本文整理汇总了C++中OctreeElementPointer类的典型用法代码示例。如果您正苦于以下问题:C++ OctreeElementPointer类的具体用法?C++ OctreeElementPointer怎么用?C++ OctreeElementPointer使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了OctreeElementPointer类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: getOrCreateChildElementContaining
OctreeElementPointer OctreeElement::getOrCreateChildElementContaining(const AABox& box) {
OctreeElementPointer child = NULL;
int childIndex = getMyChildContaining(box);
// If getMyChildContaining() returns CHILD_UNKNOWN then it means that our level
// is the correct level for this cube
if (childIndex == CHILD_UNKNOWN) {
return shared_from_this();
}
// Now, check if we have a child at that location
child = getChildAtIndex(childIndex);
if (!child) {
child = addChildAtIndex(childIndex);
}
// if we've made a really small child, then go ahead and use that one.
if (child->getScale() <= SMALLEST_REASONABLE_OCTREE_ELEMENT_SCALE) {
return child;
}
// Now that we have the child to recurse down, let it answer the original question...
return child->getOrCreateChildElementContaining(box);
}
示例2: getOrCreateChildElementAt
// TODO: consider removing this, or switching to using getOrCreateChildElementContaining(const AACube& box)...
OctreeElementPointer OctreeElement::getOrCreateChildElementAt(float x, float y, float z, float s) {
OctreeElementPointer child = NULL;
// If the requested size is less than or equal to our scale, but greater than half our scale, then
// we are the Element they are looking for.
float ourScale = getScale();
float halfOurScale = ourScale / 2.0f;
if(s > ourScale) {
qCDebug(octree, "UNEXPECTED -- OctreeElement::getOrCreateChildElementAt() s=[%f] > ourScale=[%f] ",
(double)s, (double)ourScale);
}
if (s > halfOurScale) {
return shared_from_this();
}
int childIndex = getMyChildContainingPoint(glm::vec3(x, y, z));
// Now, check if we have a child at that location
child = getChildAtIndex(childIndex);
if (!child) {
child = addChildAtIndex(childIndex);
}
// Now that we have the child to recurse down, let it answer the original question...
return child->getOrCreateChildElementAt(x, y, z, s);
}
示例3: postRecursion
bool UpdateEntityOperator::postRecursion(OctreeElementPointer element) {
// Post-recursion is the unwinding process. For this operation, while we
// unwind we want to mark the path as being dirty if we changed it below.
// We might have two paths, one for the old entity and one for the new entity.
bool keepSearching = !_foundOld || !_foundNew;
bool subtreeContainsOld = subTreeContainsOldEntity(element);
bool subtreeContainsNew = subTreeContainsNewEntity(element);
// As we unwind, if we're in either of these two paths, we mark our element
// as dirty.
if ((_foundOld && subtreeContainsOld) ||
(_foundNew && subtreeContainsNew)) {
element->markWithChangedTime();
}
// It's not OK to prune if we have the potential of deleting the original containig element.
// because if we prune the containing element then new might end up reallocating the same memory later
// and that will confuse our logic.
//
// it's ok to prune if:
// 1) we're not removing the old
// 2) we are removing the old, but this subtree doesn't contain the old
// 3) we are removing the old, this subtree contains the old, but this element isn't a direct parent of _containingElement
if (!_removeOld || !subtreeContainsOld || !element->isParentOf(_containingElement)) {
EntityTreeElementPointer entityTreeElement = std::static_pointer_cast<EntityTreeElement>(element);
entityTreeElement->pruneChildren(); // take this opportunity to prune any empty leaves
}
return keepSearching; // if we haven't yet found it, keep looking
}
示例4: shouldRecurseSubTree
// does this entity tree element contain the old entity
bool MovingEntitiesOperator::shouldRecurseSubTree(const OctreeElementPointer& element) {
bool containsEntity = false;
// If we don't have an old entity, then we don't contain the entity, otherwise
// check the bounds
if (_entitiesToMove.size() > 0) {
const AACube& elementCube = element->getAACube();
int detailIndex = 0;
foreach(const EntityToMoveDetails& details, _entitiesToMove) {
if (_wantDebug) {
qCDebug(entities) << "MovingEntitiesOperator::shouldRecurseSubTree() details["<< detailIndex <<"]-----------------------------";
qCDebug(entities) << " element:" << element->getAACube();
qCDebug(entities) << " details.entity:" << details.entity->getEntityItemID();
qCDebug(entities) << " details.oldContainingElementCube:" << details.oldContainingElementCube;
qCDebug(entities) << " details.newCube:" << details.newCube;
qCDebug(entities) << " details.newCubeClamped:" << details.newCubeClamped;
qCDebug(entities) << " elementCube.contains(details.newCube)" << elementCube.contains(details.newCube);
qCDebug(entities) << " elementCube.contains(details.newCubeClamped)" << elementCube.contains(details.newCubeClamped);
qCDebug(entities) << "--------------------------------------------------------------------------";
}
if (elementCube.contains(details.oldContainingElementCube) || elementCube.contains(details.newCubeClamped)) {
containsEntity = true;
break; // if it contains at least one, we're good to go
}
detailIndex++;
}
}
return containsEntity;
}
示例5: postRecursion
bool AddEntityOperator::postRecursion(const OctreeElementPointer& element) {
// Post-recursion is the unwinding process. For this operation, while we
// unwind we want to mark the path as being dirty if we changed it below.
