Example #1
0
        /// <summary>
        /// QuadNode constructor
        /// </summary>
        /// <param name="nodeType">Type of node.</param>
        /// <param name="nodeSize">Width/Height of node (# of vertices across - 1).</param>
        /// <param name="nodeDepth">Depth of current node</param>
        /// <param name="parent">Parent QuadNode</param>
        /// <param name="parentTree">Top level Tree.</param>
        /// <param name="positionIndex">Index of top left Vertice in the parent tree Vertices array</param>
        public QuadNode(NodeType nodeType, int nodeSize, int nodeDepth, QuadNode parent, QuadTreeRenderer parentTree, int positionIndex)
        {
            NodeType = nodeType;
            _nodeSize = nodeSize;
            _nodeDepth = nodeDepth;
            _positionIndex = positionIndex;

            _parent = parent;
            _parentTree = parentTree;

            //Add the 9 vertices
            AddVertices();

            Bounds = new BoundingBox(_parentTree.Vertices[VertexTopLeft.Index].Position,
                        _parentTree.Vertices[VertexBottomRight.Index].Position);
            Bounds.Min.Y = -950f;
            Bounds.Max.Y = 950;

            if (nodeSize >= 4)
                AddChildren();

            //Make call to UpdateNeighbors from the parent node.
            //This will update all neighbors recursively for the
            //children as well.  This ensures all nodes are created
            //prior to updating neighbors.
            if (_nodeDepth == 1)
            {
                AddNeighbors();

                VertexTopLeft.Activated = true;
                VertexTopRight.Activated = true;
                VertexCenter.Activated = true;
                VertexBottomLeft.Activated = true;
                VertexBottomRight.Activated = true;

            }
        }
Example #2
0
        /// <summary>
        /// Add the 4 child quad nodes.
        /// </summary>
        private void AddChildren()
        {
            //Add top left (northwest) child
            ChildTopLeft = new QuadNode(NodeType.TopLeft, _nodeSize / 2, _nodeDepth + 1, this, _parentTree, VertexTopLeft.Index);

            //Add top right (northeast) child
            ChildTopRight = new QuadNode(NodeType.TopRight, _nodeSize / 2, _nodeDepth + 1, this, _parentTree, VertexTop.Index);

            //Add bottom left (southwest) child
            ChildBottomLeft = new QuadNode(NodeType.BottomLeft, _nodeSize / 2, _nodeDepth + 1, this, _parentTree, VertexLeft.Index);

            //Add bottom right (southeast) child
            ChildBottomRight = new QuadNode(NodeType.BottomRight, _nodeSize / 2, _nodeDepth + 1, this, _parentTree, VertexCenter.Index);

            HasChildren = true;
        }
Example #3
0
        /// <summary>
        /// Update reference to neighboring quads
        /// </summary>
        private void AddNeighbors()
        {
            switch (NodeType)
            {
                case NodeType.TopLeft: //Top Left Corner
                    //Top neighbor
                    if (_parent.NeighborTop != null)
                        NeighborTop = _parent.NeighborTop.ChildBottomLeft;

                    //Right neighbor
                    NeighborRight = _parent.ChildTopRight;
                    //Bottom neighbor
                    NeighborBottom = _parent.ChildBottomLeft;

                    //Left neighbor
                    if (_parent.NeighborLeft != null)
                        NeighborLeft = _parent.NeighborLeft.ChildTopRight;

                    break;

                case NodeType.TopRight: //Top Right Corner
                    //Top neighbor
                    if (_parent.NeighborTop != null)
                        NeighborTop = _parent.NeighborTop.ChildBottomRight;

                    //Right neighbor
                    if (_parent.NeighborRight != null)
                        NeighborRight = _parent.NeighborRight.ChildTopLeft;

                    //Bottom neighbor
                    NeighborBottom = _parent.ChildBottomRight;

                    //Left neighbor
                    NeighborLeft = _parent.ChildTopLeft;

                    break;

                case NodeType.BottomLeft: //Bottom Left Corner
                    //Top neighbor
                    NeighborTop = _parent.ChildTopLeft;

                    //Right neighbor
                    NeighborRight = _parent.ChildBottomRight;

                    //Bottom neighbor
                    if (_parent.NeighborBottom != null)
                        NeighborBottom = _parent.NeighborBottom.ChildTopLeft;

                    //Left neighbor
                    if (_parent.NeighborLeft != null)
                        NeighborLeft = _parent.NeighborLeft.ChildBottomRight;

                    break;

                case NodeType.BottomRight: //Bottom Right Corner
                    //Top neighbor
                    NeighborTop = _parent.ChildTopRight;

                    //Right neighbor
                    if (_parent.NeighborRight != null)
                        NeighborRight = _parent.NeighborRight.ChildBottomLeft;

                    //Bottom neighbor
                    if (_parent.NeighborBottom != null)
                        NeighborBottom = _parent.NeighborBottom.ChildTopRight;

                    //Left neighbor
                    NeighborLeft = _parent.ChildBottomLeft;

                    break;
            }

            if (this.HasChildren)
            {
                ChildTopLeft.AddNeighbors();
                ChildTopRight.AddNeighbors();
                ChildBottomLeft.AddNeighbors();
                ChildBottomRight.AddNeighbors();
            }
        }
Example #4
0
 /// <summary>
 /// Make sure neighbor parents are split to ensure
 /// consistency with vertex sharing and tessellation.
 /// </summary>
 private static void EnsureNeighborParentSplit(QuadNode neighbor)
 {
     //Checking for null neighbor and null parent in case
     //we recode for additional quad trees in the future.
     if (neighbor != null && neighbor.Parent != null)
         if (!neighbor.Parent.IsSplit)
             neighbor.Parent.Split();
 }