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https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
hacking on more support for virtual entities
This commit is contained in:
parent
2c5209d1e7
commit
5e5af9ceea
6 changed files with 277 additions and 35 deletions
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@ -42,6 +42,11 @@ bool EntityTypes::registerEntityTypeName(EntityType_t entityType, const QString&
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return true;
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}
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EntityItem* EntityTypes::constructEntityItem(EntityType_t entityType, const EntityItemID& entityID, const EntityItemProperties& properties) {
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return new EntityItem(entityID, properties); // for now, needs to support registration of constructor
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}
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bool registered = EntityTypes::registerEntityTypeName(EntityTypes::Base, "Base")
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&& EntityTypes::registerEntityTypeName(EntityTypes::Model, "Model"); // TODO: move this to model subclass
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@ -30,6 +30,7 @@
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class EntityItem;
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class EntityItemID;
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class EntityEditPacketSender;
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class EntityItemProperties;
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class EntitysScriptingInterface;
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@ -73,7 +74,8 @@ public:
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} EntityType_t;
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static const QString& getEntityTypeName(EntityType_t entityType);
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static bool registerEntityTypeName(EntityType_t entityType, const QString& name);
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static bool registerEntityType(EntityType_t entityType, const QString& name);
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static EntityItem* constructEntityItem(EntityType_t entityType, const EntityItemID& entityID, const EntityItemProperties& properties);
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private:
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static QHash<EntityType_t, QString> _typeNameHash;
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};
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@ -122,11 +124,14 @@ public:
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glm::vec3 getMinimumPoint() const { return _position - glm::vec3(_radius, _radius, _radius); }
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glm::vec3 getMaximumPoint() const { return _position + glm::vec3(_radius, _radius, _radius); }
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AACube getAACube() const { return AACube(getMinimumPoint(), getSize()); } /// AACube in domain scale units (0.0 - 1.0)
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void debugDump() const;
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// properties of all entities
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EntityTypes::EntityType_t getType() const { return _type; }
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const glm::vec3& getPosition() const { return _position; }
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float getRadius() const { return _radius; }
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glm::vec3 getSize() const { return glm::vec3(_radius, _radius, _radius) * 2.0f; }
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const glm::quat& getRotation() const { return _rotation; }
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bool getShouldBeDeleted() const { return _shouldBeDeleted; }
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@ -134,6 +139,9 @@ public:
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void setPosition(const glm::vec3& value) { _position = value; _positionChanged = true; }
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void setRadius(float value) { _radius = value; _radiusChanged = true; }
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void setShouldBeDeleted(bool shouldBeDeleted) { _shouldBeDeleted = shouldBeDeleted; _shouldBeDeletedChanged = true; }
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// NOTE: how do we handle _defaultSettings???
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bool containsBoundsProperties() const { return (_positionChanged || _radiusChanged); }
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#if 0 // def HIDE_SUBCLASS_METHODS
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// properties we want to move to just models and particles
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@ -161,6 +169,7 @@ private:
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bool _idSet;
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quint64 _lastEdited;
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EntityTypes::EntityType_t _type;
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glm::vec3 _position;
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float _radius;
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glm::quat _rotation;
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@ -311,7 +320,7 @@ public:
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// attributes applicable to all entity types
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quint32 getType() const { return _type; }
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EntityTypes::EntityType_t getType() const { return _type; }
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const glm::vec3& getPosition() const { return _position; } /// get position in domain scale units (0.0 - 1.0)
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void setPosition(const glm::vec3& value) { _position = value; } /// set position in domain scale units (0.0 - 1.0)
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@ -378,7 +387,7 @@ protected:
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static std::map<uint32_t,uint32_t> _tokenIDsToIDs;
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quint32 _id;
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quint32 _type;
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EntityTypes::EntityType_t _type;
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uint32_t _creatorTokenID;
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bool _newlyCreated;
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quint64 _lastUpdated;
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@ -218,17 +218,205 @@ void EntityTree::storeEntity(const EntityItem& model, const SharedNodePointer& s
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}
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void EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProperties& properties) {
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EntityItem updateItem(entityID);
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bool wantDebug = false;
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if (wantDebug) {
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qDebug() << "EntityTree::updateEntity(entityID, properties) line:" << __LINE__ << "updateItem:";
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updateItem.debugDump();
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/// Give an EntityItemID and EntityItemProperties, this will either find the correct entity that already exists
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/// in the tree or it will create a new entity of the type specified by the properties and return that item.
