overte-HifiExperiments/libraries/models/src/EntityTreeElement.h
2014-06-26 11:52:45 -07:00

154 lines
6.2 KiB
C++

//
// ModelTreeElement.h
// libraries/models/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_ModelTreeElement_h
#define hifi_ModelTreeElement_h
#include <OctreeElement.h>
#include <QList>
#include "ModelItem.h"
#include "ModelTree.h"
class ModelTree;
class ModelTreeElement;
class ModelTreeUpdateArgs {
public:
ModelTreeUpdateArgs() :
_totalElements(0),
_totalItems(0),
_movingItems(0)
{ }
QList<ModelItem> _movingModels;
int _totalElements;
int _totalItems;
int _movingItems;
};
class FindAndUpdateModelItemIDArgs {
public:
uint32_t modelID;
uint32_t creatorTokenID;
bool creatorTokenFound;
bool viewedModelFound;
bool isViewing;
};
class ModelTreeElementExtraEncodeData {
public:
QMap<ModelItemID, ModelPropertyFlags> includedItems;
};
class ModelTreeElement : public OctreeElement {
friend class ModelTree; // to allow createElement to new us...
ModelTreeElement(unsigned char* octalCode = NULL);
virtual OctreeElement* createNewElement(unsigned char* octalCode = NULL);
public:
virtual ~ModelTreeElement();
// type safe versions of OctreeElement methods
ModelTreeElement* getChildAtIndex(int index) { return (ModelTreeElement*)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 ModelTreeElement* 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 hasModels(); }
/// 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 hasModels(); }
/// 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 !hasModels(); }
virtual bool canRayIntersect() const { return hasModels(); }
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<ModelItem>& getModels() const { return *_modelItems; }
QList<ModelItem>& getModels() { return *_modelItems; }
bool hasModels() const { return _modelItems ? _modelItems->size() > 0 : false; }
void update(ModelTreeUpdateArgs& args);
void setTree(ModelTree* tree) { _myTree = tree; }
bool updateModel(const ModelItem& model);
void updateModelItemID(FindAndUpdateModelItemIDArgs* args);
const ModelItem* getClosestModel(glm::vec3 position) const;
/// finds all models that touch a sphere
/// \param position the center of the query sphere
/// \param radius the radius of the query sphere
/// \param models[out] vector of const ModelItem*
void getModels(const glm::vec3& position, float radius, QVector<const ModelItem*>& foundModels) const;
/// finds all models that touch a box
/// \param box the query box
/// \param models[out] vector of non-const ModelItem*
void getModels(const AACube& box, QVector<ModelItem*>& foundModels);
const ModelItem* getModelWithID(uint32_t id) const;
const ModelItem* getModelWithModelItemID(const ModelItemID& id) const;
bool removeModelWithID(uint32_t id);
bool removeModelWithModelItemID(const ModelItemID& id);
bool containsModelBounds(const ModelItem& model) const;
bool bestFitModelBounds(const ModelItem& model) const;
protected:
virtual void init(unsigned char * octalCode);
ModelTree* _myTree;
QList<ModelItem>* _modelItems;
};
#endif // hifi_ModelTreeElement_h