112 lines
3.5 KiB
C#
112 lines
3.5 KiB
C#
/*
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* Copyright (C) 2012-2018 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.GameMath;
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using System;
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using System.Collections.Generic;
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namespace Game.Collision
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{
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public class BIHWrap<T> where T : IModel
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{
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public void insert(T obj)
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{
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++unbalanced_times;
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m_objects_to_push.Add(obj);
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}
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public void remove(T obj)
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{
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++unbalanced_times;
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uint Idx = 0;
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if (m_obj2Idx.TryGetValue(obj, out Idx))
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m_objects[(int)Idx] = null;
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else
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m_objects_to_push.Remove(obj);
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}
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public void balance()
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{
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if (unbalanced_times == 0)
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return;
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unbalanced_times = 0;
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m_objects.Clear();
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m_objects.AddRange(m_obj2Idx.Keys);
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m_objects.AddRange(m_objects_to_push);
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m_tree.build(m_objects);
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}
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public void intersectRay(Ray ray, WorkerCallback intersectCallback, ref float maxDist)
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{
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balance();
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MDLCallback temp_cb = new MDLCallback(intersectCallback, m_objects.ToArray(), (uint)m_objects.Count);
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m_tree.intersectRay(ray, temp_cb, ref maxDist, true);
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}
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public void intersectPoint(Vector3 point, WorkerCallback intersectCallback)
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{
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balance();
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MDLCallback callback = new MDLCallback(intersectCallback, m_objects.ToArray(), (uint)m_objects.Count);
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m_tree.intersectPoint(point, callback);
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}
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BIH m_tree = new BIH();
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List<T> m_objects = new List<T>();
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Dictionary<T, uint> m_obj2Idx = new Dictionary<T, uint>();
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HashSet<T> m_objects_to_push = new HashSet<T>();
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int unbalanced_times;
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public class MDLCallback : WorkerCallback
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{
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T[] objects;
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WorkerCallback _callback;
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uint objects_size;
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public MDLCallback(WorkerCallback callback, T[] objects_array, uint size)
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{
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objects = objects_array;
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_callback = callback;
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objects_size = size;
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}
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/// Intersect ray
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public override bool Invoke(Ray ray, uint idx, ref float maxDist, bool stopAtFirst)
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{
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if (idx >= objects_size)
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return false;
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T obj = objects[idx];
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if (obj != null)
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return _callback.Invoke(ray, obj, ref maxDist);
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return false;
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}
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/// Intersect point
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public override void Invoke(Vector3 p, uint idx)
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{
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if (idx >= objects_size)
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return;
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T obj = objects[idx];
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if (obj != null)
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_callback.Invoke(p, Convert.ToUInt32(obj));
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}
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}
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}
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}
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