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/**
* @author Timo Hausmann
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts.
* However I've tweaked it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result.
* Original version at https://github.com/timohausmann/quadtree-js/
*
* @class Phaser.QuadTree
* @constructor
* @param {number} x - The top left coordinate of the quadtree.
* @param {number} y - The top left coordinate of the quadtree.
* @param {number} width - The width of the quadtree in pixels.
* @param {number} height - The height of the quadtree in pixels.
* @param {number} [maxObjects=10] - The maximum number of objects per node.
* @param {number} [maxLevels=4] - The maximum number of levels to iterate to.
* @param {number} [level=0] - Which level is this?
*/
Phaser.QuadTree = function(x, y, width, height, maxObjects, maxLevels, level) {
/**
* @property {number} maxObjects - The maximum number of objects per node.
* @default
*/
this.maxObjects = 10;
/**
* @property {number} maxLevels - The maximum number of levels to break down to.
* @default
*/
this.maxLevels = 4;
/**
* @property {number} level - The current level.
*/
this.level = 0;
/**
* @property {object} bounds - Object that contains the quadtree bounds.
*/
this.bounds = {};
/**
* @property {array} objects - Array of quadtree children.
*/
this.objects = [];
/**
* @property {array} nodes - Array of associated child nodes.
*/
this.nodes = [];
/**
* @property {array} _empty - Internal empty array.
* @private
*/
this._empty = [];
this.reset(x, y, width, height, maxObjects, maxLevels, level);
};
Phaser.QuadTree.prototype = {
/**
* Resets the QuadTree.
*
* @method Phaser.QuadTree#reset
* @param {number} x - The top left coordinate of the quadtree.
* @param {number} y - The top left coordinate of the quadtree.
* @param {number} width - The width of the quadtree in pixels.
* @param {number} height - The height of the quadtree in pixels.
* @param {number} [maxObjects=10] - The maximum number of objects per node.
* @param {number} [maxLevels=4] - The maximum number of levels to iterate to.
* @param {number} [level=0] - Which level is this?
*/
reset: function (x, y, width, height, maxObjects, maxLevels, level) {
this.maxObjects = maxObjects || 10;
this.maxLevels = maxLevels || 4;
this.level = level || 0;
this.bounds = {
x: Math.round(x),
y: Math.round(y),
width: width,
height: height,
subWidth: Math.floor(width / 2),
subHeight: Math.floor(height / 2),
right: Math.round(x) + Math.floor(width / 2),
bottom: Math.round(y) + Math.floor(height / 2)
};
this.objects.length = 0;
this.nodes.length = 0;
},
/**
* Populates this quadtree with the children of the given Group. In order to be added the child must exist and have a body property.
*
* @method Phaser.QuadTree#populate
* @param {Phaser.Group} group - The Group to add to the quadtree.
*/
populate: function (group) {
group.forEach(this.populateHandler, this, true);
},
/**
* Handler for the populate method.
*
* @method Phaser.QuadTree#populateHandler
* @param {Phaser.Sprite|object} sprite - The Sprite to check.
*/
populateHandler: function (sprite) {
if (sprite.body && sprite.exists)
{
this.insert(sprite.body);
}
},
/**
* Split the node into 4 subnodes
*
* @method Phaser.QuadTree#split
*/
split: function () {
// top right node
this.nodes[0] = new Phaser.QuadTree(this.bounds.right, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1));
// top left node
this.nodes[1] = new Phaser.QuadTree(this.bounds.x, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1));
// bottom left node
this.nodes[2] = new Phaser.QuadTree(this.bounds.x, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1));
// bottom right node
this.nodes[3] = new Phaser.QuadTree(this.bounds.right, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, (this.level + 1));
},
/**
* Insert the object into the node. If the node exceeds the capacity, it will split and add all objects to their corresponding subnodes.
*
* @method Phaser.QuadTree#insert
* @param {Phaser.Physics.Arcade.Body|object} body - The Body object to insert into the quadtree. Can be any object so long as it exposes x, y, right and bottom properties.
*/
insert: function (body) {
var i = 0;
var index;
// if we have subnodes ...
if (this.nodes[0] != null)
{
index = this.getIndex(body);
if (index !== -1)
{
this.nodes[index].insert(body);
return;
}
}
this.objects.push(body);
if (this.objects.length > this.maxObjects && this.level < this.maxLevels)
{
// Split if we don't already have subnodes
if (this.nodes[0] == null)
{
this.split();
}
// Add objects to subnodes
while (i < this.objects.length)
{
index = this.getIndex(this.objects[i]);
if (index !== -1)
{
// this is expensive - see what we can do about it
this.nodes[index].insert(this.objects.splice(i, 1)[0]);
}
else
{
i++;
}
}
}
},
/**
* Determine which node the object belongs to.
*
* @method Phaser.QuadTree#getIndex
* @param {Phaser.Rectangle|object} rect - The bounds in which to check.
* @return {number} index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node.
*/
getIndex: function (rect) {
// default is that rect doesn't fit, i.e. it straddles the internal quadrants
var index = -1;
if (rect.x < this.bounds.right && rect.right < this.bounds.right)
{
if (rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom)
{
// rect fits within the top-left quadrant of this quadtree
index = 1;
}
else if (rect.y > this.bounds.bottom)
{
// rect fits within the bottom-left quadrant of this quadtree
index = 2;
}
}
else if (rect.x > this.bounds.right)
{
// rect can completely fit within the right quadrants
if (rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom)
{
// rect fits within the top-right quadrant of this quadtree
index = 0;
}
else if (rect.y > this.bounds.bottom)
{
// rect fits within the bottom-right quadrant of this quadtree
index = 3;
}
}
return index;
},
/**
* Return all objects that could collide with the given Sprite or Rectangle.
*
* @method Phaser.QuadTree#retrieve
* @param {Phaser.Sprite|Phaser.Rectangle} source - The source object to check the QuadTree against. Either a Sprite or Rectangle.
* @return {array} - Array with all detected objects.
*/
retrieve: function (source) {
if (source instanceof Phaser.Rectangle)
{
var returnObjects = this.objects;
var index = this.getIndex(source);
}
else
{
if (!source.body)
{
return this._empty;
}
var returnObjects = this.objects;
var index = this.getIndex(source.body);
}
if (this.nodes[0])
{
// If rect fits into a subnode ..
if (index !== -1)
{
returnObjects = returnObjects.concat(this.nodes[index].retrieve(source));
}
else
{
// If rect does not fit into a subnode, check it against all subnodes (unrolled for speed)
returnObjects = returnObjects.concat(this.nodes[0].retrieve(source));
returnObjects = returnObjects.concat(this.nodes[1].retrieve(source));
returnObjects = returnObjects.concat(this.nodes[2].retrieve(source));
returnObjects = returnObjects.concat(this.nodes[3].retrieve(source));
}
}
return returnObjects;
},
/**
* Clear the quadtree.
* @method Phaser.QuadTree#clear
*/
clear: function () {
this.objects.length = 0;
var i = this.nodes.length;
while (i--)
{
this.nodes[i].clear();
this.nodes.splice(i, 1);
}
this.nodes.length = 0;
}
};
Phaser.QuadTree.prototype.constructor = Phaser.QuadTree;
/**
* Javascript QuadTree
* @version 1.0
*
* @version 1.3, March 11th 2014
* @author Richard Davey
* The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked
* it massively to add node indexing, removed lots of temp. var creation and significantly
* increased performance as a result.
*
* Original version at https://github.com/timohausmann/quadtree-js/
*/
/**
* @copyright © 2012 Timo Hausmann
*
* 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.
*/