// We might have two paths, one for the old entity and one for the new entity.
bool keepSearching = !_foundNew;
// As we unwind, if we're in either of these two paths, we mark our element
// as dirty.
if ((_foundNew && element->getAACube().contains(_newEntityBox))) {
element->markWithChangedTime();
}
return keepSearching; // if we haven't yet found it, keep looking
}
示例6: getChildAtIndex
void OctreeElement::deleteChildAtIndex(int childIndex) {
OctreeElementPointer childAt = getChildAtIndex(childIndex);
if (childAt) {
childAt.reset();
setChildAtIndex(childIndex, NULL);
_isDirty = true;
markWithChangedTime();
// after deleting the child, check to see if we're a leaf
if (isLeaf()) {
_voxelNodeLeafCount++;
}
}
}
示例7: renderOperation
bool OctreeRenderer::renderOperation(OctreeElementPointer element, void* extraData) {
RenderArgs* args = static_cast<RenderArgs*>(extraData);
if (element->isInView(*args->_viewFrustum)) {
if (element->hasContent()) {
if (element->calculateShouldRender(args->_viewFrustum, args->_sizeScale, args->_boundaryLevelAdjust)) {
args->_renderer->renderElement(element, args);
} else {
return false; // if we shouldn't render, then we also should stop recursing.
}
}
return true; // continue recursing
}
// if not in view stop recursing
return false;
}
示例8: subTreeContainsNewEntity
bool UpdateEntityOperator::subTreeContainsNewEntity(OctreeElementPointer element) {
bool elementContainsNewBox = element->getAACube().contains(_newEntityBox);
if (_wantDebug) {
bool elementContainsNewCube = element->getAACube().contains(_newEntityCube);
qCDebug(entities) << "UpdateEntityOperator::subTreeContainsNewEntity()....";
qCDebug(entities) << " element->getAACube()=" << element->getAACube();
qCDebug(entities) << " _newEntityCube=" << _newEntityCube;
qCDebug(entities) << " _newEntityBox=" << _newEntityBox;
qCDebug(entities) << " elementContainsNewCube=" << elementContainsNewCube;
qCDebug(entities) << " elementContainsNewBox=" << elementContainsNewBox;
}
return elementContainsNewBox;
}
示例9: preRecursion
bool AddEntityOperator::preRecursion(const OctreeElementPointer& element) {
EntityTreeElementPointer entityTreeElement = std::static_pointer_cast<EntityTreeElement>(element);
// In Pre-recursion, we're generally deciding whether or not we want to recurse this
// path of the tree. For this operation, we want to recurse the branch of the tree if
// any of the following are true:
// * We have not yet found the location for the new entity, and this branch contains the bounds of the new entity
bool keepSearching = false; // assume we don't need to search any more
// If we haven't yet found the new entity, and this subTreeContains our new
// entity, then we need to keep searching.
if (!_foundNew && element->getAACube().contains(_newEntityBox)) {
// If this element is the best fit for the new entity properties, then add/or update it
if (entityTreeElement->bestFitBounds(_newEntityBox)) {
_tree->addEntityMapEntry(_newEntity);
entityTreeElement->addEntityItem(_newEntity);
_foundNew = true;
keepSearching = false;
} else {
keepSearching = true;
}
}
return keepSearching; // if we haven't yet found it, keep looking
}
示例10: subTreeContainsOldEntity
// does this entity tree element contain the old entity
bool UpdateEntityOperator::subTreeContainsOldEntity(OctreeElementPointer element) {
// We've found cases where the old entity might be placed in an element that is not actually the best fit
// so when we're searching the tree for the old element, we use the known cube for the known containing element
bool elementContainsOldBox = element->getAACube().contains(_containingElementCube);
if (_wantDebug) {
bool elementContainsOldCube = element->getAACube().contains(_oldEntityCube);
qCDebug(entities) << "UpdateEntityOperator::subTreeContainsOldEntity()....";
qCDebug(entities) << " element->getAACube()=" << element->getAACube();
qCDebug(entities) << " _oldEntityCube=" << _oldEntityCube;
qCDebug(entities) << " _oldEntityBox=" << _oldEntityBox;
qCDebug(entities) << " elementContainsOldCube=" << elementContainsOldCube;
qCDebug(entities) << " elementContainsOldBox=" << elementContainsOldBox;
}
return elementContainsOldBox;
}
示例11: didntFit
void OctreeSceneStats::didntFit(const OctreeElementPointer element) {
_didntFit++;
if (element->isLeaf()) {
_leavesDidntFit++;
} else {
_internalDidntFit++;
}
}
示例12: colorSent
void OctreeSceneStats::colorSent(const OctreeElementPointer element) {
_colorSent++;
if (element->isLeaf()) {
_leavesColorSent++;
} else {
_internalColorSent++;
}
}
示例13: skippedOccluded
void OctreeSceneStats::skippedOccluded(const OctreeElementPointer element) {
_skippedOccluded++;
if (element->isLeaf()) {
_leavesSkippedOccluded++;
} else {
_internalSkippedOccluded++;
}
}
示例14: traversed
void OctreeSceneStats::traversed(const OctreeElementPointer element) {
_traversed++;
if (element->isLeaf()) {
_leaves++;
} else {
_internal++;
}
}
示例15: possiblyCreateChildAt
OctreeElementPointer AddEntityOperator::possiblyCreateChildAt(const OctreeElementPointer& element, int childIndex) {
// If we're getting called, it's because there was no child element at this index while recursing.
// We only care if this happens while still searching for the new entity location.
// Check to see if
if (!_foundNew) {
float childElementScale = element->getAACube().getScale() / 2.0f; // all of our children will be half our scale
// if the scale of our desired cube is smaller than our children, then consider making a child
if (_newEntityBox.getLargestDimension() <= childElementScale) {
int indexOfChildContainingNewEntity = element->getMyChildContaining(_newEntityBox);
if (childIndex == indexOfChildContainingNewEntity) {
return element->addChildAtIndex(childIndex);
}
}
}
return NULL;
}