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EntityItem* EntityTree::getOrCreateEntityItem(const EntityItemID& entityID, const EntityItemProperties& properties) {
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EntityItem* result = NULL;
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// we need to first see if we already have the entity in our tree by finding the containing element of the entity
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EntityTreeElement* containingElement = getContainingElement(entityID);
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if (containingElement) {
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result = containingElement->getEntityWithEntityItemID(entityID);
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}
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// if the element does not exist, then create a new one of the specified type...
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if (!result) {
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EntityTypes::EntityType_t type = properties.getType();
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result = EntityTypes::constructEntityItem(type, entityID, properties);
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}
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return result;
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}
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class UpdateEntityOperator : public RecurseOctreeOperator {
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public:
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UpdateEntityOperator(EntityTree* tree, EntityTreeElement* containingElement,
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EntityItem* oldEntity, const EntityItemProperties& properties);
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virtual bool PreRecursion(OctreeElement* element);
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virtual bool PostRecursion(OctreeElement* element);
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virtual OctreeElement* PossiblyCreateChildAt(OctreeElement* element, int childIndex);
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private:
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EntityTree* _tree;
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const EntityItem* _newEntity;
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const EntityItem* _oldEntity;
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EntityTreeElement* _containingElement;
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bool _foundOld;
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bool _foundNew;
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quint64 _changeTime;
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AABox _oldEntityCube;
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AABox _newEntityCube;
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bool subTreeContainsOldEntity(OctreeElement* element);
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bool subTreeContainsNewEntity(OctreeElement* element);
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};
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UpdateEntityOperator::UpdateEntityOperator(EntityTree* tree,
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EntityTreeElement* containingElement,
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EntityItem* oldEntity,
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const EntityItemProperties& properties) :
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_tree(tree),
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_newEntity(NULL),
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_oldEntity(oldEntity),
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_containingElement(containingElement),
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_foundOld(false),
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_foundNew(false),
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_changeTime(usecTimestampNow())
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{
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// caller must have verified existence of containingElement and oldEntity
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assert(_containingElement && _oldEntity);
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_oldEntityCube = _oldEntity->getAACube();
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// If our new properties don't have bounds details (no change to position, etc) or if this containing element would
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// be the best fit for our new properties, then just do the new portion of the store pass, since the change path will
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// be the same for both parts of the update
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if (!properties.containsBoundsProperties() || _containingElement->bestFitBounds(properties)) {
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_foundOld = true;
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_newEntityCube = _oldEntityCube;
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} else {
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_newEntityCube = _oldEntity->getAACube();
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}
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}
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// does this model tree element contain the old model
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bool UpdateEntityOperator::subTreeContainsOldEntity(OctreeElement* element) {
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bool containsEntity = false;
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// If we don't have an old model, then we don't contain the model, otherwise
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// check the bounds
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if (_oldEntity) {
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AACube elementCube = element->getAACube();
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AACube modelCube = _oldEntity->getAACube();
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containsEntity = elementCube.contains(modelCube);
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}
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return containsEntity;
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}
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bool UpdateEntityOperator::subTreeContainsNewEntity(OctreeElement* element) {
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AACube elementCube = element->getAACube();
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AACube modelCube = _newEntity.getAACube();
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return elementCube.contains(modelCube);
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}
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bool UpdateEntityOperator::PreRecursion(OctreeElement* element) {
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EntityTreeElement* modelTreeElement = static_cast<EntityTreeElement*>(element);
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// In Pre-recursion, we're generally deciding whether or not we want to recurse this
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// path of the tree. For this operation, we want to recurse the branch of the tree if
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// and of the following are true:
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// * We have not yet found the old model, and this branch contains our old model
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// * We have not yet found the new model, and this branch contains our new model
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//
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// Note: it's often the case that the branch in question contains both the old model
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// and the new model.
