Files
azerothcore-wotlk/src/common/Collision/BoundingIntervalHierarchyWrapper.h
2018-03-12 10:54:57 +01:00

108 lines
3.0 KiB
C++

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