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use different BVH implementation
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parent
92ec04a5b9
commit
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2 changed files with 338 additions and 161 deletions
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@ -1,183 +1,360 @@
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package collision;
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package collision;
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import h3d.col.Bounds;
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import h3d.Vector;
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import h3d.Vector;
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import h3d.col.Bounds;
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// https://github.com/Sopiro/DynamicBVH/blob/master/src/aabbtree.ts
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@:publicFields
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@:publicFields
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class BVHNode {
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class BVHNode {
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var id:Int;
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var parent:BVHNode;
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var child1:BVHNode;
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var child2:BVHNode;
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var isLeaf:Bool;
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var bounds:Bounds;
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var bounds:Bounds;
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var objects:Array<CollisionSurface>;
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var surface:CollisionSurface;
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var objectBounds:Bounds; // total bounds for objects stored in THIS node
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var left:BVHNode;
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var right:BVHNode;
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var surfaceArea:Float;
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public function new(bounds:Bounds) {
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public function new() {}
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this.bounds = bounds.clone();
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surfaceArea = this.bounds.xSize * this.bounds.ySize + this.bounds.xSize * this.bounds.zSize + this.bounds.ySize * this.bounds.zSize;
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}
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function getSplitCost(objs:Array<{obj:CollisionSurface, centroid:h3d.col.Point}>, axis:Int) {
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// Pick best axis to split
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switch (axis) {
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case 0:
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objs.sort((x, y) -> x.centroid.x > y.centroid.x ? 1 : -1);
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case 1:
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objs.sort((x, y) -> x.centroid.y > y.centroid.y ? 1 : -1);
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case 2:
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objs.sort((x, y) -> x.centroid.z > y.centroid.z ? 1 : -1);
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};
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var leftObjects = objs.slice(0, Math.ceil(objs.length / 2));
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var rightObjects = objs.slice(Math.ceil(objs.length / 2));
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var leftAABB = new Bounds();
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var rightAABB = new Bounds();
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for (o in leftObjects)
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leftAABB.add(o.obj.boundingBox);
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for (o in rightObjects)
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rightAABB.add(o.obj.boundingBox);
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var leftSA = leftAABB.xSize * leftAABB.ySize + leftAABB.xSize * leftAABB.zSize + leftAABB.ySize * leftAABB.zSize;
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var rightSA = rightAABB.xSize * rightAABB.ySize + rightAABB.xSize * rightAABB.zSize + rightAABB.ySize * rightAABB.zSize;
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var splitCost = leftSA + rightSA;
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var bestSplit = {
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cost: splitCost,
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left: leftObjects,
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right: rightObjects,
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leftBounds: leftAABB,
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rightBounds: rightAABB,
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axis: axis
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};
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return bestSplit;
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}
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public function split() {
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// Splitting first time
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// Calculate the centroids of all objects
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var objs = objects.map(x -> {
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x.generateBoundingBox();
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return {obj: x, centroid: x.boundingBox.getCenter()};
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});
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// Find the best split cost
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var costs = [getSplitCost(objs, 0), getSplitCost(objs, 1), getSplitCost(objs, 2)];
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costs.sort((x, y) -> x.cost > y.cost ? 1 : -1);
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var bestSplit = costs[0];
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// Sort the objects according to where they should go
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var leftObjs = [];
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var rightObjs = [];
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var intersectObjs = [];
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for (o in bestSplit.left.concat(bestSplit.right)) {