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bool keepSearching = false; // assume we don't need to search any more
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// If we haven't yet found the old model, and this subTreeContains our old
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// model, then we need to keep searching.
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if (!_foundOld && subTreeContainsOldEntity(element)) {
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// If this is the element we're looking for, then ask it to remove the old model
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// and we can stop searching.
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if (modelTreeElement == _containingElement) {
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// If the containgElement IS NOT the best fit for the new model properties
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// then we need to remove it, and the updateEntity below will store it in the
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// correct element.
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if (!_containingElement->bestFitEntityBounds(&_newEntity)) {
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modelTreeElement->removeEntityWithEntityItemID(_newEntity.getEntityItemID());
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// If we haven't yet found the new location, then we need to
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// make sure to remove our model to element map, because for
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// now we're not in that map
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if (!_foundNew) {
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_tree->setContainingElement(_newEntity.getEntityItemID(), NULL);
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}
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}
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_foundOld = true;
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} else {
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// if this isn't the element we're looking for, then keep searching
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keepSearching = true;
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}
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}
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// If we haven't yet found the new model, and this subTreeContains our new
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// model, then we need to keep searching.
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if (!_foundNew && subTreeContainsNewEntity(element)) {
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// Note: updateEntity() will only operate on correctly found models and/or add them
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// to the element if they SHOULD be stored there.
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if (modelTreeElement->updateEntity(_newEntity)) {
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//qDebug() << "UpdateEntityOperator::PreRecursion()... model was updated!";
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_foundNew = true;
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// NOTE: don't change the keepSearching here, if it came in here
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// false then we stay false, if it came in here true, then it
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// means we're still searching for our old model and this branch
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// contains our old model. In which case we want to keep searching.
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} else {
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keepSearching = true;
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}
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}
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return keepSearching; // if we haven't yet found it, keep looking
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}
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bool UpdateEntityOperator::PostRecursion(OctreeElement* element) {
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// Post-recursion is the unwinding process. For this operation, while we
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// unwind we want to mark the path as being dirty if we changed it below.
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// We might have two paths, one for the old model and one for the new model.
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bool keepSearching = !_foundOld || !_foundNew;
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// As we unwind, if we're in either of these two paths, we mark our element
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// as dirty.
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if ((_foundOld && subTreeContainsOldEntity(element)) ||
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(_foundNew && subTreeContainsNewEntity(element))) {
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element->markWithChangedTime();
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}
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return keepSearching; // if we haven't yet found it, keep looking
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}
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OctreeElement* UpdateEntityOperator::PossiblyCreateChildAt(OctreeElement* element, int childIndex) {
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// If we're getting called, it's because there was no child element at this index while recursing.
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// We only care if this happens while still searching for the new model location.
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// Check to see if
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if (!_foundNew) {
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int indexOfChildContainingNewEntity = element->getMyChildContaining(_newEntity.getAACube());
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if (childIndex == indexOfChildContainingNewEntity) {
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return element->addChildAtIndex(childIndex);
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}
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}
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return NULL;
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}
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// NOTE: This should only be called on entities that are known to exist. If the entity can not be found, the method
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// will exit without any changes to tree state
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//
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// NOTE: If the properties contain position/scale/rotation, then there is a potential that the entity could need to
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// move to a different EntityTreeElement, otherwise it will not move. If the entity can not move, then the dirty path
