Quadtree
Namespace: Murder.Core.Physics 
Assembly: Murder.dll
public class Quadtree
⭐ Constructors
public Quadtree(Rectangle mapBounds)
Parameters 
mapBounds Rectangle 
⭐ Properties
Collision
public readonly QTNode<T> Collision;
Returns 
QTNode<T> 
PushAway
public readonly QTNode<T> PushAway;
Returns 
QTNode<T> 
StaticRender
public readonly QTNode<T> StaticRender;
Returns 
QTNode<T> 
⭐ Methods
GetOrCreateUnique(World)
public Quadtree GetOrCreateUnique(World world)
Parameters 
world World 
Returns 
Quadtree 
AddToCollisionQuadTree(IEnumerable) 
public void AddToCollisionQuadTree(IEnumerable<T> entities)
Parameters 
entities IEnumerable<T> 
AddToStaticRenderQuadTree(IEnumerable) 
public void AddToStaticRenderQuadTree(IEnumerable<T> entities)
Parameters 
entities IEnumerable<T> 
GetCollisionEntitiesAt(Rectangle, List) 
public void GetCollisionEntitiesAt(Rectangle boundingBox, List<T> list)
Parameters 
boundingBox Rectangle 
list List<T> 
RemoveFromCollisionQuadTree(IEnumerable) 
public void RemoveFromCollisionQuadTree(IEnumerable<T> entities)
Parameters 
entities IEnumerable<T> 
RemoveFromStaticRenderQuadTree(IEnumerable) 
public void RemoveFromStaticRenderQuadTree(IEnumerable<T> entities)
Parameters 
entities IEnumerable<T> 
UpdateQuadTree(IEnumerable) 
public void UpdateQuadTree(IEnumerable<T> entities)
Completelly clears and rebuilds the quad tree and pushAway quad tree using a given list of entities We should avoid this if possible
Parameters 
entities IEnumerable<T> 
⚡