Esempio n. 1
0
    public void split()
    {
        int mid_x = (bound.left + bound.right) / 2;
        int mid_y = (bound.top + bound.bottom) / 2;

        nodes [0] = new mario_qtree(this, level + 1, new mario_bound(mid_x, bound.right, bound.top, mid_y));
        nodes [1] = new mario_qtree(this, level + 1, new mario_bound(bound.left, mid_x, bound.top, mid_y));
        nodes [2] = new mario_qtree(this, level + 1, new mario_bound(bound.left, mid_x, mid_y, bound.bottom));
        nodes [3] = new mario_qtree(this, level + 1, new mario_bound(mid_x, bound.right, mid_y, bound.bottom));
    }
Esempio n. 2
0
    public void retrive(mario_obj obj, ref List <mario_obj> objs, int type)
    {
        retrive_ex(obj.m_bound, ref objs, type);
        mario_qtree t = obj.m_qtree.parent;

        while (t != null)
        {
            objs.AddRange(t.objects[type]);
            t = t.parent;
        }
    }
Esempio n. 3
0
    public void retrive_right(mario_obj obj, ref List <mario_obj> objs)
    {
        retrive_ex_fx(obj.get_right_bound(), ref objs);
        mario_qtree t = obj.m_qtree.parent;

        while (t != null)
        {
            objs.AddRange(t.objects[(int)mario_obj.mario_type.mt_block]);
            objs.AddRange(t.objects[(int)mario_obj.mario_type.mt_block1]);
            t = t.parent;
        }
    }
Esempio n. 4
0
 public mario_qtree(mario_qtree p, int l, mario_bound b)
 {
     parent = p;
     level  = l;
     bound  = b;
     for (int i = 0; i < 4; ++i)
     {
         nodes.Add(null);
     }
     for (int i = (int)mario_obj.mario_type.mt_null; i < (int)mario_obj.mario_type.mt_end; ++i)
     {
         objects.Add(new List <mario_obj>());
     }
 }
Esempio n. 5
0
 public mario_qtree()
 {
     parent = null;
     level  = 1;
     bound  = new mario_bound(-20480, 143360, 143360, -20480);
     for (int i = 0; i < 4; ++i)
     {
         nodes.Add(null);
     }
     for (int i = (int)mario_obj.mario_type.mt_null; i < (int)mario_obj.mario_type.mt_end; ++i)
     {
         objects.Add(new List <mario_obj>());
     }
 }