mirror of
https://github.com/wassname/phaser-plugin-isometric.git
synced 2026-08-30 11:28:40 +08:00
396 lines
14 KiB
JavaScript
396 lines
14 KiB
JavaScript
/**
|
|
* Octree Constructor
|
|
*
|
|
* @class Phaser.Plugin.Isometric.Octree
|
|
* @classdesc A Octree implementation based on Phaser.QuadTree.
|
|
* Original version at https://github.com/timohausmann/quadtree-js/
|
|
*
|
|
* @constructor
|
|
* @param {number} x - The bottom-back coordinate of the octree.
|
|
* @param {number} y - The bottom-back coordinate of the octree.
|
|
* @param {number} z - The bottom-back coordinate of the octree.
|
|
* @param {number} widthX - The width X (breadth) of the octree.
|
|
* @param {number} widthY - The width Y (depth) of the octree.
|
|
* @param {number} height - The height (Z) of the octree.
|
|
* @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.Plugin.Isometric.Octree = function (x, y, z, widthX, widthY, 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 octree bounds.
|
|
*/
|
|
this.bounds = {};
|
|
|
|
/**
|
|
* @property {array} objects - Array of octree 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, z, widthX, widthY, height, maxObjects, maxLevels, level);
|
|
|
|
};
|
|
|
|
Phaser.Plugin.Isometric.Octree.prototype = {
|
|
|
|
/**
|
|
* Resets the QuadTree.
|
|
*
|
|
* @method Phaser.Plugin.Isometric.Octree#reset
|
|
* @param {number} x - The bottom-back coordinate of the octree.
|
|
* @param {number} y - The bottom-back coordinate of the octree.
|
|
* @param {number} z - The bottom-back coordinate of the octree.
|
|
* @param {number} widthX - The width X (breadth) of the octree.
|
|
* @param {number} widthY - The width Y (depth) of the octree.
|
|
* @param {number} height - The height (Z) of the octree.
|
|
* @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, z, widthX, widthY, 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),
|
|
z: Math.round(z),
|
|
widthX: widthX,
|
|
widthY: widthY,
|
|
height: height,
|
|
subWidthX: Math.floor(widthX * 0.5),
|
|
subWidthY: Math.floor(widthY * 0.5),
|
|
subHeight: Math.floor(height * 0.5),
|
|
frontX: Math.round(x) + Math.floor(widthX * 0.5),
|
|
frontY: Math.round(y) + Math.floor(widthY * 0.5),
|
|
top: Math.round(z) + Math.floor(height * 0.5)
|
|
};
|
|
|
|
this.objects.length = 0;
|
|
this.nodes.length = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* Populates this octree with the children of the given Group. In order to be added the child must exist and have a body property.
|
|
*
|
|
* @method Phaser.Plugin.Isometric.Octree#populate
|
|
* @param {Phaser.Group} group - The Group to add to the octree.
|
|
*/
|
|
populate: function (group) {
|
|
|
|
group.forEach(this.populateHandler, this, true);
|
|
|
|
},
|
|
|
|
/**
|
|
* Handler for the populate method.
|
|
*
|
|
* @method Phaser.Plugin.Isometric.Octree#populateHandler
|
|
* @param {Phaser.Plugin.Isometric.IsoSprite|object} sprite - The Sprite to check.
