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| public static void Split(this SceneTreeModule self) { self.Split(self.AllItems.Values.ToList(),null); }
private static void Split(this SceneTreeModule self,List<ObjectBase> cubes, QuadTreeNode parent) { QuadTreeNode Root, LT, RT, LB, RB; float halfX, halfZ, halfY; float quarterX, quarterZ, quarterY;
Vector3 center; if (parent == null) { float minX = float.MaxValue, minZ = float.MaxValue, minY = float.MaxValue, maxX = float.MinValue, maxZ = float.MinValue, maxY = float.MinValue; foreach (var cube in cubes) { var cubeBound = cube.bounds; Vector3 boundsMin, boundsMax; boundsMin = cube.bounds.min; boundsMax = cube.bounds.max;
minX = Mathf.Min(boundsMin.x, minX); minY = Mathf.Min(boundsMin.y, minY); minZ = Mathf.Min(boundsMin.z, minZ);
maxX = Mathf.Max(boundsMax.x, maxX); maxY = Mathf.Max(boundsMax.y, maxY); maxZ = Mathf.Max(boundsMax.z, maxZ); }
halfX = (maxX - minX) / 2; halfY = (maxY - minY) / 2; halfZ = (maxZ - minZ) / 2; quarterX = halfX / 2; quarterY = halfY / 2; quarterZ = halfZ / 2; center = new Vector3(minX + halfX, minY + halfY, minZ + halfZ);
self.Root = Root = self.AddChild<QuadTreeNode>(); Root.Bounds = new Bounds(center, new Vector3(halfX, halfY, halfZ) * 2); } else { var halfParentSize = parent.Bounds.size / 2;
halfX = halfParentSize.x; halfY = halfParentSize.y ; halfZ = halfParentSize.z; quarterX = halfX / 2; quarterZ = halfZ / 2;
Root = parent; center = parent.Bounds.center; }
var ltPos = center + new Vector3(-quarterX, 0, +quarterZ); var rtPos = center + new Vector3(+quarterX, 0, +quarterZ); var lbPos = center + new Vector3(-quarterX, 0, -quarterZ); var rbPos = center + new Vector3(+quarterX, 0, -quarterZ); LT = Root.AddChild<QuadTreeNode>(); LT.Bounds = new Bounds(ltPos, new Vector3(halfX, halfY*2,halfZ));
RT = Root.AddChild<QuadTreeNode>(); RT.Bounds = new Bounds(rtPos, new Vector3(halfX, halfY*2, halfZ));
LB = Root.AddChild<QuadTreeNode>(); LB.Bounds = new Bounds(lbPos, new Vector3(halfX, halfY*2, halfZ));
RB = Root.AddChild<QuadTreeNode>(); RB.Bounds = new Bounds(rbPos, new Vector3(halfX, halfY*2, halfZ)); Root.AddChildNode(LT); Root.AddChildNode(RT); Root.AddChildNode(LB); Root.AddChildNode(RB);
foreach (var cube in cubes) { var cubeBound = cube.bounds; QuadTreeNode node = null; foreach (var child in Root.child) { if (child.Bounds.Intersects(cubeBound)) { child.AddItem(cube); } } } for (var i = 0; i < Root.child.Count; i++) { var x = Root.child[i]; if (x.ItemData.Count == 0) { Root.child.RemoveAt(i); i--; } if (x.ItemData.Count > self.MaxCellCount && x.Bounds.size.x > self.MinCellRange) { var needSplitData = new List<ObjectBase>(); needSplitData.AddRange(x.ItemData); x.ClearObj(); self.Split(needSplitData,x); } } }
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