Sorted out the QuadTree issues and resolved a small but vital bug in separateX, also re-organised the collision flags in Body.

This commit is contained in:
Richard Davey
2013-09-04 13:54:55 +01:00
parent d44261b191
commit 128bdccd79
7 changed files with 265 additions and 121 deletions
+72 -70
View File
@@ -3,7 +3,11 @@
* @version 1.0
* @author Timo Hausmann
*
* Optimised to reduce temp. var creation and increase performance by Richard Davey
* @version 1.2, September 4th 2013
* @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/
*/
@@ -37,8 +41,12 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
* @param Integer maxLevels (optional) total max levels inside root QuadTree (default: 4)
* @param Integer level (optional) deepth level, required for subnodes
*/
Phaser.QuadTree = function (x, y, width, height, maxObjects, maxLevels, level) {
Phaser.QuadTree = function (physicsManager, x, y, width, height, maxObjects, maxLevels, level) {
this.physicsManager = physicsManager;
this.ID = physicsManager.quadTreeID;
physicsManager.quadTreeID++;
this.maxObjects = maxObjects || 10;
this.maxLevels = maxLevels || 4;
this.level = level || 0;
@@ -66,67 +74,19 @@ Phaser.QuadTree.prototype = {
*/
split: function() {
this.level + 1;
this.level++;
// 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);
this.nodes[0] = new Phaser.QuadTree(this.physicsManager, this.bounds.right, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
// 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);
this.nodes[1] = new Phaser.QuadTree(this.physicsManager, this.bounds.x, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
// 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);
this.nodes[2] = new Phaser.QuadTree(this.physicsManager, this.bounds.x, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
// 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);
},
/*
* Determine which node the object belongs to
* @param Object pRect bounds of the area to be checked, with x, y, width, height
* @return Integer index of the subnode (0-3), or -1 if pRect cannot completely fit within a subnode and is part of the parent node
*/
getIndex: function (rect) {
var index = -1;
// var verticalMidpoint = this.bounds.x + (this.bounds.width / 2);
var verticalMidpoint = this.bounds.right;
// var horizontalMidpoint = this.bounds.y + (this.bounds.height / 2);
var horizontalMidpoint = this.bounds.bottom;
var topQuadrant = (rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom);
var bottomQuadrant = (rect.y > this.bounds.bottom);
// rect can completely fit within the left quadrants
if (rect.x < verticalMidpoint && rect.right < verticalMidpoint)
{
if (topQuadrant)
{
// rect can completely fit within the top quadrants
index = 1;
}
else if (bottomQuadrant)
{
// rect can completely fit within the bottom quadrants
index = 2;
}
}
else if (rect.x > verticalMidpoint)
{
// rect can completely fit within the right quadrants
if (topQuadrant)
{
index = 0;
}
else if (bottomQuadrant)
{
index = 3;
}
}
return index;
this.nodes[3] = new Phaser.QuadTree(this.physicsManager, this.bounds.right, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
},
@@ -142,7 +102,6 @@ Phaser.QuadTree.prototype = {
var index;
// if we have subnodes ...
// if (typeof this.nodes[0] !== 'undefined')
if (this.nodes[0] != null)
{
index = this.getIndex(body.bounds);
@@ -156,10 +115,9 @@ Phaser.QuadTree.prototype = {
this.objects.push(body);
if (this.objects.length > this.maxObjects && this.level < this.maxLevels )
if (this.objects.length > this.maxObjects && this.level < this.maxLevels)
{
// Split if we don't already have subnodes
// if (typeof this.nodes[0] === 'undefined')
if (this.nodes[0] == null)
{
this.split();
@@ -170,7 +128,7 @@ Phaser.QuadTree.prototype = {
{
index = this.getIndex(this.objects[i].bounds);
if (index !== -1 )
if (index !== -1)
{
// this is expensive - see what we can do about it
this.nodes[index].insert(this.objects.splice(i, 1)[0]);
@@ -183,6 +141,48 @@ Phaser.QuadTree.prototype = {
}
},
/*
* Determine which node the object belongs to
* @param Object pRect bounds of the area to be checked, with x, y, width, height
* @return Integer index of the subnode (0-3), or -1 if pRect 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 object
* @param Object pRect bounds of the object to be checked, with x, y, width, height
@@ -190,25 +190,27 @@ Phaser.QuadTree.prototype = {
*/
retrieve: function (sprite) {
var index = this.getIndex(sprite.body.bounds);
var returnObjects = this.objects;
// if we have subnodes ...
// if (typeof this.nodes[0] !== 'undefined')
sprite.body.quadTreeIndex = this.getIndex(sprite.body.bounds);
// Temp store for the node IDs this sprite is in, we can use this for fast elimination later
sprite.body.quadTreeIDs.push(this.ID);
if (this.nodes[0])
{
// if rect fits into a subnode ..
if (index !== -1)
if (sprite.body.quadTreeIndex !== -1)
{
returnObjects = returnObjects.concat(this.nodes[index].retrieve(sprite));
returnObjects = returnObjects.concat(this.nodes[sprite.body.quadTreeIndex].retrieve(sprite));
}
else
{
// if rect does not fit into a subnode, check it against all subnodes
for (var i = 0, len = this.nodes.length; i < len; i++)
{
returnObjects = returnObjects.concat(this.nodes[i].retrieve(sprite));
}
// if rect does not fit into a subnode, check it against all subnodes (unrolled for speed)
returnObjects = returnObjects.concat(this.nodes[0].retrieve(sprite));
returnObjects = returnObjects.concat(this.nodes[1].retrieve(sprite));
returnObjects = returnObjects.concat(this.nodes[2].retrieve(sprite));
returnObjects = returnObjects.concat(this.nodes[3].retrieve(sprite));
}
}