Files
CypherCore/Game/Collision/BoundingIntervalHierarchyWrap.cs
T
2017-06-19 17:30:18 -04:00

112 lines
3.5 KiB
C#

/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.GameMath;
using System;
using System.Collections.Generic;
namespace Game.Collision
{
public class BIHWrap<T> where T : IModel
{
public void insert(T obj)
{
++unbalanced_times;
m_objects_to_push.Add(obj);
}
public void remove(T obj)
{
++unbalanced_times;
uint Idx = 0;
if (m_obj2Idx.TryGetValue(obj, out Idx))
m_objects[(int)Idx] = null;
else
m_objects_to_push.Remove(obj);
}
public void balance()
{
if (unbalanced_times == 0)
return;
unbalanced_times = 0;
m_objects.Clear();
m_objects.AddRange(m_obj2Idx.Keys);
m_objects.AddRange(m_objects_to_push);
m_tree.build(m_objects);
}
public void intersectRay(Ray ray, WorkerCallback intersectCallback, ref float maxDist)
{
balance();
MDLCallback temp_cb = new MDLCallback(intersectCallback, m_objects.ToArray(), (uint)m_objects.Count);
m_tree.intersectRay(ray, temp_cb, ref maxDist, true);
}
public void intersectPoint(Vector3 point, WorkerCallback intersectCallback)
{
balance();
MDLCallback callback = new MDLCallback(intersectCallback, m_objects.ToArray(), (uint)m_objects.Count);
m_tree.intersectPoint(point, callback);
}
BIH m_tree = new BIH();
List<T> m_objects = new List<T>();
Dictionary<T, uint> m_obj2Idx = new Dictionary<T, uint>();
HashSet<T> m_objects_to_push = new HashSet<T>();
int unbalanced_times;
public class MDLCallback : WorkerCallback
{
T[] objects;
WorkerCallback _callback;
uint objects_size;
public MDLCallback(WorkerCallback callback, T[] objects_array, uint size)
{
objects = objects_array;
_callback = callback;
objects_size = size;
}
/// Intersect ray
public override bool Invoke(Ray ray, uint idx, ref float maxDist)
{
if (idx >= objects_size)
return false;
T obj = objects[idx];
if (obj != null)
return _callback.Invoke(ray, obj, ref maxDist);
return false;
}
/// Intersect point
public override void Invoke(Vector3 p, uint idx)
{
if (idx >= objects_size)
return;
T obj = objects[idx];
if (obj != null)
_callback.Invoke(p, Convert.ToUInt32(obj));
}
}
}
}