示例#1
0
    // set a neighbor to this node
    public void SetNeighbor(en_NeighborDirection direction, CQuadtree pToNode, en_NeighborDirection directionFromThere)
    {
        if (pToNode.m_HasChildren)
        {
            // the other node has children, which means this node was in coarse resolution,
            // so find correct child to link to...
            // need to find which two of the 4 children
            // of the other node that links to the parent of this node or to this node itself
            // then, decide which of the two children is closer to this node
            // and update the correct (nearest) child to link to this node

            CQuadtree pCorrectNode = null;
            float dist = 0;
            byte neighDirection = 0;

            // for each child of that node...
            for (byte i=0; i<4; i++)
            {
                CQuadtree pChild = pToNode.m_Children[i];

                // for each direction of that child of that node...
                for (byte j=0; j<4; j++)
                {
                    // check if that child links from that direction to our parent
                    if (pChild.m_Neighbors[j].node.Equals(m_Parent))
                    {
                        if (pCorrectNode == null)
                        {
                            // as there is no best correct child yet,
                            // temporarily selects that child as the correct
                            pCorrectNode = pChild;
                            neighDirection = j;
                            dist = CMath.QuickDistance(pChild.m_Center, m_Center);
                            break;
                        }
                        else
                        {
                            // check if this child is closer than
                            // the currently selected as the closer child
                            if (CMath.QuickDistance(pChild.m_Center, m_Center) < dist)
                            {
                                pCorrectNode = pChild;
                                neighDirection = j;

                                // as we can have only two childs
                                // pointing to our own parent, and the other child has been scanned already,
                                // we can safely bail out of the outer loop and stop searching
                                i = 4;
                                break;
                            }
                        }
                    }
                    else if (pChild.m_Neighbors[j].node == this)
                    {
                        // that child relinked to this node first
                        // which means both nodes are at same level
                        // so just get it and bail out
                        pCorrectNode = pChild;
                        neighDirection = j;

                        // link back to that node
                        m_Neighbors[(int)direction].node = pCorrectNode;
                        m_Neighbors[(int)direction].directionThere = (en_NeighborDirection)neighDirection;

                        // update edges of this node
                        m_NeedsReedge = true;

                        // bail out
                        return;
                    }
                }
            }

            if (pCorrectNode != null)
            {
                // link to that node
                m_Neighbors[(int)direction].node = pCorrectNode;
                m_Neighbors[(int)direction].directionThere = (en_NeighborDirection)neighDirection;

                // link that node back to this node
                pCorrectNode.m_Neighbors[neighDirection].node = this;
                pCorrectNode.m_Neighbors[neighDirection].directionThere = direction;

                // update edges and gaps
                m_NeedsReedge = true;
                pCorrectNode.m_NeedsReedge = true;

                // the other node was discarding resolution
                // because this node was at coarse level
                // now that both are at same level,
                // lets force the other node to use full mesh at the edge that links to this node
                pCorrectNode.m_GapFixMask |= (byte)(1 << neighDirection);
                pCorrectNode.m_Neighbors[neighDirection].isFixed = false;
            }
        }
        else
        {
            // the other node has no children...
            // so, the other node is at a coarse level
            // OR at same level (a brother node);
            // link directly to that node
            m_Neighbors[(int)direction].node = pToNode;
            m_Neighbors[(int)direction].directionThere = directionFromThere;
            m_Neighbors[(int)direction].node.m_NeedsReedge = true;

            // only this node needs to update edges and fix gaps
            m_NeedsReedge = true;
            m_GapFixMask |= (byte)(1 << (int)direction);
            m_Neighbors[(int)direction].isFixed = false;

            // the other node stays linked to the node it is already linked to.
        }
    }
示例#2
0
 // get a neighbor to this node
 public TNeighbor GetNeighbor(en_NeighborDirection direction)
 {
     return m_Neighbors[(int)direction];
 }