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// can be determined to just be the path to the entity
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void EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProperties& properties) {
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EntityItem* updateItem = NULL;
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bool entityMightMove = properties.containsBoundsProperties();
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// since the properties might not be complete, they may only contain some values,
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// we need to first see if we already have the model in our tree, and make a copy of
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// we need to first see if we already have the entity in our tree, and make a copy of
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// its existing properties first
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EntityTreeElement* containingElement = getContainingElement(entityID);
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@ -259,6 +447,8 @@ void EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProp
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}
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}
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}
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if (updateItem) {
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updateItem.setProperties(properties);
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if (wantDebug) {
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@ -50,6 +50,8 @@ public:
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virtual bool rootElementHasData() const { return true; }
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virtual void update();
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EntityItem* getOrCreateEntityItem(const EntityItemID& entityID, const EntityItemProperties& properties);
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void storeEntity(const EntityItem& model, const SharedNodePointer& senderNode = SharedNodePointer());
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void updateEntity(const EntityItemID& modelID, const EntityItemProperties& properties);
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void addEntity(const EntityItemID& modelID, const EntityItemProperties& properties);
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@ -175,14 +175,30 @@ OctreeElement::AppendState EntityTreeElement::appendElementData(OctreePacketData
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}
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bool EntityTreeElement::containsEntityBounds(const EntityItem* entity) const {
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glm::vec3 clampedMin = glm::clamp(entity->getMinimumPoint(), 0.0f, 1.0f);
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glm::vec3 clampedMax = glm::clamp(entity->getMaximumPoint(), 0.0f, 1.0f);
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return _cube.contains(clampedMin) && _cube.contains(clampedMax);
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return containsBounds(entity->getMinimumPoint(), entity->getMaximumPoint());
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}
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bool EntityTreeElement::bestFitEntityBounds(const EntityItem* entity) const {
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glm::vec3 clampedMin = glm::clamp(entity->getMinimumPoint(), 0.0f, 1.0f);
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glm::vec3 clampedMax = glm::clamp(entity->getMaximumPoint(), 0.0f, 1.0f);
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return bestFitBounds(entity->getMinimumPoint(), entity->getMaximumPoint());
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}
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bool EntityTreeElement::containsBounds(const EntityItemProperties& properties) const {
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return containsBounds(properties.getMinimumPoint(), properties.getMaximumPoint());
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}
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bool EntityTreeElement::bestFitBounds(const EntityItemProperties& properties) const {
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return bestFitBounds(properties.getMinimumPoint(), properties.getMaximumPoint());
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}
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bool EntityTreeElement::containsBounds(const glm::vec3& minPoint, const glm::vec3& maxPoint) const {
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glm::vec3 clampedMin = glm::clamp(minPoint, 0.0f, 1.0f);
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glm::vec3 clampedMax = glm::clamp(maxPoint, 0.0f, 1.0f);
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return _cube.contains(clampedMin) && _cube.contains(clampedMax);
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}
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bool EntityTreeElement::bestFitBounds(const glm::vec3& minPoint, const glm::vec3& maxPoint) const {
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glm::vec3 clampedMin = glm::clamp(minPoint, 0.0f, 1.0f);
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glm::vec3 clampedMax = glm::clamp(maxPoint, 0.0f, 1.0f);
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if (_cube.contains(clampedMin) && _cube.contains(clampedMax)) {
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int childForMinimumPoint = getMyChildContainingPoint(clampedMin);
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int childForMaximumPoint = getMyChildContainingPoint(clampedMax);
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@ -200,6 +216,7 @@ bool EntityTreeElement::bestFitEntityBounds(const EntityItem* entity) const {
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return false;
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}
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void EntityTreeElement::update(EntityTreeUpdateArgs& args) {
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args._totalElements++;
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// update our contained entities
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@ -246,7 +263,7 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con
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QList<EntityItem*>::const_iterator entityEnd = _entityItems->end();
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bool somethingIntersected = false;
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while(entityItr != entityEnd) {
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EntityItem& entity = (*entityItr);
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EntityItem* entity = (*entityItr);
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AACube entityCube = entity.getAACube();
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float localDistance;
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@ -371,14 +388,14 @@ bool EntityTreeElement::updateEntity(const EntityItem& entity) {
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// (guaranteed that num entities per elemen is small?)
