Depth protection on quadtree.

This commit is contained in:
2025-11-30 07:14:00 -05:00
parent f6fead2ddd
commit ba2c798b2e
2 changed files with 21 additions and 14 deletions

View File

@@ -6,6 +6,7 @@ import (
)
const (
QuadtreeMaxDepth = 20
QuadtreeMaxColliders = 40
)
@@ -18,11 +19,13 @@ type Quadtree struct {
quadrant Quadrant
children []*Quadtree
colliders []colliders.Collider
depth int
}
func New(quadrant Quadrant) *Quadtree {
func New(quadrant Quadrant, depth int) *Quadtree {
qt := &Quadtree{
quadrant: quadrant,
depth: depth,
}
return qt
}
@@ -101,12 +104,16 @@ func (q *Quadtree) SubdivideAndInsert(obj colliders.Collider) bool {
var result bool = false
//initialize up children
if q.depth+1 > QuadtreeMaxDepth {
return result
}
//initialize children
q.children = q.children[:0]
q.children = append(q.children, New(Quadrant{Position: gamedata.Vector{X: q.quadrant.Position.X - q.quadrant.Dimensions.X/4, Y: q.quadrant.Position.Y - q.quadrant.Dimensions.Y/4}, Dimensions: gamedata.Vector{X: q.quadrant.Dimensions.X / 2, Y: q.quadrant.Dimensions.Y / 2}}))
q.children = append(q.children, New(Quadrant{Position: gamedata.Vector{X: q.quadrant.Position.X + q.quadrant.Dimensions.X/4, Y: q.quadrant.Position.Y - q.quadrant.Dimensions.Y/4}, Dimensions: gamedata.Vector{X: q.quadrant.Dimensions.X / 2, Y: q.quadrant.Dimensions.Y / 2}}))
q.children = append(q.children, New(Quadrant{Position: gamedata.Vector{X: q.quadrant.Position.X - q.quadrant.Dimensions.X/4, Y: q.quadrant.Position.Y + q.quadrant.Dimensions.Y/4}, Dimensions: gamedata.Vector{X: q.quadrant.Dimensions.X / 2, Y: q.quadrant.Dimensions.Y / 2}}))
q.children = append(q.children, New(Quadrant{Position: gamedata.Vector{X: q.quadrant.Position.X + q.quadrant.Dimensions.X/4, Y: q.quadrant.Position.Y + q.quadrant.Dimensions.Y/4}, Dimensions: gamedata.Vector{X: q.quadrant.Dimensions.X / 2, Y: q.quadrant.Dimensions.Y / 2}}))
q.children = append(q.children, New(Quadrant{Position: gamedata.Vector{X: q.quadrant.Position.X - q.quadrant.Dimensions.X/4, Y: q.quadrant.Position.Y - q.quadrant.Dimensions.Y/4}, Dimensions: gamedata.Vector{X: q.quadrant.Dimensions.X / 2, Y: q.quadrant.Dimensions.Y / 2}}, q.depth+1))
q.children = append(q.children, New(Quadrant{Position: gamedata.Vector{X: q.quadrant.Position.X + q.quadrant.Dimensions.X/4, Y: q.quadrant.Position.Y - q.quadrant.Dimensions.Y/4}, Dimensions: gamedata.Vector{X: q.quadrant.Dimensions.X / 2, Y: q.quadrant.Dimensions.Y / 2}}, q.depth+1))
q.children = append(q.children, New(Quadrant{Position: gamedata.Vector{X: q.quadrant.Position.X - q.quadrant.Dimensions.X/4, Y: q.quadrant.Position.Y + q.quadrant.Dimensions.Y/4}, Dimensions: gamedata.Vector{X: q.quadrant.Dimensions.X / 2, Y: q.quadrant.Dimensions.Y / 2}}, q.depth+1))
q.children = append(q.children, New(Quadrant{Position: gamedata.Vector{X: q.quadrant.Position.X + q.quadrant.Dimensions.X/4, Y: q.quadrant.Position.Y + q.quadrant.Dimensions.Y/4}, Dimensions: gamedata.Vector{X: q.quadrant.Dimensions.X / 2, Y: q.quadrant.Dimensions.Y / 2}}, q.depth+1))
//move colliders into child nodes
var failed bool = false