2025-03-12 22:46:37 +08:00
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using System;
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using System.Buffers;
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using System.Collections;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Net.Http.Headers;
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using System.Threading;
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using System.Threading.Tasks;
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2025-03-15 20:09:18 +08:00
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using BITKit;
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using Unity.Burst;
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2025-03-12 22:46:37 +08:00
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using Unity.Mathematics;
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namespace Net.BITKit.Quadtree
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{
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public class Quadtree
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{
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public QuadtreeNode Root { get; private set; }
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public IDictionary<int, float2> Positions
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{
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get
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{
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Expansion();
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return _positions;
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}
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}
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public IDictionary<int, float2> Sizes => _sizes;
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private readonly Dictionary<int, float2> _positions;
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private Memory<int> _memory;
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private readonly ConcurrentQueue<(int, float2)> _queue;
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private readonly Dictionary<int, float2> _sizes;
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public Quadtree(float2 center, float2 size)
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{
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_sizes = new Dictionary<int, float2>();
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_memory = new int[(int)math.max(size.x, size.y)];
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_positions = new Dictionary<int, float2>();
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_queue = new ConcurrentQueue<(int, float2)>();
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Root = new QuadtreeNode(this,center, size);
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}
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public void Insert(in int objectId,in float2 position,in float2 size = default)
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{
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_queue.Enqueue((objectId, position));
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if (size.x is not 0)
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{
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_sizes.TryAdd(objectId, size);
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}
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else
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{
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var root = Root;
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InsertRecursive(ref root,in objectId,in position);
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}
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}
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private static void InsertRecursive(ref QuadtreeNode node,in int objectId,in float2 position)
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{
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if (!node.Contains(position))
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return;
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if (node.Objects.Count < 4 || node.Size.x <= 1f) // 假设最小节点大小为1
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{
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node.Objects.Add(objectId);
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}
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else
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{
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if (node.Children[0].Size.x == 0) // 如果子节点未初始化
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{
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node.Split();
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}
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for (var i = 0; i < 4; i++)
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{
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InsertRecursive(ref node.Children[i], objectId, position);
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}
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}
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}
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public Memory<int> Query(float2 position, float radius)
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{
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Expansion();
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var index = 0;
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var root = Root;
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QueryRecursive(in root,in position,in radius, _memory.Span, ref index);
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foreach (var (key,size) in _sizes)
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{
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var pos = _positions[key];
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if (IsCircleInRect(pos, radius, position, size))
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{
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_memory.Span[index] = key;
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index++;
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}
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}
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return _memory[..index];
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}
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[BurstCompile]
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private static bool IsCircleInRect(float2 point, float radius, float2 pos, float2 size)
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{
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var halfSize = size * 0.5f;
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var min = pos - halfSize; // 矩形左下角
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var max = pos + halfSize; // 矩形右上角
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// 计算扩展后的包围盒
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var expandedMin = min - radius;
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var expandedMax = max + radius;
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// 检查点是否在扩展的矩形内
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return point.x >= expandedMin.x && point.x <= expandedMax.x &&
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point.y >= expandedMin.y && point.y <= expandedMax.y;
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}
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private void Expansion()
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{
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while (_queue.TryDequeue(out var item))
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{
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_positions.TryAdd(item.Item1, item.Item2);
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}
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if (_positions.Count > _memory.Length)
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{
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_memory = new int[_positions.Count*2];
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}
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}
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[BurstCompile]
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private void QueryRecursive(in QuadtreeNode node,in float2 position,in float radius,Span<int> result,ref int index)
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{
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if (!Intersects(node.Center, node.Size, position, radius))
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return;
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foreach (var obj in node.Objects)
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{
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// 直接 TryGetValue,避免 `Positions[obj]` 可能的重复哈希查找
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if (!_positions.TryGetValue(obj, out var objPos)) continue;
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// 计算平方距离,避免额外变量
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if (math.dot(objPos - position, objPos - position) > radius * radius) continue;
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// 直接写入 result
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result[index] = obj;
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index++;
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}
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for (var i = 0; i < 4; i++)
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{
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if (node.Children[i].Size.x > 0)
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{
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QueryRecursive(in node.Children[i],in position,in radius,result,ref index);
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}
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}
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}
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[BurstCompile]
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private static bool Intersects(in float2 center,in float2 size,in float2 position,in float radius)
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{
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// 计算 AABB 的最小/最大点
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var min = center - size * 0.5f;
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var max = center + size * 0.5f;
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// 找到圆心到 AABB 的最近点
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var closest = math.clamp(position, min, max);
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// 计算圆心到最近点的距离
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var delta = position - closest;
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var distanceSq = math.dot(delta, delta);
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// 相交条件:如果距离平方 <= 半径平方
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return distanceSq <= (radius * radius);
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}
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// 删除对象
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public bool Remove(int objectId)
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{
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Expansion();
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if (_positions.TryGetValue(objectId, out var position) is false) return false;
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_sizes.TryRemove(objectId);
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var root = Root;
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if (RemoveRecursive(ref root, objectId, position) is false) return false;
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_positions.Remove(objectId);
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return true;
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}
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private static bool RemoveRecursive(ref QuadtreeNode node, int objectId, float2 position)
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{
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if (!node.Contains(position))
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return false;
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// 尝试从当前节点删除
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if (node.Objects.Remove(objectId))
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{
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return true;
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}
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// 如果当前节点是叶子节点且未找到对象,返回false
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if (node.IsLeaf())
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{
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return false;
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}
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// 递归从子节点删除
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for (var i = 0; i < 4; i++)
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{
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if (RemoveRecursive(ref node.Children[i], objectId, position))
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{
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// 检查子节点是否需要合并
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TryMerge(ref node);
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return true;
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}
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}
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return false;
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}
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// 尝试合并子节点
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private static void TryMerge(ref QuadtreeNode node)
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{
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if (node.IsLeaf())
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return;
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var totalObjects = node.Objects.Count;
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for (var i = 0; i < 4; i++)
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{
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totalObjects += node.Children[i].Objects.Count;
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}
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// 如果所有子节点的对象数量加上当前节点的对象数量小于等于4,则合并
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if (totalObjects <= 4)
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{
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for (var i = 0; i < 4; i++)
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{
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node.Objects.UnionWith(node.Children[i].Objects);
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node.Children[i] = new QuadtreeNode(); // 清空子节点
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}
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}
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}
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}
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}
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