void Octree::DeleteChildOctants(Octant* octant, bool deletingOctree) { for (auto it = octant->nodes.Begin(); it != octant->nodes.End(); ++it) { OctreeNode* node = *it; node->octant = nullptr; node->SetFlag(NF_OCTREE_UPDATE_QUEUED, false); if (deletingOctree) node->octree = nullptr; } octant->nodes.Clear(); octant->numNodes = 0; for (size_t i = 0; i < NUM_OCTANTS; ++i) { if (octant->children[i]) { DeleteChildOctants(octant->children[i], deletingOctree); octant->children[i] = nullptr; } } if (octant != &root) allocator.Free(octant); }
void Octree::Update() { PROFILE(UpdateOctree); for (auto it = updateQueue.Begin(); it != updateQueue.End(); ++it) { OctreeNode* node = *it; // If node was removed before update could happen, a null pointer will be in its place if (node) { node->SetFlag(NF_OCTREE_UPDATE_QUEUED, false); // Do nothing if still fits the current octant const BoundingBox& box = node->WorldBoundingBox(); Vector3 boxSize = box.Size(); Octant* oldOctant = node->octant; if (oldOctant && oldOctant->cullingBox.IsInside(box) == INSIDE && oldOctant->FitBoundingBox(box, boxSize)) continue; // Begin reinsert process. Start from root and check what level child needs to be used Octant* newOctant = &root; Vector3 boxCenter = box.Center(); for (;;) { bool insertHere; // If node does not fit fully inside root octant, must remain in it if (newOctant == &root) insertHere = newOctant->cullingBox.IsInside(box) != INSIDE || newOctant->FitBoundingBox(box, boxSize); else insertHere = newOctant->FitBoundingBox(box, boxSize); if (insertHere) { if (newOctant != oldOctant) { // Add first, then remove, because node count going to zero deletes the octree branch in question AddNode(node, newOctant); if (oldOctant) RemoveNode(node, oldOctant); } break; } else newOctant = CreateChildOctant(newOctant, newOctant->ChildIndex(boxCenter)); } } } updateQueue.Clear(); }