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