Exemple #1
0
    /// <summary>
    /// Grow the octree to fit in all objects.
    /// </summary>
    /// <param name="direction">Direction to grow.</param>
    void Grow(Vector3 direction)
    {
        int xDirection = direction.x >= 0 ? 1 : -1;
        int yDirection = direction.y >= 0 ? 1 : -1;
        int zDirection = direction.z >= 0 ? 1 : -1;
        BoundsOctreeNode <T> oldRoot = rootNode;
        float   half      = rootNode.BaseLength / 2;
        float   newLength = rootNode.BaseLength * 2;
        Vector3 newCenter = rootNode.Center + new Vector3(xDirection * half, yDirection * half, zDirection * half);

        // Create a new, bigger octree root node
        rootNode = new BoundsOctreeNode <T>(newLength, minSize, looseness, newCenter);

        // Create 7 new octree children to go with the old root as children of the new root
        int rootPos = GetRootPosIndex(xDirection, yDirection, zDirection);

        BoundsOctreeNode <T>[] children = new BoundsOctreeNode <T> [8];
        for (int i = 0; i < 8; i++)
        {
            if (i == rootPos)
            {
                children[i] = oldRoot;
            }
            else
            {
                xDirection  = i % 2 == 0 ? -1 : 1;
                yDirection  = i > 3 ? -1 : 1;
                zDirection  = (i < 2 || (i > 3 && i < 6)) ? -1 : 1;
                children[i] = new BoundsOctreeNode <T>(rootNode.BaseLength, minSize, looseness, newCenter + new Vector3(xDirection * half, yDirection * half, zDirection * half));
            }
        }

        // Attach the new children to the new root node
        rootNode.SetChildren(children);
    }
    /// <summary>
    /// Grow the octree to fit in all objects.
    /// </summary>
    /// <param name="direction">Direction to grow.</param>
    void Grow(Vector3 direction)
    {
        int xDirection = direction.x >= 0 ? 1 : -1;
        int yDirection = direction.y >= 0 ? 1 : -1;
        int zDirection = direction.z >= 0 ? 1 : -1;
        BoundsOctreeNode <T> oldRoot = rootNode;
        float   half      = rootNode.BaseLength / 2;
        float   newLength = rootNode.BaseLength * 2;
        Vector3 newCenter = rootNode.Center + new Vector3(xDirection * half, yDirection * half, zDirection * half);



        GameObject go = GameObject.Find("Node " + rootNode.GetHashCode().ToString());

        // Create a new, bigger octree root node
        rootNode = new BoundsOctreeNode <T>(newLength, minSize, looseness, newCenter);

        if (go != null)
        {
            go.transform.position   = newCenter;
            go.transform.localScale = Vector3.one * newLength;
            go.name = "Node " + rootNode.GetHashCode();

            Debug.Log("Node: Change scale #" + rootNode.GetHashCode().ToString());
        }
        else
        {
            GameObject newGameObject = GameObject.Instantiate(GameObject.Find("TempNode"), newCenter, Quaternion.identity);
            newGameObject.transform.localScale = Vector3.one * newLength;
            newGameObject.name = "Node " + rootNode.GetHashCode();

            Debug.Log("Node: New game object #" + rootNode.GetHashCode());
        }

        if (oldRoot.HasAnyObjects())
        {
            // Create 7 new octree children to go with the old root as children of the new root
            int rootPos = GetRootPosIndex(xDirection, yDirection, zDirection);
            BoundsOctreeNode <T>[] children = new BoundsOctreeNode <T> [8];
            for (int i = 0; i < 8; i++)
            {
                if (i == rootPos)
                {
                    children[i] = oldRoot;
                }
                else
                {
                    xDirection  = i % 2 == 0 ? -1 : 1;
                    yDirection  = i > 3 ? -1 : 1;
                    zDirection  = (i < 2 || (i > 3 && i < 6)) ? -1 : 1;
                    children[i] = new BoundsOctreeNode <T>(rootNode.BaseLength, minSize, looseness, newCenter + new Vector3(xDirection * half, yDirection * half, zDirection * half));
                }
            }

