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224 行
7.1 KiB
224 行
7.1 KiB
using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace UnityEditorInternal.Experimental
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{
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internal class QuadTreeNode<T> where T : IBounds
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{
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private Rect m_BoundingRect;
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private static Color m_DebugFillColor = new Color(1.0f, 1.0f, 1.0f, 0.01f);
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private static Color m_DebugWireColor = new Color(1.0f, 0.0f, 0.0f, 0.5f);
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private static Color m_DebugBoxFillColor = new Color(1.0f, 0.0f, 0.0f, 0.01f);
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private const float kSmallestAreaForQuadTreeNode = 10.0f;
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List<T> m_Elements = new List<T>();
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List<QuadTreeNode<T>> m_ChildrenNodes = new List<QuadTreeNode<T>>(4);
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public QuadTreeNode(Rect r)
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{
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m_BoundingRect = r;
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}
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public bool isEmpty { get { return (m_BoundingRect.width == 0 && m_BoundingRect.height == 0) || m_ChildrenNodes.Count == 0; } }
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public Rect boundingRect { get { return m_BoundingRect; } }
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public int CountItemsIncludingChildren()
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{
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return Count(true);
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}
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public int CountLocalItems()
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{
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return Count(false);
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}
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private int Count(bool recursive)
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{
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int count = m_Elements.Count;
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if (recursive)
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{
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foreach (QuadTreeNode<T> node in m_ChildrenNodes)
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count += node.Count(recursive);
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}
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return count;
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}
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public List<T> GetElementsIncludingChildren()
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{
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return Elements(true);
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}
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public List<T> GetElements()
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{
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return Elements(false);
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}
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private List<T> Elements(bool recursive)
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{
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List<T> results = new List<T>();
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if (recursive)
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{
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foreach (QuadTreeNode<T> node in m_ChildrenNodes)
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results.AddRange(node.Elements(recursive));
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}
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results.AddRange(m_Elements);
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return results;
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}
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public List<T> IntersectsWith(Rect queryArea)
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{
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List<T> results = new List<T>();
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foreach (T item in m_Elements)
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{
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if (RectUtils.Intersects(item.boundingRect, queryArea))
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{
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results.Add(item);
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}
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}
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foreach (QuadTreeNode<T> node in m_ChildrenNodes)
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{
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if (node.isEmpty)
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continue;
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if (RectUtils.Intersects(node.boundingRect, queryArea))
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{
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// the node completely contains the queryArea
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// recurse down and stop
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results.AddRange(node.IntersectsWith(queryArea));
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break;
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}
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}
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return results;
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}
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public List<T> ContainedBy(Rect queryArea)
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{
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List<T> results = new List<T>();
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foreach (T item in m_Elements)
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{
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if (RectUtils.Contains(item.boundingRect, queryArea))
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{
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results.Add(item);
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}
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else if (queryArea.Overlaps(item.boundingRect))
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{
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results.Add(item);
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}
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}
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foreach (QuadTreeNode<T> node in m_ChildrenNodes)
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{
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if (node.isEmpty)
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continue;
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if (RectUtils.Contains(node.boundingRect, queryArea))
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{
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// the node completely contains the queryArea
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// recurse down and stop
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results.AddRange(node.ContainedBy(queryArea));
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break;
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}
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if (RectUtils.Contains(queryArea, node.boundingRect))
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{
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// the queryArea completely contains this node
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// just add everything under this node, recursively
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results.AddRange(node.Elements(true));
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continue;
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}
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if (node.boundingRect.Overlaps(queryArea))
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{
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// the node intesects
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// recurse and continue iterating siblings
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results.AddRange(node.ContainedBy(queryArea));
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}
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}
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return results;
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}
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public void Remove(T item)
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{
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m_Elements.Remove(item);
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foreach (QuadTreeNode<T> node in m_ChildrenNodes)
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{
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node.Remove(item);
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}
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}
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public void Insert(T item)
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{
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if (!RectUtils.Contains(m_BoundingRect, item.boundingRect))
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{
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Rect intersection = new Rect();
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if (!RectUtils.Intersection(item.boundingRect, m_BoundingRect, out intersection))
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{
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// Ignore elements completely outside the quad tree
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return;
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}
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}
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if (m_ChildrenNodes.Count == 0)
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Subdivide();
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// insert into children nodes
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foreach (QuadTreeNode<T> node in m_ChildrenNodes)
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{
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if (RectUtils.Contains(node.boundingRect, item.boundingRect))
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{
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node.Insert(item);
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return;
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}
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}
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// item is not completely contained in any of the children nodes
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// insert here
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m_Elements.Add(item);
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}
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private void Subdivide()
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{
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if ((m_BoundingRect.height * m_BoundingRect.width) <= kSmallestAreaForQuadTreeNode)
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return;
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float halfWidth = (m_BoundingRect.width / 2f);
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float halfHeight = (m_BoundingRect.height / 2f);
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m_ChildrenNodes.Add(new QuadTreeNode<T>(new Rect(m_BoundingRect.position.x, m_BoundingRect.position.y, halfWidth, halfHeight)));
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m_ChildrenNodes.Add(new QuadTreeNode<T>(new Rect(m_BoundingRect.xMin, m_BoundingRect.yMin + halfHeight, halfWidth, halfHeight)));
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m_ChildrenNodes.Add(new QuadTreeNode<T>(new Rect(m_BoundingRect.xMin + halfWidth, m_BoundingRect.yMin, halfWidth, halfHeight)));
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m_ChildrenNodes.Add(new QuadTreeNode<T>(new Rect(m_BoundingRect.xMin + halfWidth, m_BoundingRect.yMin + halfHeight, halfWidth, halfHeight)));
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}
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public void DebugDraw(Vector2 offset)
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{
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UnityEditor.Experimental.UIHelpers.ApplyWireMaterial();
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Rect screenSpaceRect = m_BoundingRect;
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screenSpaceRect.x += offset.x;
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screenSpaceRect.y += offset.y;
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Handles.DrawSolidRectangleWithOutline(screenSpaceRect, m_DebugFillColor, m_DebugWireColor);
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foreach (QuadTreeNode<T> node in m_ChildrenNodes)
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{
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node.DebugDraw(offset);
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}
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foreach (IBounds i in Elements(false))
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{
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Rect o = i.boundingRect;
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o.x += offset.x;
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o.y += offset.y;
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Handles.DrawSolidRectangleWithOutline(o, m_DebugBoxFillColor, Color.yellow);
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}
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}
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};
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}
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