Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "stdafx.h"
#include "CullTreeNode.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
// dvs: decide how this code should be organized
bool BoxesIntersect(Vector const &mins1, Vector const &maxs1, Vector const &mins2, Vector const &maxs2);
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCullTreeNode::CCullTreeNode(void) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCullTreeNode::~CCullTreeNode(void) { }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pChild -
//-----------------------------------------------------------------------------
void CCullTreeNode::AddCullTreeChild(CCullTreeNode *pChild) { if ( pChild == NULL ) Assert( pChild ); else m_Children.AddToTail(pChild); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pObject -
//-----------------------------------------------------------------------------
void CCullTreeNode::AddCullTreeObject(CMapClass *pObject) { // First make sure the object isn't already in this node.
// If it's already here, bail out.
if ( m_Objects.Find( pObject ) != -1 ) return; // Add the object.
m_Objects.AddToTail(pObject); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pObject -
//-----------------------------------------------------------------------------
void CCullTreeNode::AddCullTreeObjectRecurse(CMapClass *pObject) { //
// If the object intersects this node, add it to this node and recurse,
// testing each of our children in the same fashion.
//
Vector ObjMins; Vector ObjMaxs; pObject->GetCullBox(ObjMins, ObjMaxs); if (BoxesIntersect(ObjMins, ObjMaxs, bmins, bmaxs)) { int nChildCount = GetChildCount(); if (nChildCount != 0) { // dvs: we should split when appropriate!
// otherwise the tree becomes less optimal over time.
for (int nChild = 0; nChild < nChildCount; nChild++) { CCullTreeNode *pChild = GetCullTreeChild(nChild); pChild->AddCullTreeObjectRecurse(pObject); } } else { AddCullTreeObject(pObject); } } }
//-----------------------------------------------------------------------------
// Purpose: Removes all objects from this node.
//-----------------------------------------------------------------------------
void CCullTreeNode::RemoveAllCullTreeObjects(void) { m_Objects.RemoveAll(); }
//-----------------------------------------------------------------------------
// Purpose: Removes all objects from this branch of the tree recursively.
//-----------------------------------------------------------------------------
void CCullTreeNode::RemoveAllCullTreeObjectsRecurse(void) { RemoveAllCullTreeObjects();
int nChildCount = GetChildCount(); for (int nChild = 0; nChild < nChildCount; nChild++) { CCullTreeNode *pChild = GetCullTreeChild(nChild); pChild->RemoveAllCullTreeObjectsRecurse(); } }
//-----------------------------------------------------------------------------
// Purpose: Removes all instances of a given object from this node.
// Input : pObject -
//-----------------------------------------------------------------------------
void CCullTreeNode::RemoveCullTreeObject(CMapClass *pObject) { // Remove occurrence of pObject from the array
m_Objects.FindAndRemove( pObject );
// make sure it's not in there twice
Assert( m_Objects.Find( pObject) == -1 ); }
//-----------------------------------------------------------------------------
// Purpose: Removes all instances of a given object from this node.
// Input : pObject -
//-----------------------------------------------------------------------------
void CCullTreeNode::RemoveCullTreeObjectRecurse(CMapClass *pObject) { RemoveCullTreeObject(pObject);
for (int nChild = 0; nChild < m_Children.Count(); nChild++) { CCullTreeNode *pChild = m_Children[nChild]; pChild->RemoveCullTreeObjectRecurse(pObject); } }
//-----------------------------------------------------------------------------
// Purpose: Removes all instances of a given object from this node.
// Input : pObject -
//-----------------------------------------------------------------------------
CCullTreeNode *CCullTreeNode::FindCullTreeObjectRecurse(CMapClass *pObject) { for (int i = 0; i < m_Objects.Count(); i++) { CMapClass *pCurrent = m_Objects[i]; if (pCurrent == pObject) { return(this); } }
int nChildCount = GetChildCount(); for (int nChild = 0; nChild < nChildCount; nChild++) { CCullTreeNode *pChild = GetCullTreeChild(nChild); CCullTreeNode *pFound = pChild->FindCullTreeObjectRecurse(pObject); if (pFound != NULL) { return(pFound); } }
return(NULL); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pObject -
//-----------------------------------------------------------------------------
void CCullTreeNode::UpdateCullTreeObject(CMapClass *pObject) { Vector mins; Vector maxs; pObject->GetCullBox(mins, maxs);
if (!BoxesIntersect(mins, maxs, bmins, bmaxs)) { RemoveCullTreeObject(pObject); } else { AddCullTreeObject(pObject); } }
//-----------------------------------------------------------------------------
// Purpose: Updates the culling tree due to a change in the bounding box of a
// given object within the tree. The object is added to any leaf nodes
// that it now intersects, and is removed from any leaf nodes that it
// no longer intersects.
// Input : pObject - The object whose bounding box has changed.
//-----------------------------------------------------------------------------
void CCullTreeNode::UpdateCullTreeObjectRecurse(CMapClass *pObject) { int nChildCount = GetChildCount(); if (nChildCount != 0) { for (int nChild = 0; nChild < nChildCount; nChild++) { CCullTreeNode *pChild = GetCullTreeChild(nChild); pChild->UpdateCullTreeObjectRecurse(pObject); } } else { UpdateCullTreeObject(pObject); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pObject - The object whose bounding box has changed.
//-----------------------------------------------------------------------------
void CCullTreeNode::UpdateAllCullTreeObjectsRecurse(void) { int nChildCount = GetChildCount(); if (nChildCount != 0) { for (int nChild = 0; nChild < nChildCount; nChild++) { CCullTreeNode *pChild = GetCullTreeChild(nChild); pChild->UpdateAllCullTreeObjectsRecurse(); } } else { int nObjectCount = GetObjectCount(); for (int nObject = 0; nObject < nObjectCount; nObject++) { CMapClass *pObject = GetCullTreeObject(nObject);
Vector mins; Vector maxs; pObject->GetCullBox(mins, maxs); if (!BoxesIntersect(mins, maxs, bmins, bmaxs)) { RemoveCullTreeObject(pObject); } } } }
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