78 lines
2.2 KiB
C++
78 lines
2.2 KiB
C++
//
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// Created by kj16609 on 3/11/24.
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//
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#include "QuadTree.hpp"
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#include "engine/gameobjects/GameObject.hpp"
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namespace fgl::engine
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{
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bool QuadTreeNode::contains( const WorldCoordinate coord ) const
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{
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const auto centered_coordinate { coord - m_center };
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const bool top_in_range { glm::all( glm::lessThanEqual( centered_coordinate.vec(), m_node_bounds ) ) };
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const bool bottom_in_range { glm::all( glm::greaterThanEqual( centered_coordinate.vec(), -m_node_bounds ) ) };
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return top_in_range && bottom_in_range;
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}
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QuadTreeNode& QuadTreeNode::operator[]( const WorldCoordinate pos )
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{
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assert( std::holds_alternative< QuadTreeNodeArray >( m_node_data ) );
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const auto test_dim { glm::greaterThanEqual( pos.vec(), this->m_center.vec() ) };
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auto& node_array { std::get< QuadTreeNodeArray >( m_node_data ) };
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const auto& node { node_array[ test_dim.x ][ test_dim.y ] };
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assert( node );
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return *node.get();
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}
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void QuadTreeNode::split( const int depth )
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{
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if ( std::holds_alternative< QuadTreeNodeArray >( m_node_data ) ) return;
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auto leaf_data { std::move( std::get< QuadTreeNodeLeaf >( m_node_data ) ) };
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QuadTreeNodeArray new_nodes {
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{ { { std::make_unique< QuadTreeNode >(), std::make_unique< QuadTreeNode >() } },
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{ { std::make_unique< QuadTreeNode >(), std::make_unique< QuadTreeNode >() } } }
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};
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m_node_data = std::move( new_nodes );
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[[assume( leaf_data.size() <= MAX_QUAD_NODES_IN_LEAF )]];
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for ( auto& item : leaf_data )
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{
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const auto item_pos { item.getPosition() };
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auto& node { ( *this )[ item_pos ] };
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assert( std::holds_alternative< QuadTreeNodeLeaf >( node.m_node_data ) );
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node.addGameObject( std::move( item ) );
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}
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if ( depth > 1 ) split( depth - 1 );
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}
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void QuadTreeNode::addGameObject( GameObject&& obj )
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{
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assert( contains( obj.getPosition() ) );
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if ( std::holds_alternative< QuadTreeNodeLeaf >( m_node_data ) )
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{
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std::get< QuadTreeNodeLeaf >( m_node_data ).emplace_back( std::forward< GameObject >( obj ) );
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return;
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}
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else
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{
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assert( std::holds_alternative< QuadTreeNodeArray >( m_node_data ) );
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( *this )[ obj.getPosition() ].addGameObject( std::forward< GameObject >( obj ) );
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return;
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}
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}
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} // namespace fgl::engine
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