コード例 #1
0
ファイル: InGameUI.cs プロジェクト: yuri410/lrvbsvnicg
 public bool Check(OctreeSceneNode node)
 {
     return true;
 }
コード例 #2
0
 public bool Check(OctreeSceneNode node)
 {
     return(true);
 }
コード例 #3
0
        public override void PrepareVisibleObjects(ICamera camera, PassData batchHelper)
        {
            batchHelper.visibleObjects.FastClear();

            Frustum frus = camera.Frustum;

            Vector3 camPos = camera.Position;

            // do a BFS pass here

            queue.Enqueue(octRootNode);

            while (queue.Count > 0)
            {
                OctreeSceneNode node = queue.Dequeue();

                Vector3 dir;
                Vector3 center2;

                if (frus.IntersectsSphere(ref node.BoundingSphere.Center, node.BoundingSphere.Radius))
                {
                    for (int i = 0; i < 2; i++)
                    {
                        for (int j = 0; j < 2; j++)
                        {
                            for (int k = 0; k < 2; k++)
                            {
                                if (node[i, j, k] != null)
                                {
                                    queue.Enqueue(node[i, j, k]);
                                }
                            }
                        }
                    }
                    FastList <SceneObject> objs = node.AttchedObjects;
                    for (int i = 0; i < objs.Count; i++)
                    {
                        SceneObject obj = objs.Elements[i];
                        dir = obj.BoundingSphere.Center;
                        dir.Normalize();

                        Vector3.Multiply(ref dir, obj.BoundingSphere.Radius, out dir);
                        Vector3.Subtract(ref obj.BoundingSphere.Center, ref dir, out center2);

                        Vector3.Subtract(ref center2, ref camPos, out dir);

                        if (Vector3.Dot(ref dir, ref center2) <= 0)
                        {
                            int level = GetLevel(ref obj.BoundingSphere, ref camPos);

                            if (obj.HasSubObjects)
                            {
                                obj.PrepareVisibleObjects(camera, level);
                            }
                            AddVisibleObject(obj, level, batchHelper);
                        }
                    }
                }
            }

            for (int i = 0; i < farObjects.Count; i++)
            {
                int level = GetLevel(ref farObjects[i].BoundingSphere, ref camPos);

                AddVisibleObject(farObjects[i], level, batchHelper);
            }
        }