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uint16_t numberOfEntities = _entityItems->size();
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for (uint16_t i = 0; i < numberOfEntities; i++) {
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EntityItem& thisEntity = (*_entityItems)[i];
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if (thisEntity.getID() == entity.getID()) {
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EntityItem* thisEntity = (*_entityItems)[i];
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if (thisEntity->getID() == entity.getID()) {
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if (wantDebug) {
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qDebug() << "found entity with id";
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}
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int difference = thisEntity.getLastUpdated() - entity.getLastUpdated();
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bool changedOnServer = thisEntity.getLastEdited() <= entity.getLastEdited();
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bool localOlder = thisEntity.getLastUpdated() < entity.getLastUpdated();
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int difference = thisEntity->getLastUpdated() - entity.getLastUpdated();
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bool changedOnServer = thisEntity->getLastEdited() <= entity.getLastEdited();
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bool localOlder = thisEntity->getLastUpdated() < entity.getLastUpdated();
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if (changedOnServer || localOlder) {
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if (wantDebug) {
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qDebug("local entity [id:%d] %s and %s than server entity by %d, entity.isNewlyCreated()=%s",
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@ -387,7 +404,7 @@ bool EntityTreeElement::updateEntity(const EntityItem& entity) {
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difference, debug::valueOf(entity.isNewlyCreated()) );
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}
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thisEntity.copyChangedProperties(entity);
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thisEntity->copyChangedProperties(entity);
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markWithChangedTime();
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// seems like we shouldn't need this
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@ -421,30 +438,30 @@ void EntityTreeElement::updateEntityItemID(FindAndUpdateEntityItemIDArgs* args)
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bool wantDebug = false;
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uint16_t numberOfEntities = _entityItems->size();
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for (uint16_t i = 0; i < numberOfEntities; i++) {
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EntityItem& thisEntity = (*_entityItems)[i];
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EntityItem* thisEntity = (*_entityItems)[i];
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if (!args->creatorTokenFound) {
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// first, we're looking for matching creatorTokenIDs, if we find that, then we fix it to know the actual ID
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if (thisEntity.getCreatorTokenID() == args->creatorTokenID) {
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if (thisEntity->getCreatorTokenID() == args->creatorTokenID) {
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if (wantDebug) {
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qDebug() << "EntityTreeElement::updateEntityItemID()... found the entity... updating it's ID... "
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<< "creatorTokenID=" << args->creatorTokenID
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<< "entityID=" << args->entityID;
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}
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thisEntity.setID(args->entityID);
|
||||
thisEntity->setID(args->entityID);
|
||||
args->creatorTokenFound = true;
|
||||
}
|
||||
}
|
||||
|
||||
// if we're in an isViewing tree, we also need to look for an kill any viewed entities
|
||||
if (!args->viewedEntityFound && args->isViewing) {
|
||||
if (thisEntity.getCreatorTokenID() == UNKNOWN_ENTITY_TOKEN && thisEntity.getID() == args->entityID) {
|
||||
if (thisEntity->getCreatorTokenID() == UNKNOWN_ENTITY_TOKEN && thisEntity->getID() == args->entityID) {
|
||||
|
||||
if (wantDebug) {
|
||||
qDebug() << "EntityTreeElement::updateEntityItemID()... VIEWED entity FOUND??? "
|
||||
<< "args->creatorTokenID=" << args->creatorTokenID
|
||||
<< "thisEntity.getCreatorTokenID()=" << thisEntity.getCreatorTokenID()
|
||||
<< "thisEntity->getCreatorTokenID()=" << thisEntity->getCreatorTokenID()
|
||||
<< "args->entityID=" << args->entityID;
|
||||
}
|
||||
|
||||
|
@ -464,7 +481,7 @@ const EntityItem* EntityTreeElement::getClosestEntity(glm::vec3 position) const
|
|||
float closestEntityDistance = FLT_MAX;
|
||||
uint16_t numberOfEntities = _entityItems->size();
|
||||
for (uint16_t i = 0; i < numberOfEntities; i++) {
|
||||
float distanceToEntity = glm::distance(position, (*_entityItems)[i].getPosition());
|
||||
float distanceToEntity = glm::distance(position, (*_entityItems)[i]->getPosition());
|
||||
if (distanceToEntity < closestEntityDistance) {
|
||||
closestEntity = &(*_entityItems)[i];
|
||||
}
|
||||
|
@ -506,8 +523,8 @@ const EntityItem* EntityTreeElement::getEntityWithID(uint32_t id) const {
|
|||
const EntityItem* foundEntity = NULL;
|
||||
uint16_t numberOfEntities = _entityItems->size();
|
||||
for (uint16_t i = 0; i < numberOfEntities; i++) {
|
||||
if ((*_entityItems)[i].getID() == id) {
|
||||
foundEntity = &(*_entityItems)[i];
|
||||
if ((*_entityItems)[i]->getID() == id) {
|
||||
foundEntity = (*_entityItems)[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -515,12 +532,23 @@ const EntityItem* EntityTreeElement::getEntityWithID(uint32_t id) const {
|
|||
}
|
||||
|
||||
const EntityItem* EntityTreeElement::getEntityWithEntityItemID(const EntityItemID& id) const {
|
||||
// NOTE: this lookup is O(N) but maybe we don't care? (guaranteed that num entities per elemen is small?)