|
|
*/
|
|
populateHandler: function (sprite) {
|
|
|
|
if (sprite.body && sprite.exists) {
|
|
this.insert(sprite.body);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Split the node into 8 subnodes
|
|
*
|
|
* @method Phaser.Plugin.Isometric.Octree#split
|
|
*/
|
|
split: function () {
|
|
|
|
// bottom four octants
|
|
// -x-y-z
|
|
this.nodes[0] = new Phaser.Plugin.Isometric.Octree(this.bounds.x, this.bounds.y, this.bounds.z, this.bounds.subWidthX, this.bounds.subWidthY, this.bounds.subHeight, this.maxLevels, (this.level + 1));
|
|
// +x-y-z
|
|
this.nodes[1] = new Phaser.Plugin.Isometric.Octree(this.bounds.frontX, this.bounds.y, this.bounds.z, this.bounds.subWidthX, this.bounds.subWidthY, this.bounds.subHeight, this.maxLevels, (this.level + 1));
|
|
// -x+y-z
|
|
this.nodes[2] = new Phaser.Plugin.Isometric.Octree(this.bounds.x, this.bounds.frontY, this.bounds.z, this.bounds.subWidthX, this.bounds.subWidthY, this.bounds.subHeight, this.maxLevels, (this.level + 1));
|
|
// +x+y-z
|
|
this.nodes[3] = new Phaser.Plugin.Isometric.Octree(this.bounds.frontX, this.bounds.frontY, this.bounds.z, this.bounds.subWidthX, this.bounds.subWidthY, this.bounds.subHeight, this.maxLevels, (this.level + 1));
|
|
|
|
// top four octants
|
|
// -x-y+z
|
|
this.nodes[4] = new Phaser.Plugin.Isometric.Octree(this.bounds.x, this.bounds.y, this.bounds.top, this.bounds.subWidthX, this.bounds.subWidthY, this.bounds.subHeight, this.maxLevels, (this.level + 1));
|
|
// +x-y+z
|
|
this.nodes[5] = new Phaser.Plugin.Isometric.Octree(this.bounds.frontX, this.bounds.y, this.bounds.top, this.bounds.subWidthX, this.bounds.subWidthY, this.bounds.subHeight, this.maxLevels, (this.level + 1));
|
|
// -x+y+z
|
|
this.nodes[6] = new Phaser.Plugin.Isometric.Octree(this.bounds.x, this.bounds.frontY, this.bounds.top, this.bounds.subWidthX, this.bounds.subWidthY, this.bounds.subHeight, this.maxLevels, (this.level + 1));
|
|
// +x+y+z
|
|
this.nodes[7] = new Phaser.Plugin.Isometric.Octree(this.bounds.frontX, this.bounds.frontY, this.bounds.top, this.bounds.subWidthX, this.bounds.subWidthY, this.bounds.subHeight, 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.Plugin.Isometric.Octree#insert
|
|
* @param {Phaser.Plugin.Isometric.Body|Phaser.Plugin.Isometric.Cube|object} body - The Body object to insert into the octree. Can be any object so long as it exposes x, y, z, frontX, frontY and top 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.Plugin.Isometric.Octree#getIndex
|
|
* @param {Phaser.Plugin.Isometric.Cube|object} cube - The bounds in which to check.
|
|
* @return {number} index - Index of the subnode (0-7), or -1 if cube cannot completely fit within a subnode and is part of the parent node.
|
|
*/
|
|
getIndex: function (cube) {
|
|
|
|
// default is that cube doesn't fit, i.e. it straddles the internal octants
|
|
var index = -1;
|
|
|
|
if (cube.x < this.bounds.frontX && cube.frontX < this.bounds.frontX) {
|
|
if (cube.y < this.bounds.frontY && cube.frontY < this.bounds.frontY) {
|
|
if (cube.z < this.bounds.top && cube.top < this.bounds.top) {
|
|
// cube fits into -x-y-z octant
|
|
index = 0;
|
|
} else if (cube.z > this.bounds.top) {
|
|
// cube fits into -x-y+z octant
|
|
index = 4;
|
|
}
|
|
} else if (cube.y > this.bounds.frontY) {
|
|
if (cube.z < this.bounds.top && cube.top < this.bounds.top) {
|
|
// cube fits into -x+y-z octant
|
|
index = 2;
|
|
} else if (cube.z > this.bounds.top) {
|
|
// cube fits into -x+y+z octant
|
|
index = 6;
|
|
}
|
|
}
|
|
} else if (cube.x > this.bounds.frontX) {
|
|
if (cube.y < this.bounds.frontY && cube.frontY < this.bounds.frontY) {
|
|
if (cube.z < this.bounds.top && cube.top < this.bounds.top) {
|
|
// cube fits into +x-y-z octant
|
|
index = 1;
|
|
} else if (cube.z > this.bounds.top) {
|
|
// cube fits into +x-y+z octant
|
|
index = 5;
|
|
}
|
|
} else if (cube.y > this.bounds.frontY) {
|
|
if (cube.z < this.bounds.top && cube.top < this.bounds.top) {
|
|
// cube fits into +x+y-z octant
|
|
index = 3;
|
|
} else if (cube.z > this.bounds.top) {
|
|
// cube fits into +x+y+z octant
|
|
index = 7;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
return index;
|
|
|
|
},
|
|
|
|
/**
|
|
* Return all objects that could collide with the given IsoSprite or Cube.
|
|
*
|
|
* @method Phaser.Plugin.Isometric.Octree#retrieve
|
|
* @param {Phaser.Plugin.Isometric.IsoSprite|Phaser.Plugin.Isometric.Cube} source - The source object to check the Octree against. Either a IsoSprite or Cube.
