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			149 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			149 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "quadtreenode.hpp"
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#include <cassert>
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#include <osgUtil/CullVisitor>
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#include "defs.hpp"
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#include "viewdata.hpp"
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namespace Terrain
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{
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    float distance(const osg::BoundingBox& box, const osg::Vec3f& v)
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    {
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        if (box.contains(v))
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            return 0;
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        else
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        {
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            osg::Vec3f maxDist(0, 0, 0);
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            if (v.x() < box.xMin())
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                maxDist.x() = box.xMin() - v.x();
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            else if (v.x() > box.xMax())
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                maxDist.x() = v.x() - box.xMax();
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            if (v.y() < box.yMin())
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                maxDist.y() = box.yMin() - v.y();
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            else if (v.y() > box.yMax())
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                maxDist.y() = v.y() - box.yMax();
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            if (v.z() < box.zMin())
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                maxDist.z() = box.zMin() - v.z();
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            else if (v.z() > box.zMax())
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                maxDist.z() = v.z() - box.zMax();
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            return maxDist.length();
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        }
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    }
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    ChildDirection reflect(ChildDirection dir, Direction dir2)
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    {
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        assert(dir != Root);
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        const int lookupTable[4][4] = {
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            // NW  NE  SW  SE
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            { SW, SE, NW, NE }, // N
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            { NE, NW, SE, SW }, // E
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            { SW, SE, NW, NE }, // S
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            { NE, NW, SE, SW } // W
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        };
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        return (ChildDirection)lookupTable[dir2][dir];
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    }
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    bool adjacent(ChildDirection dir, Direction dir2)
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    {
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        assert(dir != Root);
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        const bool lookupTable[4][4] = {
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            // NW    NE    SW     SE
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            { true, true, false, false }, // N
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            { false, true, false, true }, // E
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            { false, false, true, true }, // S
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            { true, false, true, false } // W
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        };
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        return lookupTable[dir2][dir];
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    }
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    QuadTreeNode* searchNeighbour(QuadTreeNode* currentNode, Direction dir)
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    {
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        if (currentNode->getDirection() == Root)
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            return nullptr; // Arrived at root node, the root node does not have neighbours
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        QuadTreeNode* nextNode;
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        if (adjacent(currentNode->getDirection(), dir))
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            nextNode = searchNeighbour(currentNode->getParent(), dir);
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        else
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            nextNode = currentNode->getParent();
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        if (nextNode && nextNode->getNumChildren())
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            return nextNode->getChild(reflect(currentNode->getDirection(), dir));
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        else
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            return nullptr;
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    }
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    QuadTreeNode::QuadTreeNode(QuadTreeNode* parent, ChildDirection direction, float size, const osg::Vec2f& center)
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        : mParent(parent)
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        , mDirection(direction)
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        , mValidBounds(false)
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        , mSize(size)
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        , mCenter(center)
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    {
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        for (unsigned int i = 0; i < 4; ++i)
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            mNeighbours[i] = nullptr;
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    }
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    QuadTreeNode::~QuadTreeNode() {}
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    QuadTreeNode* QuadTreeNode::getNeighbour(Direction dir)
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    {
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        return mNeighbours[dir];
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    }
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    float QuadTreeNode::distance(const osg::Vec3f& v) const
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    {
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        const osg::BoundingBox& box = getBoundingBox();
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        return Terrain::distance(box, v);
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    }
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    void QuadTreeNode::initNeighbours()
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    {
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        for (int i = 0; i < 4; ++i)
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            mNeighbours[i] = searchNeighbour(this, (Direction)i);
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        for (unsigned int i = 0; i < getNumChildren(); ++i)
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            getChild(i)->initNeighbours();
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    }
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    void QuadTreeNode::traverseNodes(ViewData* vd, const osg::Vec3f& viewPoint, LodCallback* lodCallback)
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    {
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        if (!hasValidBounds())
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            return;
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        LodCallback::ReturnValue lodResult = lodCallback->isSufficientDetail(this, distance(viewPoint));
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        if (lodResult == LodCallback::StopTraversal)
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            return;
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        else if (lodResult == LodCallback::Deeper && getNumChildren())
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        {
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            for (unsigned int i = 0; i < getNumChildren(); ++i)
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                getChild(i)->traverseNodes(vd, viewPoint, lodCallback);
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        }
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        else
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            vd->add(this);
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    }
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    void QuadTreeNode::setBoundingBox(const osg::BoundingBox& boundingBox)
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    {
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        mBoundingBox = boundingBox;
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        mValidBounds = boundingBox.valid();
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    }
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    const osg::BoundingBox& QuadTreeNode::getBoundingBox() const
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    {
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        return mBoundingBox;
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    }
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    float QuadTreeNode::getSize() const
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    {
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        return mSize;
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    }
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    const osg::Vec2f& QuadTreeNode::getCenter() const
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    {
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        return mCenter;
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    }
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}
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