959e80cf72
assets upload description.
698 lines
26 KiB
C#
698 lines
26 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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// A node in a BoundsOctree
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// Copyright 2014 Nition, BSD licence (see LICENCE file). http://nition.co
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namespace AwesomeTechnologies.External.Octree
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{
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public class BoundsOctreeNode<T>
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{
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// Centre of this node
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public Vector3 Center { get; private set; }
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// Length of this node if it has a looseness of 1.0
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public float BaseLength { get; private set; }
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// Looseness value for this node
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float looseness;
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// Minimum size for a node in this octree
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float minSize;
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// Actual length of sides, taking the looseness value into account
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float adjLength;
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// Bounding box that represents this node
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Bounds bounds = default(Bounds);
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// Objects in this node
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readonly List<OctreeObject> objects = new List<OctreeObject>();
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// Child nodes, if any
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BoundsOctreeNode<T>[] children = null;
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// Bounds of potential children to this node. These are actual size (with looseness taken into account), not base size
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Bounds[] childBounds;
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// If there are already numObjectsAllowed in a node, we split it into children
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// A generally good number seems to be something around 8-15
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const int numObjectsAllowed = 8;
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// An object in the octree
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class OctreeObject
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{
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public T Obj;
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public Bounds Bounds;
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}
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="baseLengthVal">Length of this node, not taking looseness into account.</param>
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/// <param name="minSizeVal">Minimum size of nodes in this octree.</param>
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/// <param name="loosenessVal">Multiplier for baseLengthVal to get the actual size.</param>
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/// <param name="centerVal">Centre position of this node.</param>
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public BoundsOctreeNode(float baseLengthVal, float minSizeVal, float loosenessVal, Vector3 centerVal)
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{
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SetValues(baseLengthVal, minSizeVal, loosenessVal, centerVal);
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}
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// #### PUBLIC METHODS ####
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/// <summary>
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/// Add an object.
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/// </summary>
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/// <param name="obj">Object to add.</param>
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/// <param name="objBounds">3D bounding box around the object.</param>
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/// <returns>True if the object fits entirely within this node.</returns>
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public bool Add(T obj, Bounds objBounds)
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{
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if (!Encapsulates(bounds, objBounds))
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{
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return false;
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}
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SubAdd(obj, objBounds);
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return true;
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}
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/// <summary>
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/// Remove an object. Makes the assumption that the object only exists once in the tree.
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/// </summary>
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/// <param name="obj">Object to remove.</param>
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/// <returns>True if the object was removed successfully.</returns>
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public bool Remove(T obj)
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{
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bool removed = false;
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for (int i = 0; i < objects.Count; i++)
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{
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if (objects[i].Obj.Equals(obj))
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{
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removed = objects.Remove(objects[i]);
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break;
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}
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}
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if (!removed && children != null)
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{
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for (int i = 0; i < 8; i++)
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{
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removed = children[i].Remove(obj);
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if (removed) break;
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}
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}
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if (removed && children != null)
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{
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// Check if we should merge nodes now that we've removed an item
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if (ShouldMerge())
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{
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Merge();
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}
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}
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return removed;
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}
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/// <summary>
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/// Removes the specified object at the given position. Makes the assumption that the object only exists once in the tree.
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/// </summary>
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/// <param name="obj">Object to remove.</param>
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/// <param name="objBounds">3D bounding box around the object.</param>
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/// <returns>True if the object was removed successfully.</returns>
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public bool Remove(T obj, Bounds objBounds)
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{
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if (!Encapsulates(bounds, objBounds))
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{
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return false;
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}
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return SubRemove(obj, objBounds);
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}
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/// <summary>
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/// Check if the specified bounds intersect with anything in the tree. See also: GetColliding.
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/// </summary>
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/// <param name="checkBounds">Bounds to check.</param>
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/// <returns>True if there was a collision.</returns>
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public bool IsColliding(ref Bounds checkBounds)
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{
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// Are the input bounds at least partially in this node?
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if (!bounds.Intersects(checkBounds))
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{
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return false;
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}
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// Check against any objects in this node
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for (int i = 0; i < objects.Count; i++)
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{
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if (objects[i].Bounds.Intersects(checkBounds))
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{
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return true;
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}
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}
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// Check children
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if (children != null)
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{
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for (int i = 0; i < 8; i++)
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{
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if (children[i].IsColliding(ref checkBounds))
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{
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return true;
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}
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}
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}
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return false;
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}
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/// <summary>
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/// Check if the specified ray intersects with anything in the tree. See also: GetColliding.
