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A quadtree implementation using Unity's Vector2Int.
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/////////////////////////////////////////////////////////////////////////////// | |
// | |
// Vector2IntQuadTree by Tofunaut | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: | |
// | |
// The above copyright notice and this permission notice shall be included in | |
// all copies or substantial portions of the Software. | |
// | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
// THE SOFTWARE. | |
// | |
///////////////////////////////////////////////////////////////////////////////// | |
using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace Tofunaut.TofuUnity | |
{ | |
public class Vector2IntQuadTree<T> | |
{ | |
public int Count { get; private set; } | |
public Vector2IntQuadTree<T>[] Quadrants { get; private set; } | |
public Vector2Int Pivot { get; private set; } | |
public Vector2Int Min { get; private set; } | |
public Vector2Int Max { get; private set; } | |
public int Depth { get; private set; } | |
private List<T> _objects; | |
public Vector2IntQuadTree(Vector2Int min, Vector2Int max) | |
{ | |
_objects = new List<T>(); | |
Min = min; | |
Max = max; | |
Pivot = (Min + Max) / 2; | |
if (Math.Abs(Min.x - Max.x) <= 1) | |
{ | |
Pivot = new Vector2Int(Min.x, Pivot.y); | |
} | |
if (Math.Abs(Min.y - Max.y) <= 1) | |
{ | |
Pivot = new Vector2Int(Pivot.x, Min.y); | |
} | |
Depth = 0; | |
} | |
private Vector2IntQuadTree(Vector2Int min, Vector2Int max, int depth) | |
{ | |
_objects = new List<T>(); | |
Min = min; | |
Max = max; | |
Pivot = (Min + Max) / 2; | |
if (Math.Abs(Min.x - Max.x) <= 1) | |
{ | |
Pivot = new Vector2Int(Min.x, Pivot.y); | |
} | |
if (Math.Abs(Min.y - Max.y) <= 1) | |
{ | |
Pivot = new Vector2Int(Pivot.x, Min.y); | |
} | |
Depth = depth; | |
} | |
public void Add(T obj, Vector2Int coord) | |
{ | |
int index = GetQuadrantIndexFor(coord); | |
if (index == -1) | |
{ | |
_objects.Add(obj); | |
} | |
else | |
{ | |
if (Quadrants == null) | |
{ | |
Quadrants = new Vector2IntQuadTree<T>[] | |
{ | |
new Vector2IntQuadTree<T>(Pivot, Max, Depth + 1), | |
new Vector2IntQuadTree<T>(new Vector2Int(Pivot.x, Min.y), new Vector2Int(Max.x, Pivot.y), Depth + 1), | |
new Vector2IntQuadTree<T>(Min, Pivot, Depth + 1), | |
new Vector2IntQuadTree<T>(new Vector2Int(Min.x, Pivot.y), new Vector2Int(Pivot.x, Max.y), Depth + 1), | |
}; | |
} | |
Quadrants[index].Add(obj, coord); | |
} | |
Count++; | |
} | |
public bool Remove(T obj, Vector2Int coord) | |
{ | |
int index = GetQuadrantIndexFor(coord); | |
bool didRemove = false; | |
if (index == -1) | |
{ | |
didRemove |= _objects.Remove(obj); | |
} | |
else if (Quadrants != null) | |
{ | |
didRemove |= Quadrants[index].Remove(obj, coord); | |
} | |
if (didRemove) | |
{ | |
Count--; | |
} | |
if (Count <= 0) | |
{ | |
Quadrants = null; | |
} | |
return didRemove; | |
} | |
public bool TryGet(Vector2Int coord, out List<T> toReturn) | |
{ | |
int index = GetQuadrantIndexFor(coord); | |
if (index == -1) | |
{ | |
toReturn = _objects; | |
return toReturn.Count > 0; | |
} | |
if (Quadrants == null) | |
{ | |
toReturn = null; | |
return false; | |
} | |
return Quadrants[index].TryGet(coord, out toReturn); | |
} | |
public void Translate(T obj, Vector2Int from, Vector2Int to) | |
{ | |
Remove(obj, from); | |
Add(obj, to); | |
} | |
public void Clear() | |
{ | |
_objects.Clear(); | |
Quadrants = null; | |
} | |
private int GetQuadrantIndexFor(Vector2Int coord) | |
{ | |
if (Pivot == Min) | |
{ | |
return -1; | |
} | |
if (coord.x > Pivot.x) | |
{ | |
if (coord.y > Pivot.y) | |
{ | |
return 0; | |
} | |
else | |
{ | |
return 1; | |
} | |
} | |
else | |
{ | |
if (coord.y > Pivot.y) | |
{ | |
return 3; | |
} | |
else | |
{ | |
return 2; | |
} | |
} | |
} | |
} | |
} |
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