root/src/BRAINSFramework/Map/WorldMap.cs

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    /// </summary>
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    /// </summary>
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    public class WorldMap
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    public class WorldMap
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    {
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    {
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        /// <summary>
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        /// Gets the Quadtree of all cells in the map
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        /// </summary>
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        public QuadTree<GridCell> GridCellTree;
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        public QuadTree<GridCell> GridCellTree;
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        /// <summary>
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        /// Gets the cluster of grids
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        /// </summary>
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        public Cluster ClusterGrid { get { return _clusterGrid; } }
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        public Cluster ClusterGrid { get { return _clusterGrid; } }
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        private Cluster _clusterGrid;
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        private Cluster _clusterGrid;
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        private int _height;
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        private int _height;
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        private List<GridCell> _allCells=new List<GridCell>();
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        private List<GridCell> _allCells=new List<GridCell>();
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        /// <summary>
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        /// Gets all of the cells in the map
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        /// </summary>
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        public List<GridCell> AllCells
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        public List<GridCell> AllCells
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        {
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        {
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            get { return _allCells; }
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            get { return _allCells; }
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            set { _allCells = value; }
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            set { _allCells = value; }
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        }
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        }
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        /// <summary>
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        /// Gets the top left position of the world
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        /// </summary>
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        public Vector2 TopLeft
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        public Vector2 TopLeft
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        {
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        {
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            get { return _clusterGrid.Grids[0].Position; }
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            get { return _clusterGrid.Grids[0].Position; }
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        }
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        }
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        /// <summary>
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        /// Gets the bottom right position of the world
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        /// </summary>
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        public Vector2 BottomRight
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        public Vector2 BottomRight
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        {
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        {
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            get { return _clusterGrid.Grids[_clusterGrid.Grids.Count - 1].Position + _clusterGrid.Grids[_clusterGrid.Grids.Count - 1].Size; }
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            get { return _clusterGrid.Grids[_clusterGrid.Grids.Count - 1].Position + _clusterGrid.Grids[_clusterGrid.Grids.Count - 1].Size; }
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        }
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        }
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        internal WorldMap(int width, int height)
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        internal WorldMap(int width, int height)
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        {
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        {
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            _clusterGrid = new Cluster();
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            _clusterGrid = new Cluster();