예제 #1
0
// 3D spatial partition
bool SpatialPartitionManager::Init(Vector3 minWorldDimension, Vector3 maxWorldDimension, Vector3 worldDivision, bool numPartitionBased, Mesh* mesh)
{
	worldDimension = maxWorldDimension - minWorldDimension;

	// ensure the data are not 0
	if (worldDimension.IsZero() || worldDivision.IsZero())
	{
		return false;
	}

	else
	{
		// divide the world base on the number of partitons given
		if (numPartitionBased)
		{
			numPartition = worldDivision;
			partitionDimension.Set(worldDimension.x / worldDivision.x, worldDimension.y / worldDivision.y, worldDimension.z / worldDivision.z);
		}

		else
		{
			partitionDimension = worldDivision;
			numPartition.Set(worldDimension.x / partitionDimension.x, worldDimension.y / partitionDimension.y, worldDimension.z / partitionDimension.z);
		}
	}

	type = PARTITION_3D;
	this->minWorldDimension = minWorldDimension;
	this->maxWorldDimension = maxWorldDimension;

	int id = 0;
	for (int k = 0; k < numPartition.z; ++k)
	{
		for (int j = 0; j < numPartition.y; ++j)
		{
			for (int i = 0; i < numPartition.x; ++i)
			{
				id = i + j * (int)numPartition.x + k * (int)numPartition.x * (int)numPartition.y;

				Partition* partition = new Partition();
				partition->Init(partitionDimension, 
					Vector3(minWorldDimension.x + i * partitionDimension.x,
							minWorldDimension.y + j * partitionDimension.y,
							minWorldDimension.z + k * partitionDimension.z),

					Vector3(minWorldDimension.x + (i + 1) * partitionDimension.x, 
							minWorldDimension.y + (j + 1) * partitionDimension.y, 
							minWorldDimension.z + (k + 1) * partitionDimension.z),
							id, 
							mesh);

				partitions.push_back(partition);
			}
		}
	}

	return true;
}