overte/libraries/particles/src/ParticleTreeElement.h

117 lines
4.8 KiB
C++

//
// 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 <vector>
#include <OctreeElement.h>
#include <QList>
#include "Particle.h"
#include "ParticleTree.h"
class ParticleTree;
class ParticleTreeElement;
class ParticleTreeUpdateArgs {
public:
QList<Particle> _movingParticles;
};
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<Particle>& getParticles() const { return *_particles; }
QList<Particle>& getParticles() { return *_particles; }
bool hasParticles() const { return _particles->size() > 0; }
void update(ParticleTreeUpdateArgs& args);
void setTree(ParticleTree* tree) { _myTree = tree; }
bool containsParticle(const Particle& particle) const;
bool updateParticle(const Particle& particle);
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<const Particle*>& 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<Particle*>& 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, Node* senderNode = NULL);
ParticleTree* _myTree;
QList<Particle>* _particles;
};
#endif /* defined(__hifi__ParticleTreeElement__) */