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var inleft = bestSplit.leftBounds.containsBounds(o.obj.boundingBox);
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var inright = bestSplit.rightBounds.containsBounds(o.obj.boundingBox);
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if (inleft && inright) {
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intersectObjs.push(o.obj);
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} else if (inleft) {
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leftObjs.push(o.obj);
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} else if (inright) {
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rightObjs.push(o.obj);
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}
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}
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// Only one side has objects, egh
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if (leftObjs.length == 0 || rightObjs.length == 0) {
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var thisobjs = leftObjs.concat(rightObjs).concat(intersectObjs);
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this.objects = thisobjs;
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this.objectBounds = new Bounds();
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for (o in thisobjs)
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this.objectBounds.add(o.boundingBox);
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return;
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}
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// Make the child nodes
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var leftBounds = new Bounds();
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var rightBounds = new Bounds();
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for (o in leftObjs)
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leftBounds.add(o.boundingBox);
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for (o in rightObjs)
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rightBounds.add(o.boundingBox);
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left = new BVHNode(leftBounds);
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right = new BVHNode(rightBounds);
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left.objects = leftObjs;
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right.objects = rightObjs;
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this.objects = intersectObjs;
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this.objectBounds = new Bounds();
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for (o in intersectObjs)
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this.objectBounds.add(o.boundingBox);
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left.split();
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right.split();
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}
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public function boundingSearch(searchbox:Bounds) {
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if (this.bounds.containsBounds(searchbox) || this.bounds.collide(searchbox)) {
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var intersects = [];
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if (this.left != null && this.right != null) {
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intersects = intersects.concat(this.left.boundingSearch(searchbox));
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intersects = intersects.concat(this.right.boundingSearch(searchbox));
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}
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if (this.objectBounds.collide(searchbox) || this.objectBounds.containsBounds(searchbox)) {
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for (o in this.objects) {
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if (o.boundingBox.containsBounds(searchbox) || o.boundingBox.collide(searchbox))
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intersects.push(o);
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}
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}
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return intersects;
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} else {
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return [];
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}
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}
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public function rayCast(origin:Vector, direction:Vector) {
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var ray = h3d.col.Ray.fromValues(origin.x, origin.y, origin.z, direction.x, direction.y, direction.z);
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if (ray.collide(this.bounds)) {
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var intersects = [];
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if (this.left != null && this.right != null) {
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intersects = intersects.concat(this.left.rayCast(origin, direction));
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intersects = intersects.concat(this.right.rayCast(origin, direction));
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}
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if (ray.collide(this.objectBounds)) {
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for (o in this.objects) {
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if (ray.collide(o.boundingBox))
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intersects = intersects.concat(o.rayCast(origin, direction));
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}
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}
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return intersects;
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} else {
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return [];
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}
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}
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}
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}
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class BVHTree {
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class BVHTree {
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public var bounds:Bounds;
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var nodeId:Int = 0;
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var surfaces:Array<CollisionSurface> = [];
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var root:BVHNode;
