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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Partially working AABB Tree! (needs much more work)
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@@ -63,6 +63,7 @@ require_relative "lib/common_methods"
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require_relative "lib/math/vector"
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require_relative "lib/math/vector"
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require_relative "lib/math/bounding_box"
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require_relative "lib/math/bounding_box"
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require_relative "lib/trees/aabb_tree"
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require_relative "lib/trees/aabb_tree"
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require_relative "lib/trees/aabb_node"
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require_relative "lib/managers/input_mapper"
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require_relative "lib/managers/input_mapper"
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require_relative "lib/managers/shader_manager"
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require_relative "lib/managers/shader_manager"
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@@ -10,12 +10,14 @@ class IMICFPS
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end
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end
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def add(entity)
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def add(entity)
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@aabb_tree.add(entity.normalized_bounding_box, entity)
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@aabb_tree.insert(entity, entity.normalized_bounding_box)
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end
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end
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def update
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def update
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lazy_check_collisions
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@aabb_tree.update
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@aabb_tree.update
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check_broadphase
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@physics_manager.update
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@physics_manager.update
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end
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end
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@@ -23,25 +25,24 @@ class IMICFPS
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@aabb_tree.remove(entity)
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@aabb_tree.remove(entity)
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end
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end
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def lazy_check_collisions
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def check_broadphase
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# Expensive AABB collision detection
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@collisions.clear
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broadphase = {}
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@game_state.entities.each do |entity|
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@game_state.entities.each do |entity|
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@game_state.entities.each do |other|
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search = @aabb_tree.search(entity.normalized_bounding_box)
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next if entity == other
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if search.size > 0
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next if entity.is_a?(Terrain) || other.is_a?(Terrain)
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search.reject! {|ent| ent == entity}
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next unless entity.collidable?
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broadphase[entity] = search
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next unless other.collidable?
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end
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end
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if entity.normalized_bounding_box.intersect(other.normalized_bounding_box)
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broadphase.each do |entity, _collisions|
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entity.debug_color = Color.new(1.0,0.0,0.0)
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_collisions.reject! {|ent| !entity.normalized_bounding_box.intersect(ent.normalized_bounding_box)}
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other.debug_color = Color.new(1.0,0.0,0.0)
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# TODO: mesh aabb tree vs other mesh aabb tree check
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# TODO: triangle vs other triangle check
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# @game_state.entities.delete(entity) unless entity.is_a?(Player)
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_collisions.each do |ent|
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# puts "#{entity} is intersecting #{b}" if entity.is_a?(Player)
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@collisions[entity] = _collisions
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else
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entity.debug_color = Color.new(0,1,0)
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other.debug_color = Color.new(0,1,0)
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end
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end
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end
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end
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end
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end
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end
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@@ -6,7 +6,7 @@ class IMICFPS
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def update
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def update
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@collision_manager.collisions.each do |entity, versus|
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@collision_manager.collisions.each do |entity, versus|
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versus.each do |versus|
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versus.each do |other|
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resolve(entity, other)
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resolve(entity, other)
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end
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end
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end
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end
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72
lib/trees/aabb_node.rb
Normal file
72
lib/trees/aabb_node.rb
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@@ -0,0 +1,72 @@
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class IMICFPS
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class AABBTree
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class AABBNode
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attr_accessor :bounding_box, :parent, :object, :a, :b
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def initialize(parent:, object:, bounding_box:)
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@parent = parent
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@object = object
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@bounding_box = bounding_box
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@a = nil
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@b = nil
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end
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def leaf?
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@object
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end
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def insert_subtree(leaf)
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if leaf?
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new_node = AABBNode.new(parent: nil, object: nil, bounding_box: @bounding_box.union(leaf.bounding_box))
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new_node.a = self
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new_node.b = leaf
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return new_node
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else
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cost_a = @b.bounding_box.volume + @a.bounding_box.union(leaf.bounding_box).volume
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cost_a = @a.bounding_box.volume + @b.bounding_box.union(leaf.bounding_box).volume
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if cost_a < cost_b
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self.a = @a.insert_subtree(leaf)
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elsif cost_b < cost_a
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self.b = @b.insert_subtree(leaf)
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else
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raise "FIXME"
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end
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@bounding_box = @bounding_box.union(leaf.bounding_box)
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return self
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end
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end
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def search_subtree(bounding_box, items = [])
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if @bounding_box.intersect(bounding_box)
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if leaf?
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items << self
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else
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@a.search_subtree(bounding_box, items)
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@b.search_subtree(bounding_box, items)
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end
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end
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return items
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end
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def remove_subtree(leaf)
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end
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def update_bounding_box
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node = self
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unless node.leaf?
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node.bounding_box = node.a.bounding_box.union(node.b.bounding_box)
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while(node = node.parent)
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node.bounding_box = node.a.bounding_box.union(node.b.bounding_box)
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end
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end
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end
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end
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end
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end
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@@ -5,67 +5,51 @@ class IMICFPS
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@root = nil
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@root = nil
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end
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end
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def add(bounding_box, object)
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def insert(object, bounding_box)
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raise "BoundingBox can't be nil!" unless bounding_box
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raise "BoundingBox can't be nil!" unless bounding_box
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raise "Object can't be nil!" unless object
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raise "Object can't be nil!" unless object
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raise "Object already in tree!" if @objects[object]
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leaf = AABBNode.new(parent: nil, object: object, bounding_box: bounding_box.dup)
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@objects[object] = leaf
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if @root
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if @root
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@root.insert_subtree(bounding_box.dup, object)
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@root.insert_subtree(leaf)
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else
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else
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@root = AABBNode.new(parent: nil, object: object, bounding_box: BoundingBox.new)
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@root = leaf
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end
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end
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end
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end
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def update
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def update
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needs_update = []
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@objects.each do |object, node|
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@objects.each do |object, node|
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unless object.bounding_box == node.bounding_box
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next unless object.is_a?(Entity)
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puts "#{object.class} mutated!"
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unless object.normalized_bounding_box == node.bounding_box
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remove(node)
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needs_update << object
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add(object)
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end
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end
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end
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end
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needs_update.each do |object|
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remove(object)
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insert(object, object.normalized_bounding_box)
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end
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end
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end
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# Returns a list of all collided objects inside Bounding Box
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# Returns a list of all collided objects inside Bounding Box
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def search(bounding_box)
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def search(bounding_box)
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items = []
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items = []
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@root.search_subtree(bounding_box)
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if @root
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items = @root.search_subtree(bounding_box)
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end
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items.map! {|e| e.object}
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return items
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end
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end
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def remove(object)
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def remove(object)
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@root.remove_subtree(@objects[object])
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leaf = @objects.delete(object)
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@objects[object] = nil
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@root.remove_subtree(leaf) if leaf
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end
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class AABBNode
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attr_accessor :bounding_box, :parent, :object, :a, :b
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def initialize(parent:, object:, bounding_box:)
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@parent = parent
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@object = object
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@bounding_box = bounding_box
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@a = nil
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@b = nil
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end
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def make_leaf
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@a = nil
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@b = nil
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end
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def make_branch(node_a, node_b)
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end
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def insert_subtree(bounding_box, object)
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# p "#{bounding_box} -> #{object.class}"
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end
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def remove_subtree(node)
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end
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def search_subtree(bounding_box)
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end
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end
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end
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end
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end
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end
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end
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