T[] GetCollisionObjectsFromAChild(Vector2 checkPoint, float checkRadius, QuadtreeRadius <T> child) { if (child._field.PointToFieldDistance(checkPoint) <= _maxRadius + checkRadius) //这里不光要考虑到检测半径,还要考虑到节点最大半径 { return(child.CheckCollision(checkPoint, checkRadius)); } return(new T[0]); }
/* * 构造方法增加一个父节点参数,默认值是null。 * 创建四叉树时不传参数,分割时传当前节点,这样根节点就没有父节点,其他节点都有父节点,向上更新半径就可以进行。 */ public QuadtreeRadius(float top, float right, float bottom, float left, int maxLeafNumber, float minSideLength, QuadtreeRadius <T> parent = null) { _field = new QuadtreeWithRadiusField(top, right, bottom, left); _maxLeafsNumber = maxLeafNumber; _minSideLength = minSideLength; _parent = parent; DrawField(); //绘制节点范围,删除不影响功能 }
void Split() { Debug.Log("位置在((" + _field.top + "," + _field.right + "," + _field.bottom + "," + _field.left + "))的树梢节点达到分割条件,进行分割"); float xCenter = (_field.left + _field.right) / 2; float yCenter = (_field.bottom + _field.top) / 2; _upperRightChild = new QuadtreeRadius <T>(_field.top, _field.right, yCenter, xCenter, _maxLeafsNumber, _minSideLength, this); _lowerRightChild = new QuadtreeRadius <T>(yCenter, _field.right, _field.bottom, xCenter, _maxLeafsNumber, _minSideLength, this); _lowerLeftChild = new QuadtreeRadius <T>(yCenter, xCenter, _field.bottom, _field.left, _maxLeafsNumber, _minSideLength, this); _upperLeftChild = new QuadtreeRadius <T>(_field.top, xCenter, yCenter, _field.left, _maxLeafsNumber, _minSideLength, this); foreach (QuadtreeLeafRadius <T> leaf in _leafs) //因为这里向子节点存入所有叶子,最大半径的叶子依然在范围里,不需要对最大半径做特别处理 { SetLeafToChildren(leaf); } _leafs = null; }
private void Awake() { _quadtree = new QuadtreeRadius <GameObject>(_top, _right, _bottom, _left, _maxLeafsNumber, _minSideLength); }