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var root:BVHNode;
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public function new(bounds:Bounds) {
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public function new() {}
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this.bounds = bounds.clone();
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function update() {
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var invalidNodes = [];
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this.traverse(node -> {
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if (node.isLeaf) {
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var entity = node.surface;
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var tightAABB = entity.boundingBox;
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if (node.bounds.containsBounds(tightAABB)) {
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return;
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}
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invalidNodes.push(node);
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}
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});
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for (node in invalidNodes) {
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this.remove(node);
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this.add(node.surface);
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}
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}
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}
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public function insert(surf:CollisionSurface) {
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public function add(entity:CollisionSurface) {
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surfaces.push(surf);
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// Enlarged AABB
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var aabb = entity.boundingBox;
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var newNode = new BVHNode();
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newNode.id = this.nodeId++;
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newNode.bounds = aabb;
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newNode.surface = entity;
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newNode.isLeaf = true;
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if (this.root == null) {
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this.root = newNode;
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return newNode;
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}
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// Find the best sibling for the new leaf
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var bestSibling = this.root;
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var bestCostBox = this.root.bounds.clone();
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bestCostBox.add(aabb);
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var bestCost = bestCostBox.xSize * bestCostBox.ySize + bestCostBox.xSize * bestCostBox.zSize + bestCostBox.ySize * bestCostBox.zSize;
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var q = [{p1: this.root, p2: 0.0}];
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while (q.length != 0) {
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var front = q.shift();
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var current = front.p1;
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var inheritedCost = front.p2;
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var combined = current.bounds.clone();
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combined.add(aabb);
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var directCost = combined.xSize * combined.ySize + combined.xSize * combined.zSize + combined.ySize * combined.zSize;
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var costForCurrent = directCost + inheritedCost;
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if (costForCurrent < bestCost) {
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bestCost = costForCurrent;
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bestSibling = current;
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}
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inheritedCost += directCost
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- (current.bounds.xSize * current.bounds.ySize + current.bounds.xSize * current.bounds.zSize + current.bounds.ySize * current.bounds.zSize);
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var aabbCost = aabb.xSize * aabb.ySize + aabb.xSize * aabb.zSize + aabb.ySize * aabb.zSize;
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var lowerBoundCost = aabbCost + inheritedCost;
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if (lowerBoundCost < bestCost) {
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if (!current.isLeaf) {
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if (current.child1 != null)
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q.push({p1: current.child1, p2: inheritedCost});
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if (current.child2 != null)
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q.push({p1: current.child2, p2: inheritedCost});
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}
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}
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}
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// Create a new parent
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var oldParent = bestSibling.parent;
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var newParent = new BVHNode();
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newParent.id = this.nodeId++;
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newParent.parent = oldParent;
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newParent.bounds = bestSibling.bounds.clone();
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newParent.bounds.add(aabb);
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newParent.isLeaf = false;
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if (oldParent != null) {
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if (oldParent.child1 == bestSibling) {
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oldParent.child1 = newParent;
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} else {
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oldParent.child2 = newParent;
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}
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newParent.child1 = bestSibling;
