示例#1
0
        /// <summary>
        ///	更新节点
        /// </summary>
        public void Update()
        {
            if (parent == null)
            {
                return;
            }
            if (CheckState(parent) == PFQuadNodeState.In)
            {
                if (parent.children == null)
                {
                    return;
                }
                int index;
                index = point.x <= (parent.rect.x + parent.rect.x1) / 2 ? 0 : 1;
                index = point.y <= (parent.rect.y + parent.rect.y1) / 2 ? index : index + 2;
                if (CheckState(parent.children[index]) != PFQuadNodeState.In)
                {
                    return;
                }
            }
            PFQuadTree tempParent = parent;

            parent.RemoveQuadNode(this);
            tempParent.root.AddQuadNode(this);
            tempParent.Update();
        }
示例#2
0
 void InitRuntime(PFQuadTree root, PFQuadTree parent, PFRect rect, int depath)
 {
     this.root   = root == null ? this : root;
     this.parent = parent;
     this.rect   = rect;
     this.depath = depath;
     quadLinkedList.Clear();
 }
示例#3
0
 public void ReleaseToCache()
 {
     parent = null;
     if (quadLinkedList.Count > 0)
     {
         Debug.Fail("清理树节点异常:不应该存在PFIQuadNode");
     }
     ResetRuntime();
 }
示例#4
0
 public PFQuadTree(PFQuadTree root, PFQuadTree parent, PFRect rect, int depath)
 {
     this.rect      = rect;
     this.root      = root == null ? this : root;
     this.parent    = parent;
     children       = null;
     this.depath    = depath;
     quadLinkedList = new LinkedList <PFQuadCircle>();
 }
示例#5
0
 /// <summary>
 /// 回收子节点
 /// </summary>
 /// <param name="parentQuadLinkedList"></param>
 void RecycleQuadNodesFromChildren(PFQuadTree quadTree, LinkedList <PFQuadCircle> parentQuadLinkedList)
 {
     if (children == null)
     {
         foreach (var quadNode in quadLinkedList)
         {
             parentQuadLinkedList.AddLast(quadNode);
             quadNode.parent         = quadTree;
             quadNode.parentLinkNode = parentQuadLinkedList.Last;
         }
         quadLinkedList.Clear();
         return;
     }
     foreach (var quadTress in children)
     {
         quadTress.RecycleQuadNodesFromChildren(quadTree, parentQuadLinkedList);
     }
 }
示例#6
0
 public static void __FindNearQuadNodes(PFQuadTree quadTree, PFIQuadNode quadNode, List <PFQuadCircle> tempList)
 {
     if (quadTree.quadLinkedList.Count > 0)
     {
         foreach (var tempQuadNode in quadTree.quadLinkedList)
         {
             tempList.Add(tempQuadNode);
         }
     }
     if (quadNode.parent == quadTree)
     {
         return;
     }
     if (quadTree.children != null)
     {
         int index;
         index = quadNode.point.x <= (quadTree.rect.x + quadTree.rect.x1) / 2 ? 0 : 1;
         index = quadNode.point.y <= (quadTree.rect.y + quadTree.rect.y1) / 2 ? index : index + 2;
         __FindNearQuadNodes(quadTree.children[index], quadNode, tempList);
     }
 }
示例#7
0
 /// <summary>
 ///判断节点与区域的关系
 /// </summary>
 /// <param name="quadTree"></param>
 /// <returns></returns>
 public override PFQuadNodeState CheckState(PFQuadTree quadTree)
 {
     if ((point.x - radius >= quadTree.rect.x) &&
         (point.x + radius <= quadTree.rect.x1) &&
         (point.y - radius >= quadTree.rect.y) &&
         (point.y + radius <= quadTree.rect.y1)
         )
     {
         return(PFQuadNodeState.In);
     }
     else
     {
         if (PFMathIntersection.RectCircleIntersect(quadTree.rect, point, radius))
         {
             return(PFQuadNodeState.Intersect);
         }
         else
         {
             return(PFQuadNodeState.Out);
         }
     }
 }
示例#8
0
 public abstract PFQuadNodeState CheckState(PFQuadTree quadTree);
示例#9
0
        /// <summary>
        /// 添加节点
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="quadNode">节点</param>
        public PFQuadNodeState AddQuadNode(PFQuadCircle quadNode)
        {
            PFQuadNodeState state = quadNode.CheckState(this);
            int             index = 0;

