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| using System; using System.Collections.Generic;
public class TreeRect { public float X { get; private set; } public float Y { get; private set; } public float W { get; private set; } public float H { get; private set; } public float HalfW { get; private set; } public float HalfH { get; private set; } public float XL { get; private set; } public float XR{ get; private set; }
public float YT { get; private set; } public float YB { get; private set; }
/// <summary> /// 点 /// </summary> /// <param name="x"></param> /// <param name="y"></param> public TreeRect(float x, float y) { SetRect(x, y, 0, 0); } /// <summary> /// 四边形 /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="w"></param> /// <param name="h"></param> public TreeRect(float x, float y, float w, float h) { SetRect(x, y, w, h); } public void SetRect(float x, float y, float w, float h) { X = x; Y = y; W = w; H = h;
HalfW = W * 0.5f; HalfH = H * 0.5f;
XL = X - HalfW; XR = X + HalfW; YB = Y - HalfH; YT = Y + HalfH; }
public bool Intersect(TreeRect other) { return (!(XR < other.XL || XL > other.XR)) && (!(YT < other.YB || YB > other.YT)); }
public bool IsCenterIn(TreeRect other) { return other.X <= XR && other.X >= XL && other.Y <= YT && other.Y >= YB; }
public bool IsIn(TreeRect other) { return XR <= other.XR && XL >= other.XL && YT <= other.YT && YB >= other.YB; } public override string ToString() { return $"({X},{Y},{W},{H})"; }
public static TreeRect operator *(TreeRect rhs,float lhs) { rhs.SetRect(rhs.X * lhs, rhs.Y * lhs, rhs.W * lhs, rhs.H * lhs); return rhs; } }
public class TreeObject { /// <summary> /// 信息 /// </summary> public TreeRect TreeRect; /// <summary> /// 属于哪个节点 /// </summary> public MapQuadTree Node ; public int Id; }
public class MapQuadTree { public MapQuadTree Root { get; } //根节点 public int MaxCount { get; private set; } = 5; public int MaxDeep { get; private set; } = 4; public int TreeDeep { get; } public List<MapQuadTree> Childs { get; private set; } public MapQuadTree Parent { get; }
/// <summary> /// </summary> public readonly List<TreeObject> TreePointObjs = new List<TreeObject>();
// public readonly List<TreeObject> BoundTreeObjs = new List<TreeObject>(); public TreeRect Rect { get; } public bool IsLeafNode => Childs == null || Childs.Count == 0; public bool IsEmptyLeafNode => TreePointObjs.Count == 0 && IsLeafNode ;
public MapQuadTree(TreeRect rect) { Rect = rect; TreeDeep = 0; Root = this; }
private MapQuadTree(TreeRect rect, int treeDeep, MapQuadTree parent) : this(rect) { TreeDeep = treeDeep + 1; this.Parent = parent; Root = parent.Root; }
public void Insert(TreeObject treeObj) { if (!IsInTreeRect(treeObj)) { return; }
treeObj.Node = this; if (Childs == null) { TreePointObjs.Add(treeObj); if (TreePointObjs.Count > MaxCount) { SliceTree(); } } else { for (int i = 0; i < Childs.Count; i++) { Childs[i].Insert(treeObj); } } }
private void SliceTree() { if (TreeDeep >= MaxDeep) { return; }