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/// </summary>
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/// <param name="checkRay">Ray to check.</param>
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/// <param name="maxDistance">Distance to check.</param>
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/// <returns>True if there was a collision.</returns>
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public bool IsColliding(ref Ray checkRay, float maxDistance = float.PositiveInfinity)
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{
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// Is the input ray at least partially in this node?
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float distance;
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if (!bounds.IntersectRay(checkRay, out distance) || distance > maxDistance)
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{
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return false;
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}
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// Check against any objects in this node
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for (int i = 0; i < objects.Count; i++)
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{
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if (objects[i].Bounds.IntersectRay(checkRay, out distance) && distance <= maxDistance)
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{
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return true;
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}
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}
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// Check children
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if (children != null)
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{
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for (int i = 0; i < 8; i++)
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{
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if (children[i].IsColliding(ref checkRay, maxDistance))
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{
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return true;
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}
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}
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}
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return false;
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}
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/// <summary>
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/// Returns an array of objects that intersect with the specified bounds, if any. Otherwise returns an empty array. See also: IsColliding.
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/// </summary>
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/// <param name="checkBounds">Bounds to check. Passing by ref as it improves performance with structs.</param>
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/// <param name="result">List result.</param>
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/// <returns>Objects that intersect with the specified bounds.</returns>
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public void GetColliding(ref Bounds checkBounds, List<T> result)
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{
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// Are the input bounds at least partially in this node?
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if (!bounds.Intersects(checkBounds))
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{
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return;
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}
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// Check against any objects in this node
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for (int i = 0; i < objects.Count; i++)
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{
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if (objects[i].Bounds.Intersects(checkBounds))
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{
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result.Add(objects[i].Obj);
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}
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}
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// Check children
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if (children != null)
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{
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for (int i = 0; i < 8; i++)
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{
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children[i].GetColliding(ref checkBounds, result);
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}
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}
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}
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/// <summary>
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/// Returns an array of objects that intersect with the specified ray, if any. Otherwise returns an empty array. See also: IsColliding.
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/// </summary>
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/// <param name="checkRay">Ray to check. Passing by ref as it improves performance with structs.</param>
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/// <param name="maxDistance">Distance to check.</param>
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/// <param name="result">List result.</param>
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/// <returns>Objects that intersect with the specified ray.</returns>
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public void GetColliding(ref Ray checkRay, List<T> result, float maxDistance = float.PositiveInfinity)
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{
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float distance;
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// Is the input ray at least partially in this node?
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if (!bounds.IntersectRay(checkRay, out distance) || distance > maxDistance)
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{
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return;
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}
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// Check against any objects in this node
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for (int i = 0; i < objects.Count; i++)
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{
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if (objects[i].Bounds.IntersectRay(checkRay, out distance) && distance <= maxDistance)
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{
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result.Add(objects[i].Obj);
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}
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}
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// Check children
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if (children != null)
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{
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for (int i = 0; i < 8; i++)
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{
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children[i].GetColliding(ref checkRay, result, maxDistance);
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}
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}
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}
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/// <summary>
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/// Set the 8 children of this octree.
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/// </summary>
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/// <param name="childOctrees">The 8 new child nodes.</param>
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public void SetChildren(BoundsOctreeNode<T>[] childOctrees)
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{
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if (childOctrees.Length != 8)
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{
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Debug.LogError("Child octree array must be length 8. Was length: " + childOctrees.Length);
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return;
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}
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children = childOctrees;
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}
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public Bounds GetBounds()
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{
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return bounds;
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}
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/// <summary>
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/// Draws node boundaries visually for debugging.
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/// Must be called from OnDrawGizmos externally. See also: DrawAllObjects.
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/// </summary>
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/// <param name="depth">Used for recurcive calls to this method.</param>
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public void DrawAllBounds(float depth = 0)
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{
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float tintVal = depth / 7; // Will eventually get values > 1. Color rounds to 1 automatically
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Gizmos.color = new Color(tintVal, 0, 1.0f - tintVal);
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Bounds thisBounds = new Bounds(Center, new Vector3(adjLength, adjLength, adjLength));
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Gizmos.DrawWireCube(thisBounds.center, thisBounds.size);
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if (children != null)
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{
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depth++;
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for (int i = 0; i < 8; i++)
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{
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children[i].DrawAllBounds(depth);
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}
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}
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Gizmos.color = Color.white;
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}
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/// <summary>
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/// Draws the bounds of all objects in the tree visually for debugging.
