📄 treenode.h
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/*
* Copyright (C) 2005,2006,2007 MaNGOS <http://www.mangosproject.org/>
* Copyright (C) 2007-2008 Ascent Team <http://www.ascentemu.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef _TREENODE_H
#define _TREENODE_H
//#include "ShortVector.h"
//#include "ShortBox.h"
#include "Common.h"
#include <G3D/Vector3.h>
#include <G3D/AABox.h>
using namespace G3D;
namespace VMAP
{
/**
This Class is mainly taken from G3D/AABSPTree.h and modified to match our data structure.
It is the node within our static BSP-Trees.
It does not use pointers but indexes to access the values and other nodes.
*/
//=====================================================
class TreeNode
{
private:
/** Location along the specified axis */
float iSplitLocation;
// Offest or the clients
int iChilds[2];
//Position within the TriangleBox array
unsigned int iStartPosition;
Vector3::Axis iSplitAxis;
AABox iBounds;
unsigned short iNumberOfValues;
public:
TreeNode() {}
TreeNode(unsigned short pNValues, unsigned int pStartPosition)
{
iChilds[0] = -1;
iChilds[1] = -1;
iStartPosition = pStartPosition;
iNumberOfValues = pNValues;
}
bool hasChilds() const { return(iChilds > 0 || iChilds > 0); }
TreeNode const* getChild(TreeNode const* pValueArray, int pNo) const;
// pChildNo = 0 or 1
inline void setChildPos(int pChildNo, int pChildPosInTreeNodeArray) { iChilds[pChildNo] = pChildPosInTreeNodeArray; }
inline Vector3::Axis getSplitAxis() const { return(iSplitAxis); }
inline void setSplitAxis(Vector3::Axis a) { iSplitAxis = a; }
inline void setSplitLocation(float l) { iSplitLocation = l; }
inline void setBounds(const AABox& pBox) { iBounds = pBox; }
inline void setBounds(const Vector3& lo, const Vector3& hi) { iBounds.set(lo,hi); }
inline void getBounds(AABox& pBox) const { pBox.set(iBounds.low(),iBounds.high()); }
inline float getSplitLocation() const { return(iSplitLocation); }
inline unsigned short getNValues() const { return (iNumberOfValues); }
inline unsigned int getStartPosition() const { return(iStartPosition); }
inline bool operator==(const TreeNode& n) const
{
return ((iSplitLocation == n.iSplitLocation) &&
(iChilds[0] == n.iChilds[0]) && (iChilds[1] == n.iChilds[1]) &&
(iStartPosition == n.iStartPosition) &&
(iSplitAxis == n.iSplitAxis) &&
(iBounds == n.iBounds) &&
(iNumberOfValues == n.iNumberOfValues));
}
inline bool operator!=(const TreeNode& n) const
{
return !((iSplitLocation == n.iSplitLocation) &&
(iChilds[0] == n.iChilds[0]) && (iChilds[1] == n.iChilds[1]) &&
(iStartPosition == n.iStartPosition) &&
(iSplitAxis == n.iSplitAxis) &&
(iBounds == n.iBounds) &&
(iNumberOfValues == n.iNumberOfValues));
}
};
}
#endif
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