Пример #1
0
    public void Generate()
    {
        tree = new QuadTree(Vector2Int.zero, size, depth);

        Vector2[] normTarget = new Vector2[target.Length];
        for (int i = 0; i < target.Length; i++)
        {
            normTarget[i] = target[i] / (float)size;
        }
        tree.Build(normTarget);
        GetComponent <MeshFilter>().sharedMesh = tree.GenerateMesh();
        //Debug.Log(positions.Count);
    }
Пример #2
0
    public void GenerateFromPoint()
    {
        tree = new QuadTree(Vector2Int.zero, size, depth);

        List <Vector2> normTarget = new List <Vector2>();

        for (int i = 0; i < around.Length; i++)
        {
            if ((point + around[i]).y > y)
            {
                continue;
            }
            normTarget.Add((point + around[i]) / (float)size);
        }
        tree.Build(normTarget.ToArray());
        GetComponent <MeshFilter>().sharedMesh = tree.GenerateMesh();
    }
Пример #3
0
 private void Update()
 => quadTree.Build(positions);
Пример #4
0
 private void Start()
 {
     quadTree = new QuadTree(new Bounds2D(center, size), maxLOD);
     quadTree.Build(positions);
 }
Пример #5
0
        public static void CompareCollision(int n, double radius)
        {
            Console.WriteLine("Running with {0} objects in a radius of {1} units", n, radius);
            IGameObj[] gob = new IGameObj[n];
            for (int i = 0; i < n; i++)
            {
                gob[i] = new DummyObj(Misc.PointWithin(radius), 0);
            }

            long      collisions = 0;
            Stopwatch time       = new Stopwatch();

            time.Start();
            for (int i = 0; i < gob.Length; i++)
            {
                IGameObj o = gob[i];
                // The j=i is why we don't use foreach here...
                for (int j = i; j < gob.Length; j++)
                {
                    IGameObj go = gob[j];
                    if (o.Id < go.Id && o.Colliding(go))
                    {
                        collisions += 1;
                    }
                }
            }
            time.Stop();
            Console.WriteLine("Brute force found {0} collisions in {1} ms", collisions, time.ElapsedMilliseconds);

            Func <IGameObj, Vector2d> f = delegate(IGameObj o) {
                return(o.Loc);
            };


            collisions = 0;
            Stopwatch time2 = new Stopwatch();

            time.Reset();
            time.Start();
            time2.Start();
            KdTree <IGameObj> k = KdTree <IGameObj> .BuildByInsertion(f, gob);

            time2.Stop();
            foreach (IGameObj o in gob)
            {
                ICollection <IGameObj> c = k.GetWithin(o.Loc, 50);
                foreach (IGameObj go in c)
                {
                    // This conveniently prevents things from colliding twice or
                    // colliding with themselves.
                    if (o.Id > go.Id && o.Colliding(go))
                    {
                        collisions += 1;
                    }
                }
            }
            time.Stop();
            Console.WriteLine("kd-tree found {0} collisions in {1} ms, of which {2} ms was building the tree",
                              collisions, time.ElapsedMilliseconds, time2.ElapsedMilliseconds);


            collisions = 0;
            time.Reset();
            time2.Reset();
            time.Start();
            time2.Start();
            QuadTree <IGameObj> q = QuadTree <IGameObj> .Build(f, gob);

            time2.Stop();
            foreach (IGameObj o in gob)
            {
                ICollection <IGameObj> c = q.GetWithin(o.Loc, 50);
                foreach (IGameObj go in c)
                {
                    // This conveniently prevents things from colliding twice or
                    // colliding with themselves.
                    if (o.Id > go.Id && o.Colliding(go))
                    {
                        collisions += 1;
                    }
                }
            }
            time.Stop();
            Console.WriteLine("quadtree found {0} collisions in {1} ms, of which {2} ms was building the tree",
                              collisions, time.ElapsedMilliseconds, time2.ElapsedMilliseconds);

            //Console.WriteLine(k);
        }