Implemented quad tree, added test project.
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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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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 @@
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fileFormatVersion: 2
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guid: cb5a7be6addc5fe41bfda46c611f4d6b
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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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assetBundleName:
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assetBundleVariant:
|
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