66 lines
1.9 KiB
C++
66 lines
1.9 KiB
C++
#ifndef OldOctTree_h__
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#define OldOctTree_h__
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#include "Core/AABB.h"
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class Ray;
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class World;
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class Camera;
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namespace Old
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{
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class OctTree
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{
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public:
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struct Output
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{
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float CollideDistance;
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};
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OctTree();
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~OctTree();
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//For the root OctTree, [octTreeBounds] should be a box containing the entire level.
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OctTree(const AABB& octTreeBounds, int subDivisions);
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//We should only ever need one OctTree in the game, and it should not need to be copied.
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//Define these if the OctTree suddenly needs to be copied, think of the children OctTree* ptrs.
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OctTree(const OctTree& other) = delete;
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OctTree(const OctTree&& other) = delete;
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OctTree& operator= (const OctTree& other) = delete;
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void AddDynamicObject(const AABB& box);
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void AddStaticObject(const AABB& box);
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void BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes) const;
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void ClearObjects();
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void ClearDynamicObjects();
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//Collision test function.
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void Update(float dt, World* world, Camera* cam);
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//Returns true if the ray collides with something in the tree. Result is written to [data].
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bool RayCollides(const Ray& ray, Output& data) const;
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//Returns true if the box collides with something in the tree.
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//On collision with a box, that box is written to [outBoxIntersected].
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//Note: More efficient than calling BoxesInSameRegion from outside and testing there.
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bool BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const;
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private:
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OctTree* m_Children[8];
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std::vector<AABB> m_StaticObjects;
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std::vector<AABB> m_DynamicObjects;
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AABB m_Box;
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bool m_UpdatedOnce;
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unsigned int m_BoxID;
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glm::vec3 m_PrevPos;
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glm::quat m_PrevOri;
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inline bool hasChildren() const;
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int childIndexContainingPoint(const glm::vec3& point) const;
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std::vector<int> childIndicesContainingBox(const AABB& box) const;
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};
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}
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#endif |