// // EntityTreeElement.h // libraries/entities/src // // Created by Brad Hefta-Gaub on 12/4/13. // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_EntityTreeElement_h #define hifi_EntityTreeElement_h #include #include #include "EntityItem.h" #include "EntityTree.h" class EntityTree; class EntityTreeElement; class EntityTreeUpdateArgs { public: EntityTreeUpdateArgs() : _totalElements(0), _totalItems(0), _movingItems(0) { } QList _movingEntities; int _totalElements; int _totalItems; int _movingItems; }; class FindAndUpdateEntityItemIDArgs { public: uint32_t entityID; uint32_t creatorTokenID; bool creatorTokenFound; bool viewedEntityFound; bool isViewing; }; class EntityTreeElementExtraEncodeData { public: QMap includedItems; }; class EntityTreeElement : public OctreeElement { friend class EntityTree; // to allow createElement to new us... EntityTreeElement(unsigned char* octalCode = NULL); virtual OctreeElement* createNewElement(unsigned char* octalCode = NULL); public: virtual ~EntityTreeElement(); // type safe versions of OctreeElement methods EntityTreeElement* getChildAtIndex(int index) { return (EntityTreeElement*)OctreeElement::getChildAtIndex(index); } // methods you can and should override to implement your tree functionality /// Adds a child to the current element. Override this if there is additional child initialization your class needs. virtual EntityTreeElement* addChildAtIndex(int index); /// Override this to implement LOD averaging on changes to the tree. virtual void calculateAverageFromChildren(); /// Override this to implement LOD collapsing and identical child pruning on changes to the tree. virtual bool collapseChildren(); /// Should this element be considered to have content in it. This will be used in collision and ray casting methods. /// By default we assume that only leaves are actual content, but some octrees may have different semantics. virtual bool hasContent() const { return hasEntities(); } /// Should this element be considered to have detailed content in it. Specifically should it be rendered. /// By default we assume that only leaves have detailed content, but some octrees may have different semantics. virtual bool hasDetailedContent() const { return hasEntities(); } /// Override this to break up large octree elements when an edit operation is performed on a smaller octree element. /// For example, if the octrees represent solid cubes and a delete of a smaller octree element is done then the /// meaningful split would be to break the larger cube into smaller cubes of the same color/texture. virtual void splitChildren() { } /// Override to indicate that this element requires a split before editing lower elements in the octree virtual bool requiresSplit() const { return false; } /// Override to serialize the state of this element. This is used for persistance and for transmission across the network. virtual OctreeElement::AppendState appendElementData(OctreePacketData* packetData, EncodeBitstreamParams& params) const; /// Override to deserialize the state of this element. This is used for loading from a persisted file or from reading /// from the network. virtual int readElementDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args); /// Override to indicate that the item is currently rendered in the rendering engine. By default we assume that if /// the element should be rendered, then your rendering engine is rendering. But some rendering engines my have cases /// where an element is not actually rendering all should render elements. If the isRendered() state doesn't match the /// shouldRender() state, the tree will remark elements as changed even in cases there the elements have not changed. virtual bool isRendered() const { return getShouldRender(); } virtual bool deleteApproved() const { return !hasEntities(); } virtual bool canRayIntersect() const { return hasEntities(); } virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction, bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face, void** intersectedObject); virtual bool findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration, void** penetratedObject) const; const QList& getEntities() const { return *_entityItems; } QList& getEntities() { return *_entityItems; } bool hasEntities() const { return _entityItems ? _entityItems->size() > 0 : false; } void update(EntityTreeUpdateArgs& args); void setTree(EntityTree* tree) { _myTree = tree; } bool updateEntity(const EntityItem& entity); void updateEntityItemID(FindAndUpdateEntityItemIDArgs* args); const EntityItem* getClosestEntity(glm::vec3 position) const; /// finds all entities that touch a sphere /// \param position the center of the query sphere /// \param radius the radius of the query sphere /// \param entities[out] vector of const EntityItem* void getEntities(const glm::vec3& position, float radius, QVector& foundEntities) const; /// finds all entities that touch a box /// \param box the query box /// \param entities[out] vector of non-const EntityItem* void getEntities(const AACube& box, QVector& foundEntities); const EntityItem* getEntityWithID(uint32_t id) const; const EntityItem* getEntityWithEntityItemID(const EntityItemID& id) const; bool removeEntityWithID(uint32_t id); bool removeEntityWithEntityItemID(const EntityItemID& id); bool containsEntityBounds(const EntityItem& entity) const; bool bestFitEntityBounds(const EntityItem& entity) const; protected: virtual void init(unsigned char * octalCode); EntityTree* _myTree; QList* _entityItems; }; #endif // hifi_EntityTreeElement_h