            // Attach the new children to the new root node
            rootNode.SetChildren(children);
        }
    }
Exemple #3
0
    /// <summary>
    /// Grow the octree to fit in all objects.
    /// </summary>
    /// <param name="direction">Direction to grow.</param>
    // 扩展八叉树的范围,原来的范围*2
    // 会创建7个新的节点,同旧的根节点,一个8个节点
    // 作为新的根节点的孩子
    void Grow(Vector3 direction)
    {
        int xDirection = direction.x >= 0 ? 1 : -1;
        int yDirection = direction.y >= 0 ? 1 : -1;
        int zDirection = direction.z >= 0 ? 1 : -1;
        BoundsOctreeNode <T> oldRoot = rootNode;
        float half = rootNode.BaseLength / 2;

        // 新的根节点大小,是原来的2倍
        float newLength = rootNode.BaseLength * 2;
        // 新的根节点的中心坐标
        Vector3 newCenter = rootNode.Center + new Vector3(xDirection * half, yDirection * half, zDirection * half);

        // Create a new, bigger octree root node
        rootNode = new BoundsOctreeNode <T>(newLength, minSize, looseness, newCenter);

        // 创建其他的7个子节点,连同旧的root,是8个子节点
        // 作为新的根节点的孩子
        if (oldRoot.HasAnyObjects())
        {
            // Create 7 new octree children to go with the old root as children of the new root
            int rootPos = rootNode.BestFitChild(oldRoot.Center);
            BoundsOctreeNode <T>[] children = new BoundsOctreeNode <T> [8];
            for (int i = 0; i < 8; i++)
            {
                if (i == rootPos)
                {
                    children[i] = oldRoot;
                }
                else
                {
                    // i = 0, i%2 = 0
                    // i = 1, i%2 = 1
                    xDirection = i % 2 == 0 ? -1 : 1;

                    // 上下2层
                    yDirection  = i > 3 ? -1 : 1;
                    zDirection  = (i < 2 || (i > 3 && i < 6)) ? -1 : 1;
                    children[i] = new BoundsOctreeNode <T>(oldRoot.BaseLength, minSize, looseness, newCenter + new Vector3(xDirection * half, yDirection * half, zDirection * half));
                }
            }

            // Attach the new children to the new root node
            rootNode.SetChildren(children);
        }
    }
Exemple #4
0
    /// <summary>
    /// Grow the octree to fit in all objects.
    /// </summary>
    /// <param name="direction">Direction to grow.</param>
    void Grow(Vector3 direction)
    {
        int xDirection = direction.x >= 0 ? 1 : -1;
        int yDirection = direction.y >= 0 ? 1 : -1;
        int zDirection = direction.z >= 0 ? 1 : -1;
        BoundsOctreeNode <T> oldRoot = rootNode;
        Vector3 half      = rootNode.BaseSize / 2;
        Vector3 newLength = rootNode.BaseSize * 2;
        Vector3 newCenter = rootNode.Center + new Vector3(xDirection * half.x, yDirection * half.y, zDirection * half.z);

        // Create a new, bigger octree root node
        rootNode = new BoundsOctreeNode <T>(newLength, minSize, looseness, newCenter);

        if (oldRoot.HasAnyObjects())
        {
            // Create 7 new octree children to go with the old root as children of the new root
            int rootPos = rootNode.BestFitChild(oldRoot.Center);
            BoundsOctreeNode <T>[] children = new BoundsOctreeNode <T> [8];

            for (int i = 0; i < 8; i++)
            {
                if (i == rootPos)
                {
                    children[i] = oldRoot;
                }
                else
                {
                    xDirection = i % 2 == 0 ? -1 : 1;
                    yDirection = i > 3 ? -1 : 1;
                    zDirection = (i < 2 || (i > 3 && i < 6)) ? -1 : 1;

                    children[i] = new BoundsOctreeNode <T>(oldRoot.BaseSize, minSize, looseness,
                                                           newCenter + new Vector3(xDirection * half.x, yDirection * half.y, zDirection * half.z));
                }
            }

            // Attach the new children to the new root node
            rootNode.SetChildren(children);
        }
    }