Implemented quad tree, added test project.
This commit is contained in:
		
							
								
								
									
										12
									
								
								Game/Assets/Scripts/Model/IPositionable.cs
									
									
									
									
									
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								Game/Assets/Scripts/Model/IPositionable.cs
									
									
									
									
									
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace TransportGame.Model
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{
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    public interface IPositionable
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    {
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        Vector2 Position { get; }
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    }
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}
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										12
									
								
								Game/Assets/Scripts/Model/IPositionable.cs.meta
									
									
									
									
									
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										12
									
								
								Game/Assets/Scripts/Model/IPositionable.cs.meta
									
									
									
									
									
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fileFormatVersion: 2
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guid: cdecfb69b7ca68446910d0a607e934e6
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timeCreated: 1432824088
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licenseType: Free
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MonoImporter:
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  serializedVersion: 2
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  defaultReferences: []
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  executionOrder: 0
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  icon: {instanceID: 0}
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  userData: 
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@@ -1,23 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace TransportGame.Model
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{
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    public class Point
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    {
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        public int X { get; set; }
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        public int Y { get; set; }
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        public Point()
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        {
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        }
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        public Point(int x, int y)
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        {
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            X = x;
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            Y = y;
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        }
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    }
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}
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										290
									
								
								Game/Assets/Scripts/Utils/QuadTree.cs
									
									
									
									
									
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										290
									
								
								Game/Assets/Scripts/Utils/QuadTree.cs
									
									
									
									
									