|
||||
const EntityItem* foundEntity = NULL;
|
||||
uint16_t numberOfEntities = _entityItems->size();
|
||||
for (uint16_t i = 0; i < numberOfEntities; i++) {
|
||||
if ((*_entityItems)[i].getEntityItemID() == id) {
|
||||
foundEntity = &(*_entityItems)[i];
|
||||
if ((*_entityItems)[i]->getEntityItemID() == id) {
|
||||
foundEntity = (*_entityItems)[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
return foundEntity;
|
||||
}
|
||||
|
||||
EntityItem* EntityTreeElement::getEntityWithEntityItemID(const EntityItemID& id) {
|
||||
EntityItem* foundEntity = NULL;
|
||||
uint16_t numberOfEntities = _entityItems->size();
|
||||
for (uint16_t i = 0; i < numberOfEntities; i++) {
|
||||
if ((*_entityItems)[i]->getEntityItemID() == id) {
|
||||
foundEntity = (*_entityItems)[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -531,7 +559,7 @@ bool EntityTreeElement::removeEntityWithID(uint32_t id) {
|
|||
bool foundEntity = false;
|
||||
uint16_t numberOfEntities = _entityItems->size();
|
||||
for (uint16_t i = 0; i < numberOfEntities; i++) {
|
||||
if ((*_entityItems)[i].getID() == id) {
|
||||
if ((*_entityItems)[i]->getID() == id) {
|
||||
foundEntity = true;
|
||||
_entityItems->removeAt(i);
|
||||
|
||||
|
@ -545,7 +573,7 @@ bool EntityTreeElement::removeEntityWithEntityItemID(const EntityItemID& id) {
|
|||
bool foundEntity = false;
|
||||
uint16_t numberOfEntities = _entityItems->size();
|
||||
for (uint16_t i = 0; i < numberOfEntities; i++) {
|
||||
if ((*_entityItems)[i].getEntityItemID() == id) {
|
||||
if ((*_entityItems)[i]->getEntityItemID() == id) {
|
||||
foundEntity = true;
|
||||
_entityItems->removeAt(i);
|
||||
break;
|
||||
|
|
|
@ -139,12 +139,20 @@ public:
|
|||
const EntityItem* getEntityWithID(uint32_t id) const;
|
||||
const EntityItem* getEntityWithEntityItemID(const EntityItemID& id) const;
|
||||
|
||||
EntityItem* getEntityWithEntityItemID(const EntityItemID& id);
|
||||
|
||||
bool removeEntityWithID(uint32_t id);
|
||||
bool removeEntityWithEntityItemID(const EntityItemID& id);
|
||||
|
||||
bool containsEntityBounds(const EntityItem* entity) const;
|
||||
bool bestFitEntityBounds(const EntityItem* entity) const;
|
||||
|
||||
bool containsBounds(const EntityItemProperties& properties) const;
|
||||
bool bestFitBounds(const EntityItemProperties& properties) const;
|
||||
|
||||
bool containsBounds(const glm::vec3& minPoint, const glm::vec3& maxPoint) const;
|
||||
bool bestFitBounds(const glm::vec3& minPoint, const glm::vec3& maxPoint) const;
|
||||
|
||||
protected:
|
||||
virtual void init(unsigned char * octalCode);
|
||||
EntityTree* _myTree;
|
||||
|
|
Loading…
Reference in a new issue