// // ParticleTreeElement.h // hifi // // Created by Brad Hefta-Gaub on 12/4/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // // #ifndef __hifi__ParticleTreeElement__ #define __hifi__ParticleTreeElement__ //#include #include #include #include "Particle.h" #include "ParticleTree.h" class ParticleTree; class ParticleTreeElement; class ParticleTreeUpdateArgs { public: QList _movingParticles; }; class FindAndUpdateParticleIDArgs { public: uint32_t particleID; uint32_t creatorTokenID; bool creatorTokenFound; bool viewedParticleFound; bool isViewing; }; class ParticleTreeElement : public OctreeElement { friend class ParticleTree; // to allow createElement to new us... ParticleTreeElement(unsigned char* octalCode = NULL); virtual OctreeElement* createNewElement(unsigned char* octalCode = NULL); public: virtual ~ParticleTreeElement(); // type safe versions of OctreeElement methods ParticleTreeElement* getChildAtIndex(int index) { return (ParticleTreeElement*)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 ParticleTreeElement* 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 isLeaf(); } /// 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 bool appendElementData(OctreePacketData* packetData) 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 !hasParticles(); } virtual bool findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration, void** penetratedObject) const; const QList& getParticles() const { return *_particles; } QList& getParticles() { return *_particles; } bool hasParticles() const { return _particles->size() > 0; } void update(ParticleTreeUpdateArgs& args); void setTree(ParticleTree* tree) { _myTree = tree; } bool updateParticle(const Particle& particle); bool updateParticle(const ParticleID& particleID, const ParticleProperties& properties); void updateParticleID(FindAndUpdateParticleIDArgs* args); const Particle* getClosestParticle(glm::vec3 position) const; /// finds all particles that touch a sphere /// \param position the center of the query sphere /// \param radius the radius of the query sphere /// \param particles[out] vector of const Particle* void getParticles(const glm::vec3& position, float radius, QVector& foundParticles) const; /// finds all particles that touch a box /// \param box the query box /// \param particles[out] vector of non-const Particle* void getParticlesForUpdate(const AABox& box, QVector& foundParticles); const Particle* getParticleWithID(uint32_t id) const; bool removeParticleWithID(uint32_t id); protected: virtual void init(unsigned char * octalCode); void storeParticle(const Particle& particle); ParticleTree* _myTree; QList* _particles; }; #endif /* defined(__hifi__ParticleTreeElement__) */