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- #region File Description
- //-----------------------------------------------------------------------------
- // QuadTree.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- #region Using Statements
- using System;
- using System.Collections.Generic;
- using System.Text;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.Graphics;
- using RobotGameData.GameObject;
- using RobotGameData.Helper;
- #endregion
- namespace RobotGameData.Collision
- {
- /// <summary>
- /// This is a quad tree only colliding. not support render model.
- /// </summary>
- public class QuadTree
- {
- /// <summary>
- /// quad tree area.
- /// </summary>
- enum IntersectionType
- {
- UpperLeft = 0,
- UpperRight,
- LowerLeft,
- LowerRight,
- }
- #region Fields
- protected QuadNode rootNode = null;
- protected int nodeCount = 0;
- protected int depthLevel = 0;
- #endregion
- #region Properties
- public QuadNode RootNode
- {
- get { return rootNode; }
- }
- public int NodeCount
- {
- get { return nodeCount; }
- }
- public int DepthLevel
- {
- get { return depthLevel; }
- }
- #endregion
- /// <summary>
- /// build a quad tree.
- /// </summary>
- /// <param name="vertices">vertex array</param>
- /// <param name="depthLevel">quad tree depth count</param>
- /// <returns></returns>
- public int Build(Vector3[] vertices, int depthLevel)
- {
- this.depthLevel = depthLevel;
- rootNode = BuildNode(vertices, depthLevel);
- rootNode.Name = "QUADTREE: root node";
- return nodeCount;
- }
- /// <summary>
- /// build a quad node.
- /// </summary>
- /// <param name="vertices">vertex array</param>
- /// <param name="depthLevel">quad tree depth count</param>
- /// <returns>new quad node</returns>
- protected QuadNode BuildNode(Vector3[] vertices, int depthLevel)
- {
- QuadNode newNode = null;
-
- Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
- Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
- float centerX = 0.0f;
- float centerZ = 0.0f;
- IntersectionType[] Intersection = new IntersectionType[3];
- // checks min and max of vertices
- for (int i = 0; i < vertices.Length; i++)
- {
- if (min.X > vertices[i].X) min.X = vertices[i].X;
- if (min.Y > vertices[i].Y) min.Y = vertices[i].Y;
- if (min.Z > vertices[i].Z) min.Z = vertices[i].Z;
- if (max.X < vertices[i].X) max.X = vertices[i].X;
- if (max.Y < vertices[i].Y) max.Y = vertices[i].Y;
- if (max.Z < vertices[i].Z) max.Z = vertices[i].Z;
- }
- centerX = (max.X + min.X) / 2;
- centerZ = (max.Z + min.Z) / 2;
- // creates node
- newNode = new QuadNode(min, max);
- newNode.Depth = this.depthLevel - depthLevel;
-
- nodeCount++;
- if (depthLevel-- > 0)
- {
- List<Vector3> upperLeftVertexList = new List<Vector3>();
- List<Vector3> upperRightVertexList = new List<Vector3>();
- List<Vector3> lowerLeftVertexList = new List<Vector3>();
- List<Vector3> lowerRightVertexList = new List<Vector3>();
- List<Vector3> medlineVertexList = new List<Vector3>();
-
- // vertex count
- for (int count = 0; count < vertices.Length; count += 3)
- {
- // Triangle
- for (int i = 0; i < 3; i++)
- {
- // inside upper left
- if (vertices[count + i].X < centerX &&
- vertices[count + i].Z < centerZ)
- {
- Intersection[i] = IntersectionType.UpperLeft;
- }
- // inside upper right
- else if (vertices[count + i].X > centerX &&
- vertices[count + i].Z < centerZ)
- {
- Intersection[i] = IntersectionType.UpperRight;
- }
- // inside lower left
- else if (vertices[count + i].X < centerX &&
- vertices[count + i].Z > centerZ)
- {
- Intersection[i] = IntersectionType.LowerLeft;
- }
- // inside lower right
- else if (vertices[count + i].X > centerX &&
- vertices[count + i].Z > centerZ)
- {
- Intersection[i] = IntersectionType.LowerRight;
- }
- }
- // intersecting with upper left area
- if (Intersection[0] == IntersectionType.UpperLeft &&
- Intersection[1] == IntersectionType.UpperLeft &&
- Intersection[2] == IntersectionType.UpperLeft)
