Example #1
0
// TODO: consider removing this, or switching to using getOrCreateChildElementContaining(const AACube& box)...
OctreeElement* OctreeElement::getOrCreateChildElementAt(float x, float y, float z, float s) {
    OctreeElement* child = NULL;
    // If the requested size is less than or equal to our scale, but greater than half our scale, then
    // we are the Element they are looking for.
    float ourScale = getScale();
    float halfOurScale = ourScale / 2.0f;

    if(s > ourScale) {
        qCDebug(octree, "UNEXPECTED -- OctreeElement::getOrCreateChildElementAt() s=[%f] > ourScale=[%f] ",
                (double)s, (double)ourScale);
    }

    if (s > halfOurScale) {
        return this;
    }

    int childIndex = getMyChildContainingPoint(glm::vec3(x, y, z));

    // Now, check if we have a child at that location
    child = getChildAtIndex(childIndex);
    if (!child) {
        child = addChildAtIndex(childIndex);
    }

    // Now that we have the child to recurse down, let it answer the original question...
    return child->getOrCreateChildElementAt(x, y, z, s);
}
Example #2
0
// TODO: consider removing this, or switching to using getOrCreateChildElementContaining(const AACube& box)...
OctreeElement* OctreeElement::getOrCreateChildElementAt(float x, float y, float z, float s) {
    OctreeElement* child = NULL;
    // If the requested size is less than or equal to our scale, but greater than half our scale, then
    // we are the Element they are looking for.
    float ourScale = getScale();
    float halfOurScale = ourScale / 2.0f;

    if(s > ourScale) {
        qCDebug(octree, "UNEXPECTED -- OctreeElement::getOrCreateChildElementAt() s=[%f] > ourScale=[%f] ",
                (double)s, (double)ourScale);
    }

    if (s > halfOurScale) {
        return this;
    }
    // otherwise, we need to find which of our children we should recurse
    glm::vec3 ourCenter = _cube.calcCenter();

    int childIndex = CHILD_UNKNOWN;
    // left half
    if (x > ourCenter.x) {
        if (y > ourCenter.y) {
            // top left
            if (z > ourCenter.z) {
                // top left far
                childIndex = CHILD_TOP_LEFT_FAR;
            } else {
                // top left near
                childIndex = CHILD_TOP_LEFT_NEAR;
            }
        } else {
            // bottom left
            if (z > ourCenter.z) {
                // bottom left far
                childIndex = CHILD_BOTTOM_LEFT_FAR;
            } else {
                // bottom left near
                childIndex = CHILD_BOTTOM_LEFT_NEAR;
            }
        }
    } else {
        // right half
        if (y > ourCenter.y) {
            // top right
            if (z > ourCenter.z) {
                // top right far
                childIndex = CHILD_TOP_RIGHT_FAR;
            } else {
                // top right near
                childIndex = CHILD_TOP_RIGHT_NEAR;
            }
        } else {
            // bottom right
            if (z > ourCenter.z) {
                // bottom right far
                childIndex = CHILD_BOTTOM_RIGHT_FAR;
            } else {
                // bottom right near
                childIndex = CHILD_BOTTOM_RIGHT_NEAR;
            }
        }
    }

    // Now, check if we have a child at that location
    child = getChildAtIndex(childIndex);
    if (!child) {
        child = addChildAtIndex(childIndex);
    }

    // Now that we have the child to recurse down, let it answer the original question...
    return child->getOrCreateChildElementAt(x, y, z, s);
}