel.Rect
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GetRect() *Rect
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}
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// i separated this data so i can simply copy it to subnodes
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@ -16,9 +12,9 @@ type Common struct {
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}
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type Quadtree struct {
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pixel.Rect
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Nodes []*Quadtree
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Shapes []Collidable
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Rect
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nodes []*Quadtree
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shapes []Collidable
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Common
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}
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@ -30,7 +26,7 @@ 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 10 but its allways better to test what works the best.
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func NewQuadtree(bounds pixel.Rect, depth, cap int) *Quadtree {
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func NewQuadtree(bounds 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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@ -42,41 +38,41 @@ func NewQuadtree(bounds pixel.Rect, depth, cap int) *Quadtree {
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//generates subquadrants
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func (q *Quadtree) split() {
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q.Nodes = make([]*Quadtree, 4)
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q.nodes = make([]*Quadtree, 4)
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newCommon := q.Common
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newCommon.Level++
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newCommon.level++
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halfH := q.H() / 2
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halfW := q.W() / 2
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center := q.Center()
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//top-left
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q.Nodes[0] = &Quadtree{
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Rect: pixel.Rect{
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Min: pixel.V(q.Min.X, q.Min.Y+halfH),
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Max: pixel.V(q.Max.X-halfW, q.Max.Y),
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q.nodes[0] = &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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Common: newCommon,
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}
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//top-right
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q.Nodes[1] = &Quadtree{
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Rect: pixel.Rect{
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q.nodes[1] = &Quadtree{
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Rect: Rect{
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Min: center,
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Max: q.Max,
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},
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Common: newCommon,
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}
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//bottom-left
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q.Nodes[2] = &Quadtree{
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Rect: pixel.Rect{
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q.nodes[2] = &Quadtree{
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Rect: Rect{
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Min: q.Min,
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Max: center,
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},
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Common: newCommon,
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}
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//bottom-right
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q.Nodes[3] = &Quadtree{
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Rect: pixel.Rect{
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Min: pixel.V(q.Min.X+halfW, q.Min.Y),
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Max: pixel.V(q.Max.X, q.Min.Y+halfH),
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q.nodes[3] = &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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Common: newCommon,
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}
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@ -84,7 +80,7 @@ func (q *Quadtree) split() {
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// finds out to witch subquadrant the shape belongs to. Shape has to overlap only with one quadrant,
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// otherwise it returns -1
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func (q *Quadtree) getSub(rect *pixel.Rect) int8 {
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func (q *Quadtree) getSub(rect *Rect) int8 {
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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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@ -118,40 +114,41 @@ func (q *Quadtree) getSub(rect *pixel.Rect) int8 {
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// GetRect() *pixel.Rect defined. GetRect function also slightly affects performance.
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func (q *Quadtree) Insert(collidable Collidable) {
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rect := collidable.GetRect()
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q.Shapes = append(q.Shapes, collidable)
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if len(q.Nodes) != 0 {
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// this is little memory expensive but it makes acsesing shapes faster
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q.shapes = append(q.shapes, collidable)
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if len(q.nodes) != 0 {
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i := q.getSub(rect)
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if i != -1 {
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q.Nodes[i].Insert(collidable)
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q.nodes[i].Insert(collidable)
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}
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return
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} else if q.Cap == len(q.Shapes) && q.Level != q.Depth {
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} else if q.Cap == len(q.shapes) && q.level != q.Depth {
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q.split()
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for _, s := range q.Shapes {
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for _, s := range q.shapes {
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i := q.getSub(s.GetRect())
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if i != -1 {
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q.Nodes[i].Insert(s)
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q.nodes[i].Insert(s)
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}
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}
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}
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}
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// gets smallest generated quadrant that rect fits into
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func (q *Quadtree) getQuad(rect *pixel.Rect) *Quadtree {
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if len(q.Nodes) == 0 {
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func (q *Quadtree) getQuad(rect *Rect) *Quadtree {
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if len(q.nodes) == 0 {
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return q
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}
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subIdx := q.getSub(rect)
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if subIdx == -1 {
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return q
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}
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return q.Nodes[subIdx].getQuad(rect)
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return q.nodes[subIdx].getQuad(rect)
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}
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// returns all collidables that this rect can possibly collide with
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// thought it also returns the shape it self if it wos inserted
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func (q *Quadtree) Retrieve(rect *pixel.Rect) []Collidable {
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return q.getQuad(rect).Shapes
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func (q *Quadtree) Retrieve(rect *Rect) []Collidable {
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return q.getQuad(rect).shapes
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}
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// returns all coliding shapes
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@ -169,6 +166,6 @@ func (q *Quadtree) GetColliding(collidable Collidable) []Collidable {
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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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func (q *Quadtree) Clear() {
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q.Shapes = []Collidable{}
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q.Nodes = []*Quadtree{}
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q.shapes = []Collidable{}
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q.nodes = []*Quadtree{}
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}
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