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forked from: QuadTree

A simple QuadTree implementation

So basically here I've got a bunch of objects all
colliding with each other using a QuadTree to optimise
the process

I'm pretty certain this isn't the fastest implementation
though. I can only push about 500 around

Plus you'll notice that when on intersections, things
get pretty piss poor. But it's much faster than a straight
comparison between all objects on screen, so there you
go...

@author Aaron Steed, nitrome.com
Get Adobe Flash player
by gromvert 27 Jan 2011
/**
 * Copyright gromvert ( http://wonderfl.net/user/gromvert )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/xVbC
 */

// forked from st33d's QuadTree
package {
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Rectangle;
    import flash.display.Graphics;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    
    /**
     * A simple QuadTree implementation
     * 
     * So basically here I've got a bunch of objects all
     * colliding with each other using a QuadTree to optimise
     * the process
     *
     * I'm pretty certain this isn't the fastest implementation
     * though. I can only push about 500 around
     *
     * Plus you'll notice that when on intersections, things
     * get pretty piss poor. But it's much faster than a straight
     * comparison between all objects on screen, so there you
     * go...
     *
     * @author Aaron Steed, nitrome.com
     */
    
    [SWF(frameRate="30", backgroundColor = "#CCCCCC")]
    
    public class FlashTest extends Sprite {
            private var particles:Vector.<Particle>;
        public static var quad_tree:QuadTree;
        public static var shape:Shape;
        public static var frame_count:int;
        
        public static const WIDTH:Number = 10000;
        public static const HEIGHT:Number = 10000;
        
    
        public function FlashTest() {
            if (stage) init();
            else addEventListener(Event.ADDED_TO_STAGE, init);
            
        }
        
        private function init(e:Event = null):void {
            removeEventListener(Event.ADDED_TO_STAGE, init);
            addEventListener(Event.ENTER_FRAME, loop);
            stage.addEventListener(MouseEvent.CLICK, click);
            shape = new Shape();
            addChild(shape);
            
            frame_count = -1;
            
            quad_tree = new QuadTree(new Rectangle(0, 0, WIDTH, HEIGHT), 5);
            
            particles = new Vector.<Particle>();
            var item:Particle;
            for(var i:int = 0; i < 30; i++) {
                item = new Particle((WIDTH - 50) * Math.random(), (HEIGHT -50) * Math.random(), 80, 80, -2 + Math.random() * 20, -2 + Math.random() * 20);
                particles.push(item);
                quad_tree.addItem(item);
            }
        }
        
        private function loop(e:Event = null):void {
            shape.graphics.clear();
            updateParticles();
            frame_count++;
        }
        
        private function updateParticles():void{
            graphics.clear();
            var i:int, j:int;
            for(i = 0; i < particles.length; i++) {
                particles[i].main();
            }
            
            for(i = 0; i < particles.length; i++) {
                graphics.beginFill(particles[i].colliding == frame_count ? 0xFF0000 : 0xFFFFFF);
                particles[i].draw(graphics);
                graphics.endFill();
            }
        }
        
        public function click(e:MouseEvent = null):void{
            var item:Particle = new Particle(mouseX, mouseY, 5 + Math.random() * 10, 5 + Math.random() * 10, -1 + Math.random() * 2, -1 + Math.random() * 2);
            particles.push(item);
            quad_tree.addItem(item);
        }
    }
    
    
}

class Particle extends flash.geom.Rectangle{
        
    public var vx:Number, vy:Number;
    public var colliding:int;
    public var current_quadtree:QuadTree;
    public var best_depth:Boolean;
    
    public static var test_against:Array;
    
    function Particle(x:Number = 0, y:Number = 0, width:Number = 0, height:Number = 0, vx:Number = 0, vy:Number = 0) {
        super(x, y, width, height);
        this.vx = vx;
        this.vy = vy;
        colliding = 0;
    }
    
    public function main():void{
        collision();
        x += vx;
        y += vy;
        if(x < 0) vx = -vx;
        if(y < 0) vy = -vy;
        if(x + width > FlashTest.WIDTH) vx = -vx;
        if(y + height > FlashTest.HEIGHT) vy = -vy;
        current_quadtree.itemMoved(this);
        