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newParent.child2 = newNode;
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bestSibling.parent = newParent;
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newNode.parent = newParent;
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} else {
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newParent.child1 = bestSibling;
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newParent.child2 = newNode;
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bestSibling.parent = newParent;
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newNode.parent = newParent;
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this.root = newParent;
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}
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// Walk back up the tree refitting ancestors' AABB and applying rotations
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var ancestor = newNode.parent;
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while (ancestor != null) {
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var child1 = ancestor.child1;
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var child2 = ancestor.child2;
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ancestor.bounds = new Bounds();
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if (child1 != null)
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ancestor.bounds.add(child1.bounds);
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if (child2 != null)
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ancestor.bounds.add(child2.bounds);
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this.rotate(ancestor);
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ancestor = ancestor.parent;
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}
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return newNode;
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}
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}
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public function build() {
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function reset() {
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root = new BVHNode(bounds);
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this.nodeId = 0;
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// Add all children
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this.root = null;
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root.objects = this.surfaces;
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}
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root.split();
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// BFS tree traversal
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function traverse(callback:(node:BVHNode) -> Void) {
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var q = [this.root];
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while (q.length != 0) {
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var current = q.shift();
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if (current == null) {
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break;
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}
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callback(current);
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if (!current.isLeaf) {
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if (current.child1 != null)
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q.push(current.child1);
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if (current.child2 != null)
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q.push(current.child2);
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}
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}
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}
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public function remove(node:BVHNode) {
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var parent = node.parent;
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if (parent != null) {
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var sibling = parent.child1 == node ? parent.child2 : parent.child1;
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if (parent.parent != null) {
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sibling.parent = parent.parent;
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if (parent.parent.child1 == parent) {
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parent.parent.child1 = sibling;
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} else {
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parent.parent.child2 = sibling;
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}
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} else {
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this.root = sibling;
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sibling.parent = null;
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}
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var ancestor = sibling.parent;
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while (ancestor != null) {
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var child1 = ancestor.child1;
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var child2 = ancestor.child2;
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ancestor.bounds = child1.bounds.clone();
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ancestor.bounds.add(child2.bounds);
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ancestor = ancestor.parent;
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}
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} else {
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if (this.root == node) {
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this.root = null;
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}
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}
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}
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function rotate(node:BVHNode) {
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if (node.parent == null) {
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return;
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}
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var parent = node.parent;
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var sibling = parent.child1 == node ? parent.child2 : parent.child1;
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var costDiffs = [];
