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152 lines
5.2 KiB
C++
152 lines
5.2 KiB
C++
//
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// ParticleTreeElement.cpp
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// hifi
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//
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// Created by Brad Hefta-Gaub on 12/4/13.
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// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
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//
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#include <QtCore/QDebug>
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#include "ParticleTree.h"
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#include "ParticleTreeElement.h"
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ParticleTreeElement::ParticleTreeElement(unsigned char* octalCode) : OctreeElement() {
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init(octalCode);
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};
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ParticleTreeElement::~ParticleTreeElement() {
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_voxelMemoryUsage -= sizeof(ParticleTreeElement);
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}
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// This will be called primarily on addChildAt(), which means we're adding a child of our
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// own type to our own tree. This means we should initialize that child with any tree and type
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// specific settings that our children must have. One example is out VoxelSystem, which
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// we know must match ours.
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OctreeElement* ParticleTreeElement::createNewElement(unsigned char* octalCode) const {
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ParticleTreeElement* newChild = new ParticleTreeElement(octalCode);
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return newChild;
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}
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void ParticleTreeElement::init(unsigned char* octalCode) {
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OctreeElement::init(octalCode);
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_voxelMemoryUsage += sizeof(ParticleTreeElement);
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}
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ParticleTreeElement* ParticleTreeElement::addChildAtIndex(int index) {
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return (ParticleTreeElement*)OctreeElement::addChildAtIndex(index);
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}
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bool ParticleTreeElement::appendElementData(OctreePacketData* packetData) const {
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bool success = true; // assume the best...
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// write our particles out...
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uint16_t numberOfParticles = _particles.size();
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success = packetData->appendValue(numberOfParticles);
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//printf("ParticleTreeElement::appendElementData()... numberOfParticles=%d\n",numberOfParticles);
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if (success) {
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for (uint16_t i = 0; i < numberOfParticles; i++) {
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const Particle& particle = _particles[i];
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success = particle.appendParticleData(packetData);
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if (!success) {
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break;
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}
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}
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}
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return success;
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}
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void ParticleTreeElement::update(ParticleTreeUpdateArgs& args) {
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markWithChangedTime();
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// update our contained particles
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uint16_t numberOfParticles = _particles.size();
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for (uint16_t i = 0; i < numberOfParticles; i++) {
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_particles[i].update();
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// what if this update moves the particle to a new element??
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if (!_box.contains(_particles[i].getPosition())) {
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glm::vec3 position = _particles[i].getPosition() * (float)TREE_SCALE;
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glm::vec3 boxBRN =_box.getCorner() * (float)TREE_SCALE;
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glm::vec3 boxTLF =_box.calcTopFarLeft() * (float)TREE_SCALE;
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printf("particle [%f,%f,%f] no longer contained in ParticleTreeElement() box [%f,%f,%f] -> [%f,%f,%f]\n",
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position.x, position.y, position.z,
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boxBRN.x, boxBRN.y, boxBRN.z,
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boxTLF.x, boxTLF.y, boxTLF.z);
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args._movingParticles.push_back(_particles[i]);
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// erase this particle
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_particles.erase(_particles.begin()+i);
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printf("removed particle[%d]\n",i);
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// reduce our index since we just removed this item
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i--;
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numberOfParticles--;
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printf("numberOfParticles=%d]\n",numberOfParticles);
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}
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}
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}
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int ParticleTreeElement::readElementDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
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ReadBitstreamToTreeParams& args) {
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const unsigned char* dataAt = data;
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int bytesRead = 0;
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uint16_t numberOfParticles = 0;
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int expectedBytesPerParticle = Particle::expectedBytes();
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_particles.clear();
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if (bytesLeftToRead >= sizeof(numberOfParticles)) {
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// read our particles in....
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numberOfParticles = *(uint16_t*)dataAt;
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dataAt += sizeof(numberOfParticles);
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bytesLeftToRead -= sizeof(numberOfParticles);
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bytesRead += sizeof(numberOfParticles);
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if (bytesLeftToRead >= (numberOfParticles * expectedBytesPerParticle)) {
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for (uint16_t i = 0; i < numberOfParticles; i++) {
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Particle tempParticle;
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int bytesForThisParticle = tempParticle.readParticleDataFromBuffer(dataAt, bytesLeftToRead, args);
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_particles.push_back(tempParticle);
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dataAt += bytesForThisParticle;
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bytesLeftToRead -= bytesForThisParticle;
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bytesRead += bytesForThisParticle;
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}
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}
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}
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return bytesRead;
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}
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// will average a "common reduced LOD view" from the the child elements...
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void ParticleTreeElement::calculateAverageFromChildren() {
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// nothing to do here yet...
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}
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// will detect if children are leaves AND collapsable into the parent node
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// and in that case will collapse children and make this node
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// a leaf, returns TRUE if all the leaves are collapsed into a
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// single node
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bool ParticleTreeElement::collapseChildren() {
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// nothing to do here yet...
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return false;
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}
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void ParticleTreeElement::storeParticle(const Particle& particle) {
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_particles.push_back(particle);
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markWithChangedTime();
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printf("ParticleTreeElement::storeParticle() element=%p _particles.size()=%ld particle.getPosition()=%f,%f,%f\n",
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this, _particles.size(),
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particle.getPosition().x, particle.getPosition().y, particle.getPosition().z);
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}
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