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https://github.com/mod-playerbots/azerothcore-wotlk.git
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108 lines
3.0 KiB
C++
108 lines
3.0 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#ifndef _BIH_WRAP
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#define _BIH_WRAP
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#include "G3D/Table.h"
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#include "G3D/Array.h"
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#include "G3D/Set.h"
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#include "BoundingIntervalHierarchy.h"
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template<class T, class BoundsFunc = BoundsTrait<T> >
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class BIHWrap
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{
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template<class RayCallback>
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struct MDLCallback
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{
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const T* const* objects;
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RayCallback& _callback;
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uint32 objects_size;
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MDLCallback(RayCallback& callback, const T* const* objects_array, uint32 objects_size ) : objects(objects_array), _callback(callback), objects_size(objects_size) { }
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/// Intersect ray
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bool operator() (const G3D::Ray& ray, uint32 idx, float& maxDist, bool stopAtFirstHit)
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{
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if (idx >= objects_size)
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return false;
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if (const T* obj = objects[idx])
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return _callback(ray, *obj, maxDist, stopAtFirstHit);
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return false;
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}
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/// Intersect point
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void operator() (const G3D::Vector3& p, uint32 idx)
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{
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if (idx >= objects_size)
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return;
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if (const T* obj = objects[idx])
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_callback(p, *obj);
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}
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};
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typedef G3D::Array<const T*> ObjArray;
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BIH m_tree;
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ObjArray m_objects;
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G3D::Table<const T*, uint32> m_obj2Idx;
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G3D::Set<const T*> m_objects_to_push;
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int unbalanced_times;
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public:
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BIHWrap() : unbalanced_times(0) { }
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void insert(const T& obj)
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{
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++unbalanced_times;
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m_objects_to_push.insert(&obj);
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}
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void remove(const T& obj)
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{
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++unbalanced_times;
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uint32 Idx = 0;
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const T * temp;
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if (m_obj2Idx.getRemove(&obj, temp, Idx))
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m_objects[Idx] = NULL;
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else
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m_objects_to_push.remove(&obj);
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}
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void balance()
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{
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if (unbalanced_times == 0)
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return;
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unbalanced_times = 0;
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m_objects.fastClear();
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m_obj2Idx.getKeys(m_objects);
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m_objects_to_push.getMembers(m_objects);
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//assert that m_obj2Idx has all the keys
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m_tree.build(m_objects, BoundsFunc::getBounds2);
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}
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template<typename RayCallback>
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void intersectRay(const G3D::Ray& ray, RayCallback& intersectCallback, float& maxDist, bool stopAtFirstHit)
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{
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balance();
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MDLCallback<RayCallback> temp_cb(intersectCallback, m_objects.getCArray(), m_objects.size());
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m_tree.intersectRay(ray, temp_cb, maxDist, stopAtFirstHit);
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}
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template<typename IsectCallback>
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void intersectPoint(const G3D::Vector3& point, IsectCallback& intersectCallback)
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{
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balance();
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MDLCallback<IsectCallback> callback(intersectCallback, m_objects.getCArray(), m_objects.size());
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m_tree.intersectPoint(point, callback);
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}
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};
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#endif // _BIH_WRAP
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