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258 lines
7.1 KiB
258 lines
7.1 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "stdafx.h"
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#include "CullTreeNode.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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// dvs: decide how this code should be organized
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bool BoxesIntersect(Vector const &mins1, Vector const &maxs1, Vector const &mins2, Vector const &maxs2);
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CCullTreeNode::CCullTreeNode(void)
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CCullTreeNode::~CCullTreeNode(void)
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pChild -
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//-----------------------------------------------------------------------------
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void CCullTreeNode::AddCullTreeChild(CCullTreeNode *pChild)
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{
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m_Children.AddToTail(pChild);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pObject -
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//-----------------------------------------------------------------------------
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void CCullTreeNode::AddCullTreeObject(CMapClass *pObject)
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{
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// First make sure the object isn't already in this node.
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// If it's already here, bail out.
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if ( m_Objects.Find( pObject ) != -1 )
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return;
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// Add the object.
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m_Objects.AddToTail(pObject);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pObject -
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//-----------------------------------------------------------------------------
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void CCullTreeNode::AddCullTreeObjectRecurse(CMapClass *pObject)
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{
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//
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// If the object intersects this node, add it to this node and recurse,
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// testing each of our children in the same fashion.
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//
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Vector ObjMins;
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Vector ObjMaxs;
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pObject->GetCullBox(ObjMins, ObjMaxs);
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if (BoxesIntersect(ObjMins, ObjMaxs, bmins, bmaxs))
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{
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int nChildCount = GetChildCount();
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if (nChildCount != 0)
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{
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// dvs: we should split when appropriate!
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// otherwise the tree becomes less optimal over time.
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for (int nChild = 0; nChild < nChildCount; nChild++)
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{
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CCullTreeNode *pChild = GetCullTreeChild(nChild);
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pChild->AddCullTreeObjectRecurse(pObject);
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}
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}
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else
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{
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AddCullTreeObject(pObject);
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Removes all objects from this node.
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//-----------------------------------------------------------------------------
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void CCullTreeNode::RemoveAllCullTreeObjects(void)
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{
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m_Objects.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Removes all objects from this branch of the tree recursively.
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//-----------------------------------------------------------------------------
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void CCullTreeNode::RemoveAllCullTreeObjectsRecurse(void)
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{
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RemoveAllCullTreeObjects();
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int nChildCount = GetChildCount();
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for (int nChild = 0; nChild < nChildCount; nChild++)
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{
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CCullTreeNode *pChild = GetCullTreeChild(nChild);
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pChild->RemoveAllCullTreeObjectsRecurse();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Removes all instances of a given object from this node.
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// Input : pObject -
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//-----------------------------------------------------------------------------
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void CCullTreeNode::RemoveCullTreeObject(CMapClass *pObject)
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{
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// Remove occurrence of pObject from the array
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m_Objects.FindAndFastRemove( pObject );
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// make sure it's not in there twice
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Assert( m_Objects.Find( pObject) == -1 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Removes all instances of a given object from this node.
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// Input : pObject -
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//-----------------------------------------------------------------------------
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void CCullTreeNode::RemoveCullTreeObjectRecurse(CMapClass *pObject)
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{
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RemoveCullTreeObject(pObject);
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for (int nChild = 0; nChild < m_Children.Count(); nChild++)
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{
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CCullTreeNode *pChild = m_Children[nChild];
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pChild->RemoveCullTreeObjectRecurse(pObject);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Removes all instances of a given object from this node.
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// Input : pObject -
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//-----------------------------------------------------------------------------
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CCullTreeNode *CCullTreeNode::FindCullTreeObjectRecurse(CMapClass *pObject)
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{
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for (int i = 0; i < m_Objects.Count(); i++)
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{
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CMapClass *pCurrent = m_Objects[i];
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if (pCurrent == pObject)
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{
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return(this);
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}
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}
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int nChildCount = GetChildCount();
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for (int nChild = 0; nChild < nChildCount; nChild++)
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{
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CCullTreeNode *pChild = GetCullTreeChild(nChild);
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CCullTreeNode *pFound = pChild->FindCullTreeObjectRecurse(pObject);
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if (pFound != NULL)
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{
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return(pFound);
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}
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}
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return(NULL);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pObject -
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//-----------------------------------------------------------------------------
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void CCullTreeNode::UpdateCullTreeObject(CMapClass *pObject)
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{
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Vector mins;
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Vector maxs;
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pObject->GetCullBox(mins, maxs);
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if (!BoxesIntersect(mins, maxs, bmins, bmaxs))
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{
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RemoveCullTreeObject(pObject);
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}
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else
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{
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AddCullTreeObject(pObject);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates the culling tree due to a change in the bounding box of a
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// given object within the tree. The object is added to any leaf nodes
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// that it now intersects, and is removed from any leaf nodes that it
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// no longer intersects.
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// Input : pObject - The object whose bounding box has changed.
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//-----------------------------------------------------------------------------
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void CCullTreeNode::UpdateCullTreeObjectRecurse(CMapClass *pObject)
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{
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int nChildCount = GetChildCount();
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if (nChildCount != 0)
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{
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for (int nChild = 0; nChild < nChildCount; nChild++)
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{
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CCullTreeNode *pChild = GetCullTreeChild(nChild);
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pChild->UpdateCullTreeObjectRecurse(pObject);
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}
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}
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else
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{
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UpdateCullTreeObject(pObject);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pObject - The object whose bounding box has changed.
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//-----------------------------------------------------------------------------
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void CCullTreeNode::UpdateAllCullTreeObjectsRecurse(void)
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{
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int nChildCount = GetChildCount();
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if (nChildCount != 0)
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{
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for (int nChild = 0; nChild < nChildCount; nChild++)
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{
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CCullTreeNode *pChild = GetCullTreeChild(nChild);
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pChild->UpdateAllCullTreeObjectsRecurse();
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}
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}
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else
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{
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int nObjectCount = GetObjectCount();
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for (int nObject = 0; nObject < nObjectCount; nObject++)
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{
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CMapClass *pObject = GetCullTreeObject(nObject);
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Vector mins;
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Vector maxs;
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pObject->GetCullBox(mins, maxs);
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if (!BoxesIntersect(mins, maxs, bmins, bmaxs))
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{
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RemoveCullTreeObject(pObject);
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}
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}
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}
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}
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