private void Init()
        {
            //id振る
            List <LinkedListNode <AABBPoint> > xTmpList = new List <LinkedListNode <AABBPoint> >();
            List <LinkedListNode <AABBPoint> > yTmpList = new List <LinkedListNode <AABBPoint> >();

            for (int i = 0; i < collisions.Count; i++)
            {
                CollisionAABB c = collisions[i];
                c.ID = i;
                AABBList.Add(new AABB(i, c.Min, c.Max));
                xTmpList.Add(AABBList[i].xMin);
                xTmpList.Add(AABBList[i].xMax);
                yTmpList.Add(AABBList[i].yMin);
                yTmpList.Add(AABBList[i].yMax);
            }
            //ソートする
            xTmpList.Sort((a, b) => a.Value.pos.CompareTo(b.Value.pos));
            yTmpList.Sort((a, b) => a.Value.pos.CompareTo(b.Value.pos));
            //連結リストに入れる
            for (int i = 0; i < collisions.Count * 2; i++)
            {
                xAxisAABB.AddLast(xTmpList[i]);
                yAxisAABB.AddLast(yTmpList[i]);
            }
            idHead = collisions.Count;
        }
 // Start is called before the first frame update
 void Start()
 {
     //Debug.Display(() => "CollisionCount:" + cnt, this);
     //Debug.Display(() => "axisCount:" + string.Join(", ", axisCount), this);
     for (int i = 0; i < initNum; i++)
     {
         CollisionAABB col = Instantiate(original, new Vector3(Random.Range(-9f, 9f), Random.Range(-5f, 5f)), Quaternion.identity);
         col.size = new Vector2(Random.Range(0.5f, 1), Random.Range(0.5f, 1));
         col.transform.localScale = col.size;
         col.UpdateAABB();
         collisions.Add(col);
     }
     original.gameObject.SetActive(false);
     Init();
 }
 //AABBが重なっていたらtrue
 public bool IsOverlap(CollisionAABB other)
 {
     if (other.Min.x < this.Max.x && this.Min.x < other.Max.x && other.Min.y < this.Max.y && this.Min.y < other.Max.y)
     {
         this.color  = Color.red;
         other.color = Color.red;
         return(true);
     }
     else
     {
         this.color  = Color.white;
         other.color = Color.white;
         return(false);
     }
 }
        private void Update()
        {
            //追加
            if (Input.GetKeyDown(KeyCode.A))
            {
                CollisionAABB col = Instantiate(original, new Vector3(Random.Range(-9f, 9f), Random.Range(-5f, 5f)), Quaternion.identity);
                col.gameObject.SetActive(true);
                col.size = new Vector2(Random.Range(0.5f, 1), Random.Range(0.5f, 1));
                col.transform.localScale = col.size;
                col.UpdateAABB();
                collisions.Add(col);
                AddAABB(new AABB(idHead, col.Min, col.Max));
                idHead++;
            }

            //最適化なし
            cnt = 0;

            /*
             * for (int i = 0; i < list.Count - 1; i++)
             * {
             *  for (int j = i + 1; j < list.Count; j++)
             *  {
             *      bool result = list[i].IsOverlap(list[j]);
             *      if (result)
             *      {
             *          //Debug.DrawLine2D(list[i].Center(), list[j].Center(), 0.1f, Color.red);
             *          UnityEngine.Debug.DrawLine(list[i].Center(), list[j].Center());
             *      }
             *      cnt++;
             *  }
             * }
             */
            //移動
            for (int i = 0; i < collisions.Count; i++)
            {
                CollisionAABB c = collisions[i];
                AABBList[i].ChangePos(c.Center());
            }

            //スイーププルーン
            //初期化
            int max = AABBList.Count * (AABBList.Count - 1) / 2;

            for (int i = 0; i < max; i++)
            {
                axisCount[i] = 0;
            }
            //x軸
            for (LinkedListNode <AABBPoint> node = xAxisAABB.First; node != null; node = node.Next)
            {
                AABBPoint point = node.Value;
                //終点
                if (point.isEnd)
                {
                    //始点リストから自分を削除する、AABBがポインタを持ってるのでO(1)
                    sIdList.Remove(AABBList[point.rootId].xId);

                    //デバッグ用
                    if (sIdList.Count == 0)
                    {
                        Debug.DrawLine2D(new Vector3(point.pos, -10), new Vector3(point.pos, 10), 0.05f, new Color(0, 0, 1, 0.5f));
                    }
                }
                //始点
                else
                {
                    //始点リストとの衝突回数を増やす
                    for (LinkedListNode <int> tmpNode = sIdList.First; tmpNode != null; tmpNode = tmpNode.Next)
                    {
                        int tmpId = tmpNode.Value;
                        axisCount[ListIndex(point.rootId, tmpId)]++;
                    }
                    //最後に自身を追加する
                    sIdList.AddLast(AABBList[point.rootId].xId);
                }
            }
            //y軸
            for (LinkedListNode <AABBPoint> node = yAxisAABB.First; node != null; node = node.Next)
            {
                AABBPoint point = node.Value;
                //終点
                if (point.isEnd)
                {
                    //始点リストから自分を削除する、AABBがポインタを持ってるのでO(1)
                    sIdList.Remove(AABBList[point.rootId].yId);

                    //デバッグ用
                    if (sIdList.Count == 0)
                    {
                        Debug.DrawLine2D(new Vector3(-10, point.pos), new Vector3(10, point.pos), 0.05f, new Color(0, 0, 1, 0.5f));
                    }
                }
                //始点
                else
                {
                    //始点リストとの衝突回数を増やす
                    for (LinkedListNode <int> tmpNode = sIdList.First; tmpNode != null; tmpNode = tmpNode.Next)
                    {
                        int tmpId = tmpNode.Value;
                        axisCount[ListIndex(point.rootId, tmpId)]++;
                        if (axisCount[ListIndex(point.rootId, tmpId)] >= 2)
                        {
                            //UnityEngine.Debug.DrawLine(AABBList[point.rootId].Center(), AABBList[tmpId].Center(), Color.white);
                            //Debug.DrawLine2D(AABBList[point.rootId].Center(), AABBList[tmpId].Center(), 0.1f, Color.red);
                            Debug.DrawArrow2D(AABBList[point.rootId].Center(), AABBList[tmpId].Center(), 0.05f, new Color(1, 0, 0, 0.5f));
                            //Debug.Log("衝突ペア(" + point.rootId + ", " + tmpId + ")");
                        }
                    }
                    //最後に自身を追加する
                    sIdList.AddLast(AABBList[point.rootId].yId);
                }
            }
        }