inserir em quadtree
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cb6130ef66
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1 changed files with 55 additions and 31 deletions
86
main.go
86
main.go
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@ -9,6 +9,14 @@ import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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type magnet struct {
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pos rl.Vector2
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speed rl.Vector2
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color rl.Color
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mass float32
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radius float32
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}
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type quadnode struct {
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// pos, size rl.Vector2
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@ -16,16 +24,49 @@ type quadnode struct {
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magnet *magnet
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parent *quadnode
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nodes []*quadnode
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debug string
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mass float32
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}
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func newQuadTree() *quadnode {
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return &quadnode{
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func (q *quadnode) isOutside(magnet rl.Vector2) bool {
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return magnet.X < q.pos.X || magnet.X >= q.pos.X + q.size.X ||
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magnet.Y < q.pos.Y || magnet.Y >= q.pos.Y + q.size.Y
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}
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func (q *quadnode) isOccupied() (bool, *magnet) {
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if q.magnet == nil {
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return false, nil
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} else {
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return true, q.magnet
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}
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}
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func (q *quadnode) insertMagnet(magnets ...*magnet) {
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for _, magnet := range magnets {
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for _, node := range q.nodes {
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if node.isOutside(magnet.pos) {
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continue
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}
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if occupied, occupyingMagnet := node.isOccupied(); occupied {
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node.subdivide()
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node.insertMagnet(occupyingMagnet)
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}
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node.insertMagnet(magnet)
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node.magnet = magnet
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break
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}
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}
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}
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func newQuadTreeRoot() *quadnode {
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temp := &quadnode{
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pos: rl.NewVector2(0, 0),
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size: rl.NewVector2(windowWidth, windowHeight),
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nodes: nil,
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debug: "root",
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}
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temp.subdivide()
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return temp
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}
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func (q *quadnode) subdivide() {
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@ -38,33 +79,27 @@ func (q *quadnode) subdivide() {
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pos: q.pos,
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size: halfSize,
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parent: q,
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debug: "0",
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magnet: nil,
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},
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{
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pos: rl.NewVector2(q.pos.X + halfX, q.pos.Y),
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size: halfSize,
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parent: q,
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debug: "1",
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magnet: nil,
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},
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{
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pos: rl.NewVector2(q.pos.X, q.pos.Y + halfY),
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size: halfSize,
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parent: q,
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debug: "2",
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magnet: nil,
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},
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{
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pos: rl.NewVector2(q.pos.X + halfX, q.pos.Y + halfY),
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size: halfSize,
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parent: q,
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debug: "3",
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magnet: nil,
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},
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}
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fmt.Println(q.debug)
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fmt.Println("halfX", halfX, "halfY", halfY)
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for i, node := range q.nodes {
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fmt.Println(i, node.pos, node.size)
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}
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// fmt.Println(q.nodes)
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}
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func (q *quadnode) drawBoundaries() {
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@ -83,16 +118,8 @@ func (q *quadnode) drawBoundaries() {
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}
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}
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type magnet struct {
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pos rl.Vector2
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speed rl.Vector2
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color rl.Color
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mass float32
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radius float32
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}
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// parâmetros
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const initalMagnetCount = 10
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const initalMagnetCount = 20
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const windowWidth = 700
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const windowHeight = 700
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const magnetRadius = 5
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@ -194,13 +221,8 @@ func main() {
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magnets := randomMagnets(initalMagnetCount)
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quadtree := newQuadTree()
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quadtree.subdivide()
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quadtree.nodes[0].subdivide()
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quadtree.nodes[1].subdivide()
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quadtree.nodes[2].subdivide()
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quadtree.nodes[3].subdivide()
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quadtree.nodes[2].nodes[0].subdivide()
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quadtree := newQuadTreeRoot()
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quadtree.insertMagnet(magnets...)
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pause := true
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@ -213,10 +235,13 @@ func main() {
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if pause {
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rl.DrawText("pausado (E)", 0, 40, 20, rl.White)
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}
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quadtree.drawBoundaries()
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{
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if rl.IsKeyPressed(rl.KeyR) {
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magnets = randomMagnets(initalMagnetCount)
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quadtree := newQuadTreeRoot()
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quadtree.insertMagnet(magnets...)
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}
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if rl.IsKeyPressed(rl.KeyW) {
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magnets = append(magnets, randomMagnets(100)...)
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@ -234,7 +259,6 @@ func main() {
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tick(magnets)
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}
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quadtree.drawBoundaries()
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for _, magnet := range magnets {
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rl.DrawCircleV(magnet.pos, magnet.radius+1, rl.White)
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