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							@@ -0,0 +1,290 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using TransportGame.Model;
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namespace TransportGame.Utils
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{
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    public class QuadTree<T>: ICollection<T> where T : IPositionable
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    {
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        private const int Capacity = 8;
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        /// <summary>
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        /// Gets the subtree in northwest position
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        /// </summary>
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        public QuadTree<T> NorthWest { get; private set; }
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        /// <summary>
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        /// Gets the subtree in northeast position
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        /// </summary>
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        public QuadTree<T> NorthEast { get; private set; }
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        /// <summary>
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        /// Gets the subtree in southeast position
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        /// </summary>
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        public QuadTree<T> SouthEast { get; private set; }
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        /// <summary>
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        /// Gets the subtree in southwest position
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        /// </summary>
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        public QuadTree<T> SouthWest { get; private set; }
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        /// <summary>
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        /// Gets the boundary of this quad tree
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        /// </summary>
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        public Rectangle Boundary { get; private set; }
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        private List<T> points = new List<T>(Capacity);
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        /// <summary>
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        /// Initializes a quad tree using specified boundaries
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        /// </summary>
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        /// <param name="left">Left</param>
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        /// <param name="top">Top</param>
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        /// <param name="right">Right</param>
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        /// <param name="bottom">Bottom</param>
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        public QuadTree(float left, float top, float right, float bottom)
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        {
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            Boundary = new Rectangle(left, top, right, bottom);
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        }
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        /// <summary>
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        /// Initializes a quad tree using specified boundaries
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        /// </summary>
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        /// <param name="boundary">Boundaries</param>
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        public QuadTree(Rectangle boundary)
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        {
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            Boundary = boundary;
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        }
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        private void Subdivide()
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        {
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            float midx = Boundary.Left + Boundary.Width / 2f;
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            float midy = Boundary.Top + Boundary.Height / 2f;
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            NorthWest = new QuadTree<T>(Boundary.Left, Boundary.Top, midx, midy);
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            NorthEast = new QuadTree<T>(midx, Boundary.Top, Boundary.Right, midy);
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            SouthEast = new QuadTree<T>(midx, midy, Boundary.Right, Boundary.Bottom);
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            SouthWest = new QuadTree<T>(Boundary.Left, midy, midx, Boundary.Bottom);
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            foreach (var point in points)
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                Add(point);
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            points.Clear();
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        }
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        private void Merge()
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        {
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            foreach (var point in NorthWest)
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                points.Add(point);
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            foreach (var point in NorthEast)
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                points.Add(point);
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            foreach (var point in SouthEast)
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                points.Add(point);
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            foreach (var point in SouthWest)
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                points.Add(point);
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            NorthWest = null;
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            NorthEast = null;
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            SouthEast = null;
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            SouthWest = null;
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        }
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        /// <summary>
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        /// Adds a point in this quad tree
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        /// </summary>
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        /// <param name="item">Point</param>
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        public void Add(T item)
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        {
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            // Precondition - point must be inside boundaries
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            if (!Boundary.Contains(item.Position))
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                throw new ArgumentException("Point must be inside boundaries.");
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            // Reached capacity, subdivide
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            if (NorthWest == null && points.Count >= Capacity)
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                Subdivide();
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            // Not divided in subtrees
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            if (NorthWest == null)
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            {
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                if (!points.Any(p => p.Position.Equals(item.Position)))
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                    points.Add(item);
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            }
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            // Add in the right subtree
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            else
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            {
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                if (NorthWest.Boundary.Contains(item.Position))
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                    NorthWest.Add(item);
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                else if (NorthEast.Boundary.Contains(item.Position))
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                    NorthEast.Add(item);
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                else if (SouthEast.Boundary.Contains(item.Position))
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                    SouthEast.Add(item);
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                else SouthWest.Add(item);
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            }
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        }
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        /// <summary>
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        /// Empties the entire tree
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        /// </summary>
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        public void Clear()
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        {
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            NorthWest = null; 
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            NorthEast = null;
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            SouthEast = null;
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            SouthWest = null;
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            points.Clear();
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        }
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        /// <summary>
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        /// Tests if specified point is contained in this tree
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        /// </summary>
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        /// <param name="item">Point</param>
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        /// <returns>True if point is contained</returns>
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        public bool Contains(T item)
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        {
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            if (NorthWest == null)
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                return points.Contains(item);
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            else
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                return NorthWest.Contains(item) || NorthEast.Contains(item) || SouthEast.Contains(item) || SouthWest.Contains(item);
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        }
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        /// <summary>
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        /// Copies all points to specified array
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        /// </summary>
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        /// <param name="array">Array</param>
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        /// <param name="arrayIndex">Index where to start copying</param>
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        public void CopyTo(T[] array, int arrayIndex)
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        {
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            foreach (var point in this)
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                array[arrayIndex++] = point;
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        }
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        /// <summary>
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        /// Gets the number of points in this quad tree
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        /// </summary>
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        public int Count
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        {
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            get 
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            {
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                return (NorthWest == null) ? points.Count : NorthWest.Count + NorthEast.Count + SouthEast.Count + SouthWest.Count;
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            }
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        }
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        /// <summary>
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        /// Returns true if this container is read-only.
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        /// </summary>
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        public bool IsReadOnly
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        {
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            get 
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            {
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                return false;
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            }
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        }
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        /// <summary>
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        /// Removes an item from the tree
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        /// </summary>
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        /// <param name="item">Item to remove</param>
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        /// <returns>True if item was removed</returns>
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        public bool Remove(T item)
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        {
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            if (NorthWest == null)
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                return points.Remove(item);
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            else
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            {
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                bool result = NorthWest.Remove(item) || NorthEast.Remove(item) || SouthEast.Remove(item) || SouthWest.Remove(item);
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                // We can merge subdivisions
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                if (Count < (Capacity - Capacity / 3))
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                    Merge();
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                return result;
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            }
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        }
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        /// <summary>
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        /// Gets an enumerator for this collection
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        /// </summary>
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        /// <returns></returns>
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        System.Collections.IEnumerator IEnumerable.GetEnumerator()
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        {
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            foreach (var point in this)
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                yield return point;
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        }
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        /// <summary>
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        /// Gets enumerator for this collection
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        /// </summary>
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        /// <returns></returns>
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        public IEnumerator<T> GetEnumerator()
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        {
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            if (NorthWest == null)
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            {
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                foreach (var point in points)
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                    yield return point;
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            }
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            else
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            {
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                foreach (var point in NorthWest)
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                    yield return point;
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                foreach (var point in NorthEast)
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                    yield return point;
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                foreach (var point in SouthEast)
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                    yield return point;
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                foreach (var point in SouthWest)
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                    yield return point;
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            }
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        }
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        /// <summary>
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        /// Gets all the points in the specified region
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        /// </summary>
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        /// <param name="rect">Region</param>
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        /// <returns>Points</returns>
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        public IEnumerable<T> Query(Rectangle rect)
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        {
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            // No intersection
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            if (!Rectangle.Intersects(rect, Boundary))
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                return Enumerable.Empty<T>();
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            if (NorthWest == null)
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            {
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                return points.Where(p => rect.Contains(p.Position));
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            }
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            else
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            {
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                return NorthWest.Query(rect)
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                    .Concat(NorthEast.Query(rect))
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                    .Concat(SouthEast.Query(rect))
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                    .Concat(SouthWest.Query(rect));
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            }
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        }
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        /// <summary>
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        /// Gets all the points in the specified region
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        /// </summary>
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        /// <param name="left">Left</param>
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        /// <param name="top">Top</param>
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        /// <param name="right">Right</param>
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        /// <param name="bottom">Bottom</param>
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        /// <returns>Points</returns>
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        public IEnumerable<T> Query(float left, float top, float right, float bottom)
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        {
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            return Query(new Rectangle(left, top, right, bottom));
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        }
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    }
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}
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		||||
							
								
								
									
										12
									
								
								Game/Assets/Scripts/Utils/QuadTree.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										12
									
								
								Game/Assets/Scripts/Utils/QuadTree.cs.meta
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,12 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: cb5a7be6addc5fe41bfda46c611f4d6b
 | 
			
		||||
timeCreated: 1432824088
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		||||
licenseType: Free
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		||||
MonoImporter:
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
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		||||
  userData: 
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		||||
  assetBundleName: 
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		||||
  assetBundleVariant: 
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		||||
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