コード例 #1
0
PODVector<OffMeshConnection*> DynamicNavigationMesh::CollectOffMeshConnections(const BoundingBox& bounds)
{
    PODVector<OffMeshConnection*> connections;
    node_->GetComponents<OffMeshConnection>(connections, true);
    for (unsigned i = 0; i < connections.Size(); ++i)
    {
        OffMeshConnection* connection = connections[i];
        if (!(connection->IsEnabledEffective() && connection->GetEndPoint()))
        {
            // discard this connection
            connections.Erase(i);
            --i;
        }
    }

    return connections;
}
コード例 #2
0
ファイル: CrowdManager.cpp プロジェクト: gogoprog/Urho3D
PODVector<CrowdAgent*> CrowdManager::GetAgents(Node* node, bool inCrowdFilter) const
{
    if (!node)
        node = GetScene();
    PODVector<CrowdAgent*> agents;
    node->GetComponents<CrowdAgent>(agents, true);
    if (inCrowdFilter)
    {
        PODVector<CrowdAgent*>::Iterator i = agents.Begin();
        while (i != agents.End())
        {
            if ((*i)->IsInCrowd())
                ++i;
            else
                i = agents.Erase(i);
        }
    }
    return agents;
}
コード例 #3
0
void PhysicsWorld::GetRigidBodies(PODVector<RigidBody*>& result, const RigidBody* body)
{
    ATOMIC_PROFILE(PhysicsBodyQuery);
    
    result.Clear();
    
    if (!body || !body->GetBody())
        return;

    PhysicsQueryCallback callback(result, body->GetCollisionMask());
    world_->contactTest(body->GetBody(), callback);
    
    // Remove the body itself from the returned list
    for (unsigned i = 0; i < result.Size(); i++)
    {
        if (result[i] == body)
        {
            result.Erase(i);
            break;
        }
    }
}
コード例 #4
0
void OptimizeIndices(ModelSubGeometryLodLevel* subGeom, ModelVertexBuffer* vb, ModelIndexBuffer* ib)
{
    PODVector<Triangle> oldTriangles;
    PODVector<Triangle> newTriangles;

    if (subGeom->indexCount_ % 3)
    {
        PrintLine("Index count is not divisible by 3, skipping index optimization");
        return;
    }

    for (unsigned i = 0; i < vb->vertices_.Size(); ++i)
    {
        vb->vertices_[i].useCount_ = 0;
        vb->vertices_[i].cachePosition_ = -1;
    }

    for (unsigned i = subGeom->indexStart_; i < subGeom->indexStart_ + subGeom->indexCount_; i += 3)
    {
        Triangle triangle;
        triangle.v0_ = ib->indices_[i];
        triangle.v1_ = ib->indices_[i + 1];
        triangle.v2_ = ib->indices_[i + 2];
        vb->vertices_[triangle.v0_].useCount_++;
        vb->vertices_[triangle.v1_].useCount_++;
        vb->vertices_[triangle.v2_].useCount_++;
        oldTriangles.Push(triangle);
    }

    for (unsigned i = 0; i < vb->vertices_.Size(); ++i)
        CalculateScore(vb->vertices_[i]);

    PODVector<unsigned> vertexCache;

    while (oldTriangles.Size())
    {
        unsigned bestTriangle = M_MAX_UNSIGNED;
        float bestTriangleScore = -1.0f;

        // Find the best triangle at this point
        for (unsigned i = 0; i < oldTriangles.Size(); ++i)
        {
            Triangle& triangle = oldTriangles[i];
            float triangleScore =
                vb->vertices_[triangle.v0_].score_ +
                vb->vertices_[triangle.v1_].score_ +
                vb->vertices_[triangle.v2_].score_;

            if (triangleScore > bestTriangleScore)
            {
                bestTriangle = i;
                bestTriangleScore = triangleScore;
            }
        }

        if (bestTriangle == M_MAX_UNSIGNED)
        {
            PrintLine("Could not find next triangle, aborting index optimization");
            return;
        }

        // Add the best triangle
        Triangle triangleCopy = oldTriangles[bestTriangle];
        newTriangles.Push(triangleCopy);
        oldTriangles.Erase(oldTriangles.Begin() + bestTriangle);

        // Reduce the use count
        vb->vertices_[triangleCopy.v0_].useCount_--;
        vb->vertices_[triangleCopy.v1_].useCount_--;
        vb->vertices_[triangleCopy.v2_].useCount_--;

        // Model the LRU cache behaviour
        // Erase the triangle vertices from the middle of the cache, if they were there
        for (unsigned i = 0; i < vertexCache.Size(); ++i)
        {
            if ((vertexCache[i] == triangleCopy.v0_) ||
                    (vertexCache[i] == triangleCopy.v1_) ||
                    (vertexCache[i] == triangleCopy.v2_))
            {
                vertexCache.Erase(vertexCache.Begin() + i);
                --i;
            }
        }

        // Then push them to the front
        vertexCache.Insert(vertexCache.Begin(), triangleCopy.v0_);
        vertexCache.Insert(vertexCache.Begin(), triangleCopy.v1_);
        vertexCache.Insert(vertexCache.Begin(), triangleCopy.v2_);

        // Update positions & scores of all vertices in the cache
        // Give position -1 if vertex is going to be erased
        for (unsigned i = 0; i < vertexCache.Size(); ++i)
        {
            ModelVertex& vertex = vb->vertices_[vertexCache[i]];
            if (i >= VERTEX_CACHE_SIZE)
                vertex.cachePosition_ = -1;
            else
                vertex.cachePosition_ = i;
            CalculateScore(vertex);
        }

        // Finally erase the extra vertices
        if (vertexCache.Size() > VERTEX_CACHE_SIZE)
            vertexCache.Resize(VERTEX_CACHE_SIZE);
    }

    // Rewrite the index data now
    unsigned i = subGeom->indexStart_;
    for (unsigned j = 0; j < newTriangles.Size(); ++j)
    {
        ib->indices_[i++] = newTriangles[j].v0_;
        ib->indices_[i++] = newTriangles[j].v1_;
        ib->indices_[i++] = newTriangles[j].v2_;
    }
}