        FlashTest.shape.graphics.lineStyle(0, 0x00FF00);
        FlashTest.shape.graphics.drawRect(current_quadtree.bounds.x, current_quadtree.bounds.y, current_quadtree.bounds.width, current_quadtree.bounds.height);
        FlashTest.shape.graphics.lineTo(x, y);
    }
    
    public function draw(gfx:flash.display.Graphics):void{
        gfx.drawRect(x, y, width, height);
    }
    /* For collision we peer down into our current quad tree to see what we're colliding with below
     * we need not worry about items above us because they will peer down and tell us when they collide with us */
    public function collision():void{
        test_against = current_quadtree.getItems();
        for(var i:int = 0; i < test_against.length; i++) {
            
            //FlashTest.shape.graphics.lineStyle(0, 0xFFFF00);
            //FlashTest.shape.graphics.moveTo(x, y);
            //FlashTest.shape.graphics.lineTo(test_against[i].x, test_against[i].y);
            
            if(test_against[i] != this && intersects(test_against[i])){
                colliding = FlashTest.frame_count;
                test_against[i].colliding = FlashTest.frame_count;
            }
        }
    }
    
}

class QuadTree{
        
    public var nw:QuadTree;
    public var ne:QuadTree;
    public var sw:QuadTree;
    public var se:QuadTree;
    
    public var parent:QuadTree;
    public var root:QuadTree;
    
    public var type:int;
    
    public static var max_items:int = 5;
    
    public static const LEAF:int = 1;
    public static const BRANCH:int = 2;
    
    public var bounds:flash.geom.Rectangle;
    
    public var items:Array;
    
    function QuadTree(bounds:flash.geom.Rectangle, depth:int, root:QuadTree = null) {
        items = [];
        this.bounds = bounds;
        if(!root){
            root = this;
        }
        this.root = root;
        if(depth){
            nw = new QuadTree(new flash.geom.Rectangle(bounds.x, bounds.y, bounds.width * 0.5, bounds.height * 0.5), depth - 1, root);
            ne = new QuadTree(new flash.geom.Rectangle(bounds.x + bounds.width * 0.5, bounds.y, bounds.width * 0.5, bounds.height * 0.5), depth - 1, root);
            sw = new QuadTree(new flash.geom.Rectangle(bounds.x, bounds.y + bounds.height * 0.5, bounds.width * 0.5, bounds.height * 0.5), depth - 1, root);
            se = new QuadTree(new flash.geom.Rectangle(bounds.x + bounds.width * 0.5, bounds.y + bounds.height * 0.5, bounds.width * 0.5, bounds.height * 0.5), depth - 1, root);
            type = BRANCH;
        } else {
            type = LEAF;
        }
    }
    
    /* Hopefully does a sort of recursive dive into all the contents of the quad */
    public function getItems():Array{
        if(type == LEAF){
            return items;
        } else {
            return items.concat(nw.getItems(), ne.getItems(), sw.getItems(), se.getItems());
        }
    }
    
    /* Try to dive down to the smallest quad that can fit the item */
    public function addItem(item:Particle):QuadTree{
        if(type == BRANCH){
            if(nw.bounds.containsRect(item)) nw.addItem(item);
            else if(ne.bounds.containsRect(item)) ne.addItem(item);
            else if(sw.bounds.containsRect(item)) sw.addItem(item);
            else if(se.bounds.containsRect(item)) se.addItem(item);
            else{
                item.best_depth = !(item.width <= bounds.width * 0.5 && item.height <= bounds.height * 0.5);
                item.current_quadtree = this;
                items.push(item);
            }
            return this;
        } else {
            item.best_depth = true;
            item.current_quadtree = this;
            items.push(item);
            return this;
        }
    }
    /* Tells the QuadTree we've moved an item and determines if we need to re-allocate it */
    public function itemMoved(item:Particle):void{
        if(!bounds.containsRect(item)){
            items.splice(items.indexOf(item), 1);
            root.addItem(item);
        } else if(!item.best_depth){
            // this particle could possibly fit into a smaller quad, but we need to check
            // whether it's still on the cross-section that kept it out of the best sized quad
            if(
                !((bounds.x + bounds.width * 0.5 >= item.x && bounds.x + bounds.width * 0.5 <= item.right) ||
                (bounds.y + bounds.height * 0.5 >= item.y && bounds.y + bounds.height * 0.5 <= item.bottom))
            ){
                items.splice(items.indexOf(item), 1);
                root.addItem(item);
            }
        }
    }
    
}