|
|
* @return {array} - Array with all detected objects.
|
|
*/
|
|
retrieve: function (source) {
|
|
|
|
var returnObjects, index;
|
|
|
|
if (source instanceof Phaser.Plugin.Isometric.Cube) {
|
|
returnObjects = this.objects;
|
|
|
|
index = this.getIndex(source);
|
|
} else {
|
|
if (!source.body) {
|
|
return this._empty;
|
|
}
|
|
|
|
returnObjects = this.objects;
|
|
|
|
index = this.getIndex(source.body);
|
|
}
|
|
|
|
if (this.nodes[0]) {
|
|
// If cube fits into a subnode ..
|
|
if (index !== -1) {
|
|
returnObjects = returnObjects.concat(this.nodes[index].retrieve(source));
|
|
} else {
|
|
// If cube 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));
|
|
returnObjects = returnObjects.concat(this.nodes[4].retrieve(source));
|
|
returnObjects = returnObjects.concat(this.nodes[5].retrieve(source));
|
|
returnObjects = returnObjects.concat(this.nodes[6].retrieve(source));
|
|
returnObjects = returnObjects.concat(this.nodes[7].retrieve(source));
|
|
}
|
|
}
|
|
|
|
return returnObjects;
|
|
|
|
},
|
|
|
|
/**
|
|
* Clear the octree.
|
|
* @method Phaser.Plugin.Isometric.Octree#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.Plugin.Isometric.Octree.prototype.constructor = Phaser.Plugin.Isometric.Octree;
|
|
|
|
/**
|
|
* Visually renders an Octree to the display.
|
|
*
|
|
* @method Phaser.Utils.Debug#octree
|
|
* @param {Phaser.Plugin.Isometric.Octree} octree - The octree to render.
|
|
* @param {string} color - The color of the lines in the quadtree.
|
|
*/
|
|
Phaser.Utils.Debug.prototype.octree = function (octree, color) {
|
|
|
|
color = color || 'rgba(255,0,0,0.3)';
|
|
|
|
this.start();
|
|
|
|
var bounds = octree.bounds,
|
|
i, points;
|
|
|
|
if (octree.nodes.length === 0) {
|
|
|
|
this.context.strokeStyle = color;
|
|
|
|
var cube = new Phaser.Plugin.Isometric.Cube(bounds.x, bounds.y, bounds.z, bounds.widthX, bounds.widthY, bounds.height);
|
|
var corners = cube.getCorners();
|
|
|
|
var posX = -this.game.camera.x;
|
|
var posY = -this.game.camera.y;
|
|
|
|
points = corners.slice(0, corners.length);
|
|
|
|
points = points.map(function (p) {
|
|
var newPos = this.game.iso.project(p);
|
|
newPos.x += posX;
|
|
newPos.y += posY;
|
|
return newPos;
|
|
});
|
|
|
|
this.context.moveTo(points[0].x, points[0].y);
|
|
this.context.beginPath();
|
|
this.context.strokeStyle = color;
|
|
|
|
this.context.lineTo(points[1].x, points[1].y);
|
|
this.context.lineTo(points[3].x, points[3].y);
|
|
this.context.lineTo(points[2].x, points[2].y);
|
|
this.context.lineTo(points[6].x, points[6].y);
|
|
this.context.lineTo(points[4].x, points[4].y);
|
|
this.context.lineTo(points[5].x, points[5].y);
|
|
this.context.lineTo(points[1].x, points[1].y);
|
|
this.context.lineTo(points[0].x, points[0].y);
|
|
this.context.lineTo(points[4].x, points[4].y);
|
|
this.context.moveTo(points[0].x, points[0].y);
|
|
this.context.lineTo(points[2].x, points[2].y);
|
|
this.context.moveTo(points[3].x, points[3].y);
|
|
this.context.lineTo(points[7].x, points[7].y);
|
|
this.context.lineTo(points[6].x, points[6].y);
|
|
this.context.moveTo(points[7].x, points[7].y);
|
|
this.context.lineTo(points[5].x, points[5].y);
|
|
this.context.stroke();
|
|
this.context.closePath();
|
|
|
|
for (i = 0; i < octree.objects.length; i++) {
|
|
this.body(octree.objects[i].sprite, 'rgb(0,255,0)', false);
|
|
}
|
|
} else {
|
|
for (i = 0; i < octree.nodes.length; i++) {
|
|
this.octree(octree.nodes[i]);
|
|
}
|
|
}
|
|
|
|
this.stop();
|
|
|
|
};
|