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var nodeArea = node.bounds.xSize * node.bounds.ySize + node.bounds.zSize * node.bounds.ySize + node.bounds.xSize * node.bounds.zSize;
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var ch1 = sibling.bounds.clone();
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ch1.add(node.child1.bounds);
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costDiffs.push(ch1.xSize * ch1.ySize + ch1.zSize * ch1.ySize + ch1.xSize * ch1.zSize - nodeArea);
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var ch2 = sibling.bounds.clone();
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ch2.add(node.child2.bounds);
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costDiffs.push(ch2.xSize * ch2.ySize + ch2.zSize * ch2.ySize + ch2.xSize * ch2.zSize - nodeArea);
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if (!sibling.isLeaf) {
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var siblingArea = sibling.bounds.xSize * sibling.bounds.ySize + sibling.bounds.zSize * sibling.bounds.ySize
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+ sibling.bounds.xSize * sibling.bounds.zSize;
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if (sibling.child1 != null) {
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var ch3 = node.bounds.clone();
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ch3.add(sibling.child1.bounds);
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costDiffs.push(ch3.xSize * ch3.ySize + ch3.zSize * ch3.ySize + ch3.xSize * ch3.zSize - siblingArea);
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}
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if (sibling.child2 != null) {
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||||||
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var ch4 = node.bounds.clone();
|
||||||
|
ch4.add(sibling.child2.bounds);
|
||||||
|
costDiffs.push(ch4.xSize * ch4.ySize + ch4.zSize * ch4.ySize + ch4.xSize * ch4.zSize - siblingArea);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var bestDiffIndex = 0;
|
||||||
|
for (i in 1...costDiffs.length) {
|
||||||
|
if (costDiffs[i] < costDiffs[bestDiffIndex]) {
|
||||||
|
bestDiffIndex = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (costDiffs[bestDiffIndex] < 0.0) {
|
||||||
|
switch (bestDiffIndex) {
|
||||||
|
case 0:
|
||||||
|
if (parent.child1 == sibling) {
|
||||||
|
parent.child1 = node.child2;
|
||||||
|
} else {
|
||||||
|
parent.child2 = node.child2;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (node.child2 != null) {
|
||||||
|
node.child2.parent = parent;
|
||||||
|
}
|
||||||
|
|
||||||
|
node.child2 = sibling;
|
||||||
|
sibling.parent = node;
|
||||||
|
node.bounds = sibling.bounds.clone();
|
||||||
|
if (node.child1 != null) {
|
||||||
|
node.bounds.add(node.child1.bounds);
|
||||||
|
}
|
||||||
|
case 1:
|
||||||
|
if (parent.child1 == sibling) {
|
||||||
|
parent.child1 = node.child1;
|
||||||
|
} else {
|
||||||
|
parent.child2 = node.child1;
|
||||||
|
}
|
||||||
|
if (node.child1 != null) {
|
||||||
|
node.child1.parent = parent;
|
||||||
|
}
|
||||||
|
node.child1 = sibling;
|
||||||
|
sibling.parent = node;
|
||||||
|
node.bounds = sibling.bounds.clone();
|
||||||
|
if (node.child2 != null) {
|
||||||
|
node.bounds.add(node.child2.bounds);
|
||||||
|
}
|
||||||
|
case 2:
|
||||||
|
if (parent.child1 == node) {
|
||||||
|
parent.child1 = sibling.child2;
|
||||||
|
} else {
|
||||||
|
parent.child2 = sibling.child2;
|
||||||
|
}
|
||||||
|
if (sibling.child2 != null) {
|
||||||
|
sibling.child2.parent = parent;
|
||||||
|
}
|
||||||
|
sibling.child2 = node;
|
||||||
|
node.parent = sibling;
|
||||||
|
sibling.bounds = node.bounds.clone();
|
||||||
|
if (sibling.child2 != null) {
|
||||||
|
sibling.bounds.add(sibling.child2.bounds);
|
||||||
|
}
|
||||||
|
|
||||||
|
case 3:
|
||||||
|
if (parent.child1 == node) {
|
||||||
|
parent.child1 = sibling.child1;
|
||||||
|
} else {
|
||||||
|
parent.child2 = sibling.child1;
|
||||||
|
}
|
||||||
|
if (sibling.child1 != null) {
|
||||||
|
sibling.child1.parent = parent;
|
||||||
|
}
|
||||||
|
sibling.child1 = node;
|
||||||
|
node.parent = sibling;
|
||||||
|
sibling.bounds = node.bounds.clone();
|
||||||
|
if (sibling.child1 != null) {
|
||||||
|
sibling.bounds.add(sibling.child1.bounds);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public function boundingSearch(searchbox:Bounds) {
|
public function boundingSearch(searchbox:Bounds) {
|
||||||
return this.root.boundingSearch(searchbox);
|
var res = [];
|
||||||
|
if (this.root == null)
|
||||||
|
return res;
|
||||||
|
|
||||||
|
var q = [this.root];
|
||||||
|
|
||||||
|
while (q.length != 0) {
|
||||||
|
var current = q.shift();
|
||||||
|
|
||||||
|
if (current.bounds.containsBounds(searchbox) || current.bounds.collide(searchbox)) {
|
||||||
|
if (current.isLeaf) {
|
||||||
|
res.push(current.surface);
|
||||||
|
} else {
|
||||||
|
if (current.child1 != null)
|
||||||
|
q.push(current.child1);
|
||||||
|
if (current.child2 != null)
|
||||||
|
q.push(current.child2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return res;
|
||||||
}
|
}
|
||||||
|
|
||||||
public function rayCast(origin:Vector, direction:Vector) {
|
public function rayCast(origin:Vector, direction:Vector) {
|
||||||
return this.root.rayCast(origin, direction);
|
var res = [];
|
||||||
|
if (this.root == null)
|
||||||
|
return res;
|
||||||
|
|
||||||
|
var ray = h3d.col.Ray.fromValues(origin.x, origin.y, origin.z, direction.x, direction.y, direction.z);
|
||||||
|
var q = [this.root];
|
||||||
|
while (q.length != 0) {
|
||||||
|
var current = q.shift();
|
||||||
|
if (ray.collide(current.bounds)) {
|
||||||
|
if (current.isLeaf) {
|
||||||
|
res = res.concat(current.surface.rayCast(origin, direction));
|
||||||
|
} else {
|
||||||
|
if (current.child1 != null)
|
||||||
|
q.push(current.child1);
|
||||||
|
if (current.child2 != null)
|
||||||
|
q.push(current.child2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return res;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -55,11 +55,11 @@ class CollisionEntity implements IOctreeObject {
|
||||||
// Generates the bvh
|
// Generates the bvh
|
||||||
public function finalize() {
|
public function finalize() {
|
||||||
this.generateBoundingBox();
|
this.generateBoundingBox();
|
||||||
this.bvh = new BVHTree(this.boundingBox);
|
this.bvh = new BVHTree();
|
||||||
for (surface in this.surfaces) {
|
for (surface in this.surfaces) {
|
||||||
this.bvh.insert(surface);
|
this.bvh.add(surface);
|
||||||
}
|
}
|
||||||
this.bvh.build();
|
// this.bvh.build();
|
||||||
}
|
}
|
||||||
|
|
||||||
public function setTransform(transform:Matrix) {
|
public function setTransform(transform:Matrix) {
|
||||||
|
|
|
||||||
Loading…
Add table
Reference in a new issue