Implement a paging implementation for bounding volume hierarchy nodes. We will need this for hla clients that need ground queries.
83 lines
2.7 KiB
C++
83 lines
2.7 KiB
C++
// Copyright (C) 2008 - 2009 Mathias Froehlich - Mathias.Froehlich@web.de
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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#ifndef BVHSubTreeCollector_hxx
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#define BVHSubTreeCollector_hxx
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#include <simgear/math/SGGeometry.hxx>
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#include "BVHVisitor.hxx"
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#include "BVHNode.hxx"
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#include "BVHGroup.hxx"
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#include "BVHStaticNode.hxx"
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namespace simgear {
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/// Visitor to subcollect parts of an existing bounding volume tree.
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/// Given a sphere, it takes those sub parts of the tree that intersect the
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/// sphere. Transform nodes of any kind are preserved to be able to ask for
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/// intersections a different times. The subcollected tree is kept as small as
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/// possible as it does avoid having groups with single childs.
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/// Also the BVHStaticGeometry parts are seached for subtrees that are outside
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/// the sphere.
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class BVHSubTreeCollector : public BVHVisitor {
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public:
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typedef std::vector<SGSharedPtr<BVHNode> > NodeList;
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BVHSubTreeCollector(const SGSphered& sphere = SGSphered());
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virtual ~BVHSubTreeCollector();
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virtual void apply(BVHGroup&);
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virtual void apply(BVHPageNode&);
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virtual void apply(BVHTransform&);
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virtual void apply(BVHMotionTransform&);
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virtual void apply(BVHLineGeometry&);
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virtual void apply(BVHStaticGeometry&);
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virtual void apply(const BVHStaticBinary&, const BVHStaticData&);
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virtual void apply(const BVHStaticTriangle&, const BVHStaticData&);
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void setSphere(const SGSphered& sphere)
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{ _sphere = sphere; }
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const SGSphered& getSphere() const
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{ return _sphere; }
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bool haveChildren() const
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{ return !_nodeList.empty(); }
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void addNode(BVHNode* node);
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void pushNodeList(NodeList& parentNodeList)
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{ _nodeList.swap(parentNodeList); }
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void popNodeList(NodeList& parentNodeList, BVHGroup* transform);
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void popNodeList(NodeList& parentNodeList);
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SGSharedPtr<BVHNode> getNode() const;
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protected:
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NodeList _nodeList;
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SGSharedPtr<const BVHStaticNode> _staticNode;
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private:
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SGSphered _sphere;
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};
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}
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#endif
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