Removed old relics from OctTree testing in OctTree.

This commit is contained in:
William Moberg
2015-12-16 17:08:55 +01:00
parent 6d1cbd928e
commit a23d69af9a
2 changed files with 2 additions and 54 deletions
+2 -6
View File
@@ -4,8 +4,6 @@
#include "Core/AABB.h"
struct Ray;
class World;
class Camera;
class OctTree
{
@@ -20,8 +18,8 @@ public:
//For the root OctTree, [octTreeBounds] should be a box containing the entire level.
OctTree(const AABB& octTreeBounds, int subDivisions);
//We should only ever need one OctTree in the game, and it should not need to be copied.
//Define these if the OctTree suddenly needs to be copied, think of the children OctTree* ptrs.
//We cannot copy the OctTree as of now, because of the recursive dynamic allocation.
//Define these if the OctTree suddenly needs to be copied, think of the children OctChild* ptrs.
OctTree(const OctTree& other) = delete;
OctTree(const OctTree&& other) = delete;
OctTree& operator= (const OctTree& other) = delete;
@@ -36,8 +34,6 @@ public:
//Empty the tree of all dynamic objects. Static objects remain in the tree.
void ClearDynamicObjects();
//Collision test function. WTODO: Probably remove or relocate elsewhere, Collision system?
void Update(float dt, World* world, Camera* cam);
//Returns true if the ray collides with something in the tree. Result is written to [data].
bool RayCollides(const Ray& ray, Output& data);
//Returns true if the box collides with something in the tree.