// 四分 可根据情况 调整 // lb, lt, rt, rb 目前与unity recttranform 的 4个 corner 保持一致的分布顺序 Childs = new List<MapQuadTree> { new MapQuadTree(new TreeRect(Rect.X - Rect.HalfW * 0.5f, Rect.Y - Rect.HalfH * 0.5f, Rect.HalfW, Rect.HalfH), TreeDeep, this), new MapQuadTree(new TreeRect(Rect.X - Rect.HalfW * 0.5f, Rect.Y + Rect.HalfH * 0.5f, Rect.HalfW, Rect.HalfH), TreeDeep, this), new MapQuadTree(new TreeRect(Rect.X + Rect.HalfW * 0.5f, Rect.Y + Rect.HalfH * 0.5f, Rect.HalfW, Rect.HalfH), TreeDeep, this), new MapQuadTree(new TreeRect(Rect.X + Rect.HalfW * 0.5f, Rect.Y - Rect.HalfH * 0.5f, Rect.HalfW, Rect.HalfH), TreeDeep, this) };
for (int i = 0; i < TreePointObjs.Count; i++) { for (int j = 0; j < Childs.Count; j++) { Childs[j].Insert(TreePointObjs[i]); } }
TreePointObjs.Clear(); }
public bool Intersect(TreeRect other) { return Rect.Intersect(other); }
private bool IsInTreeRect(TreeObject treeObj) { return Rect.IsCenterIn(treeObj.TreeRect); }
public void ClearEmptyNode() { List<MapQuadTree> emptyLeafNodes = new List<MapQuadTree>(); ForEachEmptyLeafNode(Root, (t) => { emptyLeafNodes.Add(t); }); while (emptyLeafNodes.Count > 0) { for (int i = 0; i < emptyLeafNodes.Count; i++) { emptyLeafNodes[i].Parent.RemoveChildNode(emptyLeafNodes[i]); } emptyLeafNodes.Clear(); ForEachEmptyLeafNode(Root, (t) => { emptyLeafNodes.Add(t); }); } }
private void ForEachEmptyLeafNode(MapQuadTree node, Action<MapQuadTree> treeAction) { if (node.IsEmptyLeafNode) { treeAction?.Invoke(node); return; }
if (node.Childs != null) { for (int i = 0; i < node.Childs.Count; i++) { ForEachEmptyLeafNode(node.Childs[i],treeAction); } } } private void ForEachLeafNode(MapQuadTree node, Action<MapQuadTree> treeAction) { if (node.IsLeafNode) { treeAction?.Invoke(node); return; }
if (node.Childs != null) { for (int i = 0; i < node.Childs.Count; i++) { ForEachLeafNode(node.Childs[i],treeAction); } } } private void RemoveChildNode(MapQuadTree node) { if (Childs!=null) { Childs.Remove(node); } } public void ForEach(Action<MapQuadTree> each) { ForEach(Root, each); }
public void ForEachInRect(TreeRect rect, Action<MapQuadTree> treeAction) { ForEachAreaTree(Root, rect, treeAction); }
private void ForEachAreaTree(MapQuadTree node, TreeRect rect, Action<MapQuadTree> treeAction) { if (!node.Rect.Intersect(rect)) { return; }
if (node.IsLeafNode) { treeAction?.Invoke(node); return; }
if (node.Childs != null) { for (int i = 0; i < node.Childs.Count; i++) { ForEachAreaTree(node.Childs[i], rect, treeAction); } } }
public void ForEachInRect(TreeRect rect, Action<TreeObject> treeAction) { ForEachAreaTree(Root, rect, treeAction); }
private void ForEachAreaTree(MapQuadTree node, TreeRect rect, Action<TreeObject> treeAction) { if (!node.Rect.Intersect(rect)) { return; }
if (node.IsLeafNode) { foreach (var treeObject in node.TreePointObjs) { treeAction?.Invoke(treeObject); }
return; }
if (node.Childs != null) { for (int i = 0; i < node.Childs.Count; i++) { ForEachAreaTree(node.Childs[i], rect, treeAction); } } }
private void ForEach(MapQuadTree node, Action<MapQuadTree> each) { if (node == null) { return; }
ForEachNodeValues(node, each); if (node.Childs != null) { for (int i = 0; i < node.Childs.Count; i++) { ForEachNodeValues(node.Childs[i], each); ForEach(node.Childs[i], each); } } }
private void ForEachNodeValues(MapQuadTree node, Action<MapQuadTree> each) { each?.Invoke(node); }
public override string ToString() { return $"Deep :{TreeDeep} : {Rect.ToString()} ,+ {TreePointObjs.Count} "; } }
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