- {
- upperLeftVertexList.Add(vertices[count + 0]);
- upperLeftVertexList.Add(vertices[count + 1]);
- upperLeftVertexList.Add(vertices[count + 2]);
- }
- // intersecting with upper right area
- else if (Intersection[0] == IntersectionType.UpperRight &&
- Intersection[1] == IntersectionType.UpperRight &&
- Intersection[2] == IntersectionType.UpperRight)
- {
- upperRightVertexList.Add(vertices[count + 0]);
- upperRightVertexList.Add(vertices[count + 1]);
- upperRightVertexList.Add(vertices[count + 2]);
- }
- // intersecting with lower left area
- else if (Intersection[0] == IntersectionType.LowerLeft &&
- Intersection[1] == IntersectionType.LowerLeft &&
- Intersection[2] == IntersectionType.LowerLeft)
- {
- lowerLeftVertexList.Add(vertices[count + 0]);
- lowerLeftVertexList.Add(vertices[count + 1]);
- lowerLeftVertexList.Add(vertices[count + 2]);
- }
- // intersecting with lower right area
- else if (Intersection[0] == IntersectionType.LowerRight &&
- Intersection[1] == IntersectionType.LowerRight &&
- Intersection[2] == IntersectionType.LowerRight)
- {
- lowerRightVertexList.Add(vertices[count + 0]);
- lowerRightVertexList.Add(vertices[count + 1]);
- lowerRightVertexList.Add(vertices[count + 2]);
- }
- // intersecting with medline
- else
- {
- medlineVertexList.Add(vertices[count + 0]);
- medlineVertexList.Add(vertices[count + 1]);
- medlineVertexList.Add(vertices[count + 2]);
- }
- }
- string prefix = String.Empty;
- for (int i = 0; i < this.depthLevel - depthLevel; i++) prefix += "- ";
- // upper left
- if (upperLeftVertexList.Count > 0)
- {
- newNode.UpperLeftNode =
- BuildNode(upperLeftVertexList.ToArray(), depthLevel);
- newNode.UpperLeftNode.Parent = newNode;
- newNode.UpperLeftNode.Name = "QUADTREE: " + prefix + "UL ";
- if (newNode.UpperLeftNode.IsLeafNode )
- newNode.UpperLeftNode.Name += "leaf";
- else
- newNode.UpperLeftNode.Name += "node";
- }
- // upper right
- if (upperRightVertexList.Count > 0)
- {
- newNode.UpperRightNode =
- BuildNode(upperRightVertexList.ToArray(), depthLevel);
- newNode.UpperRightNode.Parent = newNode;
- newNode.UpperRightNode.Name = "QUADTREE: " + prefix + "UR ";
- if (newNode.UpperRightNode.IsLeafNode )
- newNode.UpperRightNode.Name += "leaf";
- else
- newNode.UpperRightNode.Name += "node";
- }
- // lower left
- if (lowerLeftVertexList.Count > 0)
- {
- newNode.LowerLeftNode =
- BuildNode(lowerLeftVertexList.ToArray(), depthLevel);
- newNode.LowerLeftNode.Parent = newNode;
- newNode.LowerLeftNode.Name = "QUADTREE: " + prefix + "LL ";
- if (newNode.LowerLeftNode.IsLeafNode )
- newNode.LowerLeftNode.Name += "leaf";
- else
- newNode.LowerLeftNode.Name += "node";
- }
- // lower right
- if (lowerRightVertexList.Count > 0)
- {
- newNode.LowerRightNode =
- BuildNode(lowerRightVertexList.ToArray(), depthLevel);
- newNode.LowerRightNode.Parent = newNode;
- newNode.LowerRightNode.Name = "QUADTREE: " + prefix + "LR ";
- if (newNode.LowerRightNode.IsLeafNode )
- newNode.LowerRightNode.Name += "leaf";
- else
- newNode.LowerRightNode.Name += "node";
- }
- // intersecting with medline
- if (medlineVertexList.Count > 0)
- {
- newNode.CreateVertices(medlineVertexList.ToArray());
- }
- }
- else
- {
- newNode.CreateVertices(vertices);
- }
- return newNode;
- }
- /// <summary>
- /// display build information to debug output window.
- /// </summary>
- /// <returns>total vertex count</returns>
- public int Dump()
- {
- int vertexCount = 0;
- vertexCount = this.rootNode.Dump();
- System.Diagnostics.Debug.WriteLine(
- "QUADTREE: total vertex count = " + vertexCount);
- return vertexCount;
- }
- /// <summary>
- /// Finds a contaning quad node.
- /// </summary>
- public QuadNode GetNodeContaining(ref CollideElement bounds)
- {
- if (rootNode != null)
- {
- if (rootNode.Contains(ref bounds) )
- return rootNode.GetNodeContaining(ref bounds);
- }
- return null;
- }
- }
- }
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