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ObjectQuadTreeNode<T,D>
QuadTree<T,D>
protected Func<T,Vector2> _getPosition<>():Func<T,Vector2> protected
protected Func<List<T>,List<T>> _combinePoints<>():Func<List<T>,List<T>> protected
protected Func<List<T>,List<T>,float,List<T>> _smoothPoints<>():Func<List<T>,List<T>,float,List<T>> protected
protected Vector2 _min<>():Vector2 protected
protected Vector2 _max<>():Vector2 protected
protected float _rootCellSize<>():float protected
protected int _maxDepth<>():int protected
public QuadTree<T,D> QuadTree<T,D><>(
Func<T,Vector2> getPosition=,
getPosition:Func<T,Vector2>=,
Vector2 min=,
min:Vector2=,
Vector2 max=,
max:Vector2=,
float rootCellSize=,
rootCellSize:float=,
int maxDepth=,
maxDepth:int=,
):QuadTree<T,D> public
public QuadTree<T,D> QuadTree<T,D><>(
Vector2 center=,
center:Vector2=,
float rootCellSize=,
rootCellSize:float=,
int maxDepth=,
maxDepth:int=,
):QuadTree<T,D> public
public int get_maxDepth<>():int public
public Void SetCombiner<>(
Func<List<T>,List<T>> combinePoints=,
combinePoints:Func<List<T>,List<T>>=,
):Void public
public Void SetSmoother<>(
Func<List<T>,List<T>,float,List<T>> smoothPoints=,
smoothPoints:Func<List<T>,List<T>,float,List<T>>=,
):Void public
public List<T> CombinePoints<>(
List<T> values=,
values:List<T>=,
):List<T> public
public List<T> SmoothPoints<>(
List<T> targetValues=,
targetValues:List<T>=,
List<T> sourceSmoothing=,
sourceSmoothing:List<T>=,
float amount=,
amount:float=,
):List<T> public
public List<QuadTreeCell<T,D>> get_rootCells<>():List<QuadTreeCell<T,D>> public
public bool Insert<>(
List<T> data=,
data:List<T>=,
):bool public
public List<T> GetInsideBox<>(
Box2 box=,
box:Box2=,
List<T> list=,
list:List<T>=,
):List<T> public
public List<T> GetInsideBoxWithDuplicates<>(
Box2 box=,
box:Box2=,
List<T> list=,
list:List<T>=,
):List<T> public
public bool Insert<>(
T data=,
data:T=,
):bool public
public Void BoxInsert<>(
T data=,
data:T=,
Box2 box=,
box:Box2=,
):Void public
public int GetLevelForSize<>(
float size=,
size:float=,
):int public
public float GetSizeForLevel<>(
int level=,
level:int=,
):float public
public Void CombineUntilSize<>(
float size=,
size:float=,
):Void public
public Void CombineUntilLevel<>(
int minLevel=,
minLevel:int=,
float smoothDown=,
smoothDown:float=,
):Void public
public MapList<int,QuadTreeCell<T,D>> GetLevelMap<>():MapList<int,QuadTreeCell<T,D>> public
public Vector2I PositionToRootIndex<>(
Vector2 position=,
position:Vector2=,
):Vector2I public
public Vector2 GetPosition<>(
T data=,
data:T=,
):Vector2 public
public QuadTreeCell<T,D> GetRootCell<>(
Vector2 position=,
position:Vector2=,
):QuadTreeCell<T,D> public
public QuadTreeCell<T,D> GetRootCellByRootIndex<>(
Vector2I rootCellIndex=,
rootCellIndex:Vector2I=,
):QuadTreeCell<T,D> public












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