remove unused BasicQuadTreeNode
parent
f37ec933ae
commit
4d83b2d8a6
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@ -78,8 +78,6 @@ namespace OpenSim.Region.Framework.Scenes
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// protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>();
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// protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>();
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protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>();
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protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>();
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protected internal BasicQuadTreeNode QuadTree;
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protected RegionInfo m_regInfo;
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protected RegionInfo m_regInfo;
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protected Scene m_parentScene;
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protected Scene m_parentScene;
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protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>();
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protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>();
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@ -107,9 +105,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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m_parentScene = parent;
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m_parentScene = parent;
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m_regInfo = regInfo;
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m_regInfo = regInfo;
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QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, (short)Constants.RegionSize, (short)Constants.RegionSize);
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QuadTree.Subdivide();
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QuadTree.Subdivide();
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}
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}
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public PhysicsScene PhysicsScene
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public PhysicsScene PhysicsScene
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@ -1,269 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Scenes.Types
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{
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public class BasicQuadTreeNode
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{
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private List<SceneObjectGroup> m_objects = new List<SceneObjectGroup>();
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private BasicQuadTreeNode[] m_childNodes = null;
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private BasicQuadTreeNode m_parent = null;
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private short m_leftX;
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private short m_leftY;
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private short m_width;
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private short m_height;
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//private int m_quadNumber;
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private string m_quadID;
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public BasicQuadTreeNode(BasicQuadTreeNode parent, string quadID, short leftX, short leftY, short width,
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short height)
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{
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m_parent = parent;
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m_quadID = quadID;
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m_leftX = leftX;
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m_leftY = leftY;
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m_width = width;
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m_height = height;
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// m_log.Debug("creating quadtree node " + m_quadID);
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}
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public void AddObject(SceneObjectGroup obj)
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{
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if (m_childNodes == null)
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{
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if (!m_objects.Contains(obj))
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{
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m_objects.Add(obj);
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}
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}
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else
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{
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if (obj.AbsolutePosition.X < (m_leftX + (m_width/2)))
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{
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if (obj.AbsolutePosition.Y < (m_leftY + (m_height/2)))
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{
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m_childNodes[0].AddObject(obj);
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}
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else
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{
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m_childNodes[2].AddObject(obj);
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}
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}
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else
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{
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if (obj.AbsolutePosition.Y < (m_leftY + (m_height/2)))
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{
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m_childNodes[1].AddObject(obj);
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}
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else
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{
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m_childNodes[3].AddObject(obj);
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}
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}
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}
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}
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public void Subdivide()
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{
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if (m_childNodes == null)
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{
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m_childNodes = new BasicQuadTreeNode[4];
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m_childNodes[0] =
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new BasicQuadTreeNode(this, m_quadID + "1/", m_leftX, m_leftY, (short) (m_width/2),
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(short) (m_height/2));
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m_childNodes[1] =
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new BasicQuadTreeNode(this, m_quadID + "2/", (short) (m_leftX + (m_width/2)), m_leftY,
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(short) (m_width/2), (short) (m_height/2));
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m_childNodes[2] =
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new BasicQuadTreeNode(this, m_quadID + "3/", m_leftX, (short) (m_leftY + (m_height/2)),
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(short) (m_width/2), (short) (m_height/2));
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m_childNodes[3] =
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new BasicQuadTreeNode(this, m_quadID + "4/", (short) (m_leftX + (m_width/2)),
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(short) (m_height + (m_height/2)), (short) (m_width/2), (short) (m_height/2));
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}
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else
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{
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for (int i = 0; i < m_childNodes.Length; i++)
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{
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m_childNodes[i].Subdivide();
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}
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}
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}
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public List<SceneObjectGroup> GetObjectsFrom(float x, float y)
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{
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if (m_childNodes == null)
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{
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return new List<SceneObjectGroup>(m_objects);
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}
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else
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{
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if (x < m_leftX + (m_width/2))
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{
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if (y < m_leftY + (m_height/2))
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{
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return m_childNodes[0].GetObjectsFrom(x, y);
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}
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else
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{
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return m_childNodes[2].GetObjectsFrom(x, y);
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}
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}
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else
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{
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if (y < m_leftY + (m_height/2))
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{
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return m_childNodes[1].GetObjectsFrom(x, y);
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}
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else
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{
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return m_childNodes[3].GetObjectsFrom(x, y);
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}
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}
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}
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}
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public List<SceneObjectGroup> GetObjectsFrom(string nodeName)
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{
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if (nodeName == m_quadID)
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{
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return new List<SceneObjectGroup>(m_objects);
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}
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else if (m_childNodes != null)
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{
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for (int i = 0; i < 4; i++)
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{
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List<SceneObjectGroup> retVal;
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retVal = m_childNodes[i].GetObjectsFrom(nodeName);
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if (retVal != null)
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{
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return retVal;
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}
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}
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}
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return null;
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}
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public string GetNodeID(float x, float y)
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{
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if (m_childNodes == null)
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{
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return m_quadID;
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}
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else
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{
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if (x < m_leftX + (m_width/2))
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{
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if (y < m_leftY + (m_height/2))
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{
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return m_childNodes[0].GetNodeID(x, y);
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}
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else
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{
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return m_childNodes[2].GetNodeID(x, y);
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}
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}
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else
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{
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if (y < m_leftY + (m_height/2))
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{
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return m_childNodes[1].GetNodeID(x, y);
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}
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else
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{
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return m_childNodes[3].GetNodeID(x, y);
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}
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}
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}
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}
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public void Update()
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{
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if (m_childNodes != null)
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{
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for (int i = 0; i < 4; i++)
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{
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m_childNodes[i].Update();
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}
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}
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else
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{
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List<SceneObjectGroup> outBounds = new List<SceneObjectGroup>();
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foreach (SceneObjectGroup group in m_objects)
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{
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if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) &&
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((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height))))
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{
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//still in bounds
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}
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else
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{
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outBounds.Add(group);
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}
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}
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foreach (SceneObjectGroup removee in outBounds)
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{
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m_objects.Remove(removee);
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if (m_parent != null)
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{
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m_parent.PassUp(removee);
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}
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}
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outBounds.Clear();
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}
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}
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public void PassUp(SceneObjectGroup group)
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{
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if (((group.AbsolutePosition.X > m_leftX) && (group.AbsolutePosition.X < (m_leftX + m_width))) &&
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((group.AbsolutePosition.Y > m_leftY) && (group.AbsolutePosition.Y < (m_leftY + m_height))))
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{
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AddObject(group);
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}
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else
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{
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if (m_parent != null)
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{
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m_parent.PassUp(group);
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}
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}
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}
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public string[] GetNeighbours(string nodeName)
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{
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string[] retVal = new string[1];
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retVal[0] = String.Empty;
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return retVal;
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}
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}
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}
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