Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Bounding Square component from which a QuadTree is composed. This nested structure maintains a list of member entities that are fully contained in the 2D-Square (XZ coords only) defined by this Quadrant. It also may contain up to 4 nested children, which can also contain more nested children without limit. Each Quadrant is a child of a larger parent Quadrant, except for the top-most Universe Quadrant.

Namespace: Visual3D.Scenes
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
public class Quadrant : IEnumerable<QuadTree..::..SpatialEntity>, 
	IEnumerable
Public Class Quadrant _
	Implements IEnumerable(Of QuadTree..::..SpatialEntity), IEnumerable

Members

               
 All Members  Constructors   Fields   Properties   Methods  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
QuadTree..::..Quadrant(QuadTree..::..QuadTreeHandle, QuadTree..::..Quadrant, QuadTree..::..SubQuadrantID, Byte, Single, Single, Single)
Initializes a new instance of the QuadTree..::..Quadrant class
BottomLeftSubQuad
Gets this Quadrant's Bottom-Left SubQuad - if it exists, else return NULL if it doesn't exist yet.
BottomLeftXPolarity
BottomLeftZPolarity
BottomRightSubQuad
Gets this Quadrant's Bottom-Right SubQuad - if it exists, else return NULL if it doesn't exist yet.
BottomRightXPolarity
BottomRightZPolarity
CenterPoint
CenterX
CenterZ
Clear()()()()
Clears all SpatialEntities and SubQuadrants from this Quadrant.
DefaultMinEntitiesInQuadrantBeforeSubdividing
Minimum number of Entities that must exist inside of a single Quadrant before it is further subdivided into SubQudrants. Recommended value for optimal performance ranges from 3 to 10.
Depth
Dimension
DirectEntities
Entities that are a direct member of this Quadrant (and not Sub-Quadrants).
FullName
GetAllEntities()()()()
Returns List of All Entities that are contained in this Quadrant as well as nested in sub-quadrants (to deepest level).
GetAllQuadrants()()()()
Returns the set of all Quadrants contained by this Quadrant and including this quadrant.
GetEnumerator()()()()
GetTopQuadrant()()()()
Returns the TopQuadrant for the QuadTree that this Quadrant is a part of.
GetUniverse()()()()
Returns the Universe Quadrant (with unlimited bounds) for the QuadTree that this Quadrant is a part of.
HalfDimension
IsFullyContained(QuadTree..::..SpatialEntity)
Indicates if the specified Entity is fully contained by this Quadrant.
MaxX
MaxZ
MinX
MinZ
ParentQuad
QuadPath
Quadrant Path from TopNode (showing the 1, 2, 3, 4 based path).
QuadrantPolarities
QuadTree
Returns the QuadTree to which this Quadrant belongs.
QuadTreeID
Returns the ID for the QuadTree to which this Quadrant belongs.
SubPath
Name of the SubPath (single digit only).
SubQuadID
SubQuadrants
Child quadrants contained by this Quadrant. There are up to four of these per quadrant.
TopLeftSubQuad
Gets this Quadrant's Top-Left SubQuad - if it exists, else return NULL if it doesn't exist yet.
TopLeftXPolarity
TopLeftZPolarity
TopRightSubQuad
Gets this Quadrant's Top-Rightt SubQuad - if it exists, else return NULL if it doesn't exist yet.
TopRightXPolarity
TopRightZPolarity
ToString()()()() (Overrides Object..::..ToString()()()().)
TryToPlaceEntityIntoQuadrant(QuadTree..::..SpatialEntity, Boolean)
Tries to put this Entity into the specified Quadrant but without knowing first if it'll fit. If it does fit, it might put it into this Quadrant or a nested SubQuadrant. If it does not fit, it'll bubble it up to a parent Quadrant that can contain it.

Inheritance Hierarchy

System..::..Object
  Visual3D.Scenes..::..QuadTree..::..Quadrant

See Also