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);
}
}
}
}