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OgreOctree.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\opt\OgreOctree.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ /*************************************************************************** octree.h - description ------------------- begin : Mon Sep 30 2002 copyright : (C) 2002 by Jon Anderson email : janders@users.sf.net Enhancements 2003 - 2004 (C) The OGRE Team ***************************************************************************/ #ifndef OCTREE_H #define OCTREE_H #include
#include
#include
namespace Ogre { class OctreeNode; typedef std::list < OctreeNode * > NodeList; /** Octree datastructure for managing scene nodes. @remarks This is a loose octree implementation, meaning that each octant child of the octree actually overlaps it's siblings by a factor of .5. This guarantees that any thing that is half the size of the parent will fit completely into a child, with no splitting necessary. */ class Octree { public: Octree( Octree * p ); ~Octree(); /** Adds an Octree scene node to this octree level. @remarks This is called by the OctreeSceneManager after it has determined the correct Octree to insert the node into. */ void _addNode( OctreeNode * ); /** Removes an Octree scene node to this octree level. */ void _removeNode( OctreeNode * ); /** Returns the number of scene nodes attached to this octree */ int numNodes() { return mNumNodes; }; /** The bounding box of the octree @remarks This is used for octant index determination and rendering, but not culling */ AxisAlignedBox mBox; WireBoundingBox* mWireBoundingBox; /** Creates the wire frame bounding box for this octant */ WireBoundingBox* getWireBoundingBox(); /** Vector containing the dimensions of this octree / 2 */ Vector3 mHalfSize; /** 3D array of children of this octree. @remarks Children are dynamically created as needed when nodes are inserted in the Octree. If, later, all the nodes are removed from the child, it is still kept around. */ Octree * mChildren[ 2 ][ 2 ][ 2 ]; /** Determines if this octree is twice as big as the given box. @remarks This method is used by the OctreeSceneManager to determine if the given box will fit into a child of this octree. */ bool _isTwiceSize( const AxisAlignedBox &box ) const; /** Returns the appropriate indexes for the child of this octree into which the box will fit. @remarks This is used by the OctreeSceneManager to determine which child to traverse next when finding the appropriate octree to insert the box. Since it is a loose octree, only the center of the box is checked to determine the octant. */ void _getChildIndexes( const AxisAlignedBox &, int *x, int *y, int *z ) const; /** Creates the AxisAlignedBox used for culling this octree. @remarks Since it's a loose octree, the culling bounds can be different than the actual bounds of the octree. */ void _getCullBounds( AxisAlignedBox * ) const; /** Public list of SceneNodes attached to this particular octree */ NodeList mNodes; protected: /** Increments the overall node count of this octree and all its parents */ inline void _ref() { mNumNodes++; if ( mParent != 0 ) mParent -> _ref(); }; /** Decrements the overall node count of this octree and all its parents */ inline void _unref() { mNumNodes--; if ( mParent != 0 ) mParent -> _unref(); }; ///number of SceneNodes in this octree and all its children. int mNumNodes; ///parent octree Octree * mParent; }; } #endif
OgreOctree.h
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