            switch (state)
            {
            //在自己范围内,如果在子节点内,则由子节点持有。如果与子节点相交或者不存在子节点,则自己持有
            case PFQuadNodeState.In:
                if (children != null)
                {
                    index = quadNode.point.x <= (rect.x + rect.x1) / 2 ? 0 : 1;
                    index = quadNode.point.y <= (rect.y + rect.y1) / 2 ? index : index + 2;
                    switch (children[index].AddQuadNode(quadNode))
                    {
                    case (PFQuadNodeState.In):
                        return(PFQuadNodeState.In);

                    case (PFQuadNodeState.Intersect):
                        break;

                    case (PFQuadNodeState.Out):
                        Debug.Fail("AddQuadNode 异常:子节点状态OUT");
                        return(PFQuadNodeState.Out);
                    }
                }
                quadLinkedList.AddLast(quadNode);
                quadNode.parentLinkNode = quadLinkedList.Last;
                quadNode.parent         = this;
                break;

            //相交则不保存,由父节点继续持有
            case PFQuadNodeState.Intersect:
                if (parent == null)
                {
                    UnityEngine.Debug.LogError("AddQuadNode 异常:节点不在根数节点内");
                }
                break;

            case PFQuadNodeState.Out:
                UnityEngine.Debug.LogError("AddQuadNode 异常:状态OUT");
                break;
            }

            //如果数量超过容纳范围,则将当前格子分裂4块
            if ((children == null) && (quadLinkedList.Count > PATH_FINDER_CONTAIN_NUMBER))
            {
                children = new PFQuadTree[4];
                for (int i = 0; i < 4; i++)
                {
                    int x  = rect.x + (rect.x1 - rect.x) / 2 * (i % 2);
                    int y  = rect.y + (rect.y1 - rect.y) / 2 * (i / 2);
                    int x1 = x + (rect.x1 - rect.x) / 2;
                    int y1 = y + (rect.y1 - rect.y) / 2;
                    children[i] = MctCacheManager.GetInstantiateFromCache <PFQuadTree>();
                    if (children[i] != null)
                    {
                        children[i].InitRuntime(root, this, new PFRect(x, y, x1, y1), depath + 1);
                    }
                    else
                    {
                        children[i] = new PFQuadTree(root, this, new PFRect(x, y, x1, y1), depath + 1);
                    }
                }

                //将父节点的节点转到子节点
                LinkedListNode <PFQuadCircle> node;
                LinkedListNode <PFQuadCircle> nodeNext;
                node = quadLinkedList.First;
                while (node != null)
                {
                    nodeNext = node.Next;
                    PFQuadCircle tempQuadNode = node.Value;
                    index = tempQuadNode.point.x <= (rect.x + rect.x1) / 2 ? 0 : 1;
                    index = tempQuadNode.point.y <= (rect.y + rect.y1) / 2 ? index : index + 2;
                    switch (children[index].AddQuadNode(tempQuadNode))
                    {
                    case (PFQuadNodeState.In):
                        quadLinkedList.Remove(node);
                        break;

                    case (PFQuadNodeState.Intersect):
                        break;

                    case (PFQuadNodeState.Out):
                        Debug.Fail("AddQuadNode 异常:分配子节点状态OUT");
                        break;
                    }
                    node = nodeNext;
                }
            }
            return(state);
        }
示例#10
0
        public void FindNearQuadNodes(PFQuadCircle quadNode, List <PFQuadCircle> tempList)
        {
            PFQuadTree quadTree = root;

            __FindNearQuadNodes(root, quadNode, tempList);
        }