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/// Must be called from OnDrawGizmos externally. See also: DrawAllBounds.
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/// </summary>
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public void DrawAllObjects()
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{
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float tintVal = BaseLength / 20;
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Gizmos.color = new Color(0, 1.0f - tintVal, tintVal, 0.25f);
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foreach (OctreeObject obj in objects)
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{
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Gizmos.DrawCube(obj.Bounds.center, obj.Bounds.size);
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}
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if (children != null)
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{
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for (int i = 0; i < 8; i++)
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{
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children[i].DrawAllObjects();
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}
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}
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Gizmos.color = Color.white;
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}
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/// <summary>
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/// We can shrink the octree if:
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/// - This node is >= double minLength in length
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/// - All objects in the root node are within one octant
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/// - This node doesn't have children, or does but 7/8 children are empty
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/// We can also shrink it if there are no objects left at all!
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/// </summary>
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/// <param name="minLength">Minimum dimensions of a node in this octree.</param>
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/// <returns>The new root, or the existing one if we didn't shrink.</returns>
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public BoundsOctreeNode<T> ShrinkIfPossible(float minLength)
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{
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if (BaseLength < (2 * minLength))
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{
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return this;
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}
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if (objects.Count == 0 && (children == null || children.Length == 0))
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{
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return this;
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}
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// Check objects in root
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int bestFit = -1;
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for (int i = 0; i < objects.Count; i++)
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{
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OctreeObject curObj = objects[i];
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int newBestFit = BestFitChild(curObj.Bounds);
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if (i == 0 || newBestFit == bestFit)
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{
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// In same octant as the other(s). Does it fit completely inside that octant?
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if (Encapsulates(childBounds[newBestFit], curObj.Bounds))
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{
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if (bestFit < 0)
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{
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bestFit = newBestFit;
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}
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}
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else
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{
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// Nope, so we can't reduce. Otherwise we continue
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return this;
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}
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}
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else
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{
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return this; // Can't reduce - objects fit in different octants
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}
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}
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// Check objects in children if there are any
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if (children != null)
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{
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bool childHadContent = false;
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for (int i = 0; i < children.Length; i++)
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{
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if (children[i].HasAnyObjects())
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{
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if (childHadContent)
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{
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return this; // Can't shrink - another child had content already
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}
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if (bestFit >= 0 && bestFit != i)
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{
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return this; // Can't reduce - objects in root are in a different octant to objects in child
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}
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childHadContent = true;
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bestFit = i;
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}
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}
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}
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// Can reduce
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if (children == null)
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{
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// We don't have any children, so just shrink this node to the new size
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// We already know that everything will still fit in it
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SetValues(BaseLength / 2, minSize, looseness, childBounds[bestFit].center);
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return this;
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}
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// No objects in entire octree
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if (bestFit == -1)
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{
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return this;
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}
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// We have children. Use the appropriate child as the new root node
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return children[bestFit];
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}
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/*
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/// <summary>
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/// Get the total amount of objects in this node and all its children, grandchildren etc. Useful for debugging.
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/// </summary>
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/// <param name="startingNum">Used by recursive calls to add to the previous total.</param>
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/// <returns>Total objects in this node and its children, grandchildren etc.</returns>
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public int GetTotalObjects(int startingNum = 0) {
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int totalObjects = startingNum + objects.Count;
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if (children != null) {
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for (int i = 0; i < 8; i++) {
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totalObjects += children[i].GetTotalObjects();
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}
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}
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return totalObjects;
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}
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*/
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// #### PRIVATE METHODS ####
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/// <summary>
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/// Set values for this node.
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/// </summary>
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/// <param name="baseLengthVal">Length of this node, not taking looseness into account.</param>
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/// <param name="minSizeVal">Minimum size of nodes in this octree.</param>
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/// <param name="loosenessVal">Multiplier for baseLengthVal to get the actual size.</param>
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/// <param name="centerVal">Centre position of this node.</param>
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void SetValues(float baseLengthVal, float minSizeVal, float loosenessVal, Vector3 centerVal)
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{
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BaseLength = baseLengthVal;
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minSize = minSizeVal;
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looseness = loosenessVal;
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Center = centerVal;
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adjLength = looseness * baseLengthVal;
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// Create the bounding box.
