//初始化,在作为组件被挂载时读取设置创建四叉树 private void Awake() { QuadtreeSettingSingleton setting = Resources.Load <QuadtreeSettingSingleton>("QuadtreeWithSingletonSetting"); //根据官方所说,Resources的最佳使用方法就是【别用它】,我个人也不喜欢这种把设置数据和游戏本体分到天涯海角的方法,所以我建议在设置完成后改成硬编码 _quadtree = new QuadtreeDataSingleton <GameObject>(setting.top, setting.right, setting.bottom, setting.left, setting.maxLeafsNumber, setting.minSideLength); }
//移除 public static bool RemoveLeaf(QuadtreeDataSingleton <GameObject> .Leaf leaf) { if (_quadtreeObject != null) //移除也是先检测四叉树物体是否存在,不存在的话肯定移除不了,返回 false { return(_quadtreeObject._quadtree.RemoveLeaf(leaf)); } return(false); }
public static GameObject[] CheckCollision(QuadtreeDataSingleton <GameObject> .Leaf leaf) { if (_quadtreeObject != null) { return(quadtreeObject._quadtree.CheckCollision(leaf)); } return(new GameObject[0]); }
T[] GetCollisionObjectsFromAChild(Vector2 checkPoint, float checkRadius, QuadtreeDataSingleton <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[] { }); }
public QuadtreeDataSingleton(float top, float right, float bottom, float left, int maxLeafNumber, float minSideLength, QuadtreeDataSingleton <T> root = null, QuadtreeDataSingleton <T> parent = null) { _field = new Field(top, right, bottom, left); _maxLeafsNumber = maxLeafNumber; _minSideLength = minSideLength; _root = root != null ? root : this; _parent = parent; }
void Split() { Debug.Log("<color=#808000>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</color>"); Update(); float xCenter = (_field.left + _field.right) / 2; float yCenter = (_field.bottom + _field.top) / 2; _upperRightChild = new QuadtreeDataSingleton <T>(_field.top, _field.right, yCenter, xCenter, _maxLeafsNumber, _minSideLength, _root, this); _lowerRightChild = new QuadtreeDataSingleton <T>(yCenter, _field.right, _field.bottom, xCenter, _maxLeafsNumber, _minSideLength, _root, this); _lowerLeftChild = new QuadtreeDataSingleton <T>(yCenter, xCenter, _field.bottom, _field.left, _maxLeafsNumber, _minSideLength, _root, this); _upperLeftChild = new QuadtreeDataSingleton <T>(_field.top, xCenter, yCenter, _field.left, _maxLeafsNumber, _minSideLength, _root, this); foreach (Leaf leaf in _leafs) { SetLeafToChildren(leaf); } _leafs = null; }
private void Awake() { _transform = transform; _leaf = new QuadtreeDataSingleton <GameObject> .Leaf(gameObject, GetLeafPosition(), _radius); }
//存入 public static bool SetLeaf(QuadtreeDataSingleton <GameObject> .Leaf leaf) { return(quadtreeObject._quadtree.SetLeaf(leaf)); //存入时通过接口获取四叉树物体,这样能保证四叉树一直存在,不会发生存入空树 }