void SetLeafToChildren(QuadtreeLeafBasic <T> leaf) { Debug.Log("位置在(" + _field.top + "," + _field.right + "," + _field.bottom + "," + _field.left + ")的树枝节点向子节点存入位置在" + leaf.position + "的叶子"); /* * 如果叶子在子节点的范围里,向这个子节点里存入叶子 * 用 else if 的原因是 Field.Contains 把边缘处的点也算在范围里,这如果一个叶子在两个节点的交界处只用一个 if 就会重复存入 */ if (_upperRightChild._field.Contains(leaf.position)) { _upperRightChild.SetLeaf(leaf); } else if (_lowerRightChild._field.Contains(leaf.position)) { _lowerRightChild.SetLeaf(leaf); } else if (_lowerLeftChild._field.Contains(leaf.position)) { _lowerLeftChild.SetLeaf(leaf); } else if (_upperLeftChild._field.Contains(leaf.position)) { _upperLeftChild.SetLeaf(leaf); } }
/* * 存入。移除。检测三个方法都是 static ,因为static方法可以通过类名调用,这样就省去了每个检测器都要 Find 一次四叉树物体的工作 */ public static void SetLeaf(QuadtreeLeafBasic <GameObject> leaf) { _quadtree.SetLeaf(leaf); }