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Vector3 size = new Vector3(adjLength, adjLength, adjLength);
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bounds = new Bounds(Center, size);
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float quarter = BaseLength / 4f;
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float childActualLength = (BaseLength / 2) * looseness;
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Vector3 childActualSize = new Vector3(childActualLength, childActualLength, childActualLength);
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childBounds = new Bounds[8];
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childBounds[0] = new Bounds(Center + new Vector3(-quarter, quarter, -quarter), childActualSize);
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childBounds[1] = new Bounds(Center + new Vector3(quarter, quarter, -quarter), childActualSize);
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childBounds[2] = new Bounds(Center + new Vector3(-quarter, quarter, quarter), childActualSize);
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childBounds[3] = new Bounds(Center + new Vector3(quarter, quarter, quarter), childActualSize);
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childBounds[4] = new Bounds(Center + new Vector3(-quarter, -quarter, -quarter), childActualSize);
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childBounds[5] = new Bounds(Center + new Vector3(quarter, -quarter, -quarter), childActualSize);
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childBounds[6] = new Bounds(Center + new Vector3(-quarter, -quarter, quarter), childActualSize);
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childBounds[7] = new Bounds(Center + new Vector3(quarter, -quarter, quarter), childActualSize);
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}
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/// <summary>
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/// Private counterpart to the public Add method.
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/// </summary>
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/// <param name="obj">Object to add.</param>
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/// <param name="objBounds">3D bounding box around the object.</param>
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void SubAdd(T obj, Bounds objBounds)
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{
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// We know it fits at this level if we've got this far
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// Just add if few objects are here, or children would be below min size
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if (objects.Count < numObjectsAllowed || (BaseLength / 2) < minSize)
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{
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OctreeObject newObj = new OctreeObject {Obj = obj, Bounds = objBounds};
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//Debug.Log("ADD " + obj.name + " to depth " + depth);
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objects.Add(newObj);
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}
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else
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{
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// Fits at this level, but we can go deeper. Would it fit there?
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// Create the 8 children
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int bestFitChild;
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if (children == null)
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{
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Split();
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if (children == null)
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{
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Debug.Log("Child creation failed for an unknown reason. Early exit.");
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return;
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}
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// Now that we have the new children, see if this node's existing objects would fit there
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for (int i = objects.Count - 1; i >= 0; i--)
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{
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OctreeObject existingObj = objects[i];
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// Find which child the object is closest to based on where the
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// object's center is located in relation to the octree's center.
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bestFitChild = BestFitChild(existingObj.Bounds);
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// Does it fit?
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if (Encapsulates(children[bestFitChild].bounds, existingObj.Bounds))
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{
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children[bestFitChild]
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.SubAdd(existingObj.Obj, existingObj.Bounds); // Go a level deeper
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objects.Remove(existingObj); // Remove from here
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}
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}
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}
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// Now handle the new object we're adding now
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bestFitChild = BestFitChild(objBounds);
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if (Encapsulates(children[bestFitChild].bounds, objBounds))
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{
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children[bestFitChild].SubAdd(obj, objBounds);
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}
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else
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{
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OctreeObject newObj = new OctreeObject {Obj = obj, Bounds = objBounds};
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//Debug.Log("ADD " + obj.name + " to depth " + depth);
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objects.Add(newObj);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Private counterpart to the public <see cref="Remove(T, Bounds)"/> method.
|
|
/// </summary>
|
|
/// <param name="obj">Object to remove.</param>
|
|
/// <param name="objBounds">3D bounding box around the object.</param>
|
|
/// <returns>True if the object was removed successfully.</returns>
|
|
bool SubRemove(T obj, Bounds objBounds)
|
|
{
|
|
bool removed = false;
|
|
|
|
for (int i = 0; i < objects.Count; i++)
|
|
{
|
|
if (objects[i].Obj.Equals(obj))
|
|
{
|
|
removed = objects.Remove(objects[i]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!removed && children != null)
|
|
{
|
|
int bestFitChild = BestFitChild(objBounds);
|
|
removed = children[bestFitChild].SubRemove(obj, objBounds);
|
|
}
|
|
|
|
if (removed && children != null)
|
|
{
|
|
// Check if we should merge nodes now that we've removed an item
|
|
if (ShouldMerge())
|
|
{
|
|
Merge();
|
|
}
|
|
}
|
|
|
|
return removed;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Splits the octree into eight children.
