Esempio n. 1
0
        public void Build(SceneQuadTreeNode rParentNode, int nIndex, ref SceneQuadTreeNode rQuadNode, int nDepth, Vector3 rCenter, float fLength)
        {
            rQuadNode                 = new SceneQuadTreeNode();
            rQuadNode.ID              = nIndex;
            rQuadNode.Parent          = rParentNode;
            rQuadNode.Children        = new SceneQuadTreeNode[4];
            rQuadNode.NodeList        = new List <SceneObject>();
            rQuadNode.Center          = rCenter;
            rQuadNode.Length          = fLength;
            rQuadNode.LooseFactor     = this.LooseFactor;
            rQuadNode.Depth           = nDepth;
            rQuadNode.SubtreeObjCount = 0;

            var fLooseLength = fLength;

            rQuadNode.AABB = new Rect(rCenter.x - fLooseLength / 2.0f, rCenter.z - fLooseLength / 2.0f, fLooseLength, fLooseLength);

            if (nDepth == this.MaxDepth - 1)
            {
                return;
            }

            for (int i = 0; i < 4; i++)
            {
                var rChildCenter = rCenter + this.QuadDirs[i] * fLength * 0.25f;
                this.Build(rQuadNode, i, ref rQuadNode.Children[i], nDepth + 1, rChildCenter, fLength * 0.5f);
            }
        }
Esempio n. 2
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        public SceneQuadTreeNode AddNode(SceneObject rGo)
        {
            // 计算四叉树的深度层次
            var rBoxCollider = rGo.GameObject.GetComponentInChildren <BoxCollider>();
            var rBounds      = rBoxCollider.bounds;
            var fObjRadius   = Mathf.Max(rBounds.size.x, rBounds.size.z);
            var nCurDepth    = Mathf.FloorToInt(Mathf.Log(this.LooseFactor * this.Length / fObjRadius, 2.0f) - 1);

            nCurDepth = Mathf.Clamp(0, this.MaxDepth - 1, nCurDepth);

            var nTempDepth             = 0;
            SceneQuadTreeNode rCurNode = this.TreeRoot;

            while (nTempDepth < nCurDepth)
            {
                var nIndex = ((rGo.GameObject.transform.position.x > rCurNode.Center.x) ? 1 : 0) |
                             ((rGo.GameObject.transform.position.z > rCurNode.Center.z) ? 2 : 0);
                rCurNode = rCurNode.Children[nIndex];
                nTempDepth++;
            }
            rCurNode.NodeList.Add(rGo);
            rCurNode.SubtreeObjCount++;

            // 增加子节点的个数
            var rParentNode = rCurNode.Parent;

            while (rParentNode != null)
            {
                rParentNode.SubtreeObjCount++;
                rParentNode = rParentNode.Parent;
            }
            return(rCurNode);
        }
Esempio n. 3
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        private void ClearAllNodes(SceneQuadTreeNode rTreeNode)
        {
            if (rTreeNode == null)
            {
                return;
            }

            rTreeNode.SubtreeObjCount = 0;
            rTreeNode.NodeList.Clear();
            for (int i = 0; i < rTreeNode.Children.Length; i++)
            {
                this.ClearAllNodes(rTreeNode.Children[i]);
            }
        }
Esempio n. 4
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        public void DebugDraw(SceneQuadTreeNode rQuadNode)
        {
            if (rQuadNode == null || rQuadNode.SubtreeObjCount == 0)
            {
                return;
            }

            var rColor = new Color(this.DepthColors[rQuadNode.Depth].r, this.DepthColors[rQuadNode.Depth].g, this.DepthColors[rQuadNode.Depth].b, 1f);

            Gizmos.color = this.DepthColors[rQuadNode.Depth];
            Gizmos.DrawWireCube(rQuadNode.Center, new Vector3(rQuadNode.Length, 1, rQuadNode.Length));
            for (int i = 0; i < rQuadNode.Children.Length; i++)
            {
                this.DebugDraw(rQuadNode.Children[i]);
            }
        }
Esempio n. 5
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        public void UpdateNode(SceneObject rSceneGo)
        {
            var rBoxCollider = rSceneGo.GameObject.GetComponentInChildren <BoxCollider>();
            var rBounds      = rBoxCollider.bounds;
            var fObjRadius   = Mathf.Max(rBounds.size.x, rBounds.size.z);
            var nCurDepth    = Mathf.FloorToInt(Mathf.Log(this.LooseFactor * this.Length / fObjRadius, 2.0f) - 1);

            nCurDepth = Mathf.Clamp(0, this.MaxDepth - 1, nCurDepth);

            var nTempDepth             = 0;
            SceneQuadTreeNode rCurNode = this.TreeRoot;

            while (nTempDepth < nCurDepth)
            {
                var nIndex = ((rBounds.center.x > rCurNode.Center.x) ? 1 : 0) |
                             ((rBounds.center.z > rCurNode.Center.z) ? 2 : 0);
                rCurNode = rCurNode.Children[nIndex];
                nTempDepth++;
            }
            if (rSceneGo.QuadNode == rCurNode)
            {
                return;
            }

            // 替换
            rSceneGo.QuadNode.NodeList.Remove(rSceneGo);
            rSceneGo.QuadNode.SubtreeObjCount--;
            var rParentNode = rSceneGo.QuadNode.Parent;

            while (rParentNode != null)
            {
                rParentNode.SubtreeObjCount--;
                rParentNode = rParentNode.Parent;
            }

            rSceneGo.QuadNode = rCurNode;
            rSceneGo.QuadNode.NodeList.Add(rSceneGo);
            rSceneGo.QuadNode.SubtreeObjCount++;
            rParentNode = rSceneGo.QuadNode.Parent;
            while (rParentNode != null)
            {
                rParentNode.SubtreeObjCount++;
                rParentNode = rParentNode.Parent;
            }
        }
Esempio n. 6
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        private void GetAllIntersectSceneGos(SceneObject rSceneGo, List <SceneQuadTreeNode> rQaudTreeNodes, SceneQuadTreeNode rQuadNode)
        {
            if (rQuadNode == null)
            {
                return;
            }
            if (!rSceneGo.BoxCollider)
            {
                return;
            }
            var rRect = new Rect(
                rSceneGo.BoxCollider.bounds.center.x - rSceneGo.BoxCollider.bounds.size.x / 2.0f,
                rSceneGo.BoxCollider.bounds.center.z - rSceneGo.BoxCollider.bounds.size.z / 2.0f,
                rSceneGo.BoxCollider.bounds.size.x,
                rSceneGo.BoxCollider.bounds.size.z);

            if (!rQuadNode.AABB.Overlaps(rRect))
            {
                return;
            }

            if (rQuadNode.NodeList.Count > 0)
            {
                rQaudTreeNodes.Add(rQuadNode);
            }

            for (int i = 0; i < rQuadNode.Children.Length; i++)
            {
                this.GetAllIntersectSceneGos(rSceneGo, rQaudTreeNodes, rQuadNode.Children[i]);
            }
        }