|
|
/// </summary>
|
|
void Split()
|
|
{
|
|
float quarter = BaseLength / 4f;
|
|
float newLength = BaseLength / 2;
|
|
children = new BoundsOctreeNode<T>[8];
|
|
children[0] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
|
|
Center + new Vector3(-quarter, quarter, -quarter));
|
|
children[1] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
|
|
Center + new Vector3(quarter, quarter, -quarter));
|
|
children[2] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
|
|
Center + new Vector3(-quarter, quarter, quarter));
|
|
children[3] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
|
|
Center + new Vector3(quarter, quarter, quarter));
|
|
children[4] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
|
|
Center + new Vector3(-quarter, -quarter, -quarter));
|
|
children[5] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
|
|
Center + new Vector3(quarter, -quarter, -quarter));
|
|
children[6] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
|
|
Center + new Vector3(-quarter, -quarter, quarter));
|
|
children[7] = new BoundsOctreeNode<T>(newLength, minSize, looseness,
|
|
Center + new Vector3(quarter, -quarter, quarter));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Merge all children into this node - the opposite of Split.
|
|
/// Note: We only have to check one level down since a merge will never happen if the children already have children,
|
|
/// since THAT won't happen unless there are already too many objects to merge.
|
|
/// </summary>
|
|
void Merge()
|
|
{
|
|
// Note: We know children != null or we wouldn't be merging
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
BoundsOctreeNode<T> curChild = children[i];
|
|
int numObjects = curChild.objects.Count;
|
|
for (int j = numObjects - 1; j >= 0; j--)
|
|
{
|
|
OctreeObject curObj = curChild.objects[j];
|
|
objects.Add(curObj);
|
|
}
|
|
}
|
|
// Remove the child nodes (and the objects in them - they've been added elsewhere now)
|
|
children = null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if outerBounds encapsulates innerBounds.
|
|
/// </summary>
|
|
/// <param name="outerBounds">Outer bounds.</param>
|
|
/// <param name="innerBounds">Inner bounds.</param>
|
|
/// <returns>True if innerBounds is fully encapsulated by outerBounds.</returns>
|
|
static bool Encapsulates(Bounds outerBounds, Bounds innerBounds)
|
|
{
|
|
return outerBounds.Contains(innerBounds.min) && outerBounds.Contains(innerBounds.max);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find which child node this object would be most likely to fit in.
|
|
/// </summary>
|
|
/// <param name="objBounds">The object's bounds.</param>
|
|
/// <returns>One of the eight child octants.</returns>
|
|
int BestFitChild(Bounds objBounds)
|
|
{
|
|
return (objBounds.center.x <= Center.x ? 0 : 1) + (objBounds.center.y >= Center.y ? 0 : 4) +
|
|
(objBounds.center.z <= Center.z ? 0 : 2);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if there are few enough objects in this node and its children that the children should all be merged into this.
|
|
/// </summary>
|
|
/// <returns>True there are less or the same abount of objects in this and its children than numObjectsAllowed.</returns>
|
|
bool ShouldMerge()
|
|
{
|
|
int totalObjects = objects.Count;
|
|
if (children != null)
|
|
{
|
|
foreach (BoundsOctreeNode<T> child in children)
|
|
{
|
|
if (child.children != null)
|
|
{
|
|
// If any of the *children* have children, there are definitely too many to merge,
|
|
// or the child woudl have been merged already
|
|
return false;
|
|
}
|
|
totalObjects += child.objects.Count;
|
|
}
|
|
}
|
|
return totalObjects <= numObjectsAllowed;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if this node or anything below it has something in it.
|
|
/// </summary>
|
|
/// <returns>True if this node or any of its children, grandchildren etc have something in them</returns>
|
|
public bool HasAnyObjects()
|
|
{
|
|
if (objects.Count > 0) return true;
|
|
|
|
if (children != null)
|
|
{
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
if (children[i].HasAnyObjects()) return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
} |