Added overloads for visitor and sample functions
They now have an overload for accepting ICollideable
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14b1f20b87
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@ -72,15 +72,13 @@ void Octree::DestroyObject(UniquePointer< ICustomBody > customBodyRef)
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this->leafData.erase(this->leafData.begin() + this->leafData[this->mapReferences[customBodyRef]].queueRef);
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}
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std::vector<ICustomBody*> Octree::Sample(ICustomBody* customBodyRef)
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std::vector<ICustomBody*>& Octree::Sample(ICustomBody* customBodyRef, std::vector<ICustomBody*>& updateList)
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{
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std::vector<ICustomBody*> list;
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auto object = this->mapReferences.find(customBodyRef);
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if(object == this->mapReferences.end())
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{
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return list;
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return updateList;
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}
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unsigned int tempRef = object->second;
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@ -89,11 +87,24 @@ std::vector<ICustomBody*> Octree::Sample(ICustomBody* customBodyRef)
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{
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if(tempRef != i) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container))
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{
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list.push_back(this->leafData[i].customBodyRef);
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updateList.push_back(this->leafData[i].customBodyRef);
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}
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}
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return list;
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return updateList;
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}
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std::vector<ICustomBody*>& Octree::Sample(::Collision3D::ICollideable* collideable, std::vector<ICustomBody*>& updateList)
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{
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for(unsigned int i = 0; i<this->leafData.size(); i++)
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{
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if(this->leafData[i].container.Intersects(*collideable))
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{
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updateList.push_back(this->leafData[i].customBodyRef);
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}
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}
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return updateList;
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}
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void Octree::Visit(ICustomBody* customBodyRef, VistorAction hitAction )
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@ -116,6 +127,17 @@ void Octree::Visit(ICustomBody* customBodyRef, VistorAction hitAction )
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}
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}
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void Octree::Visit(::Collision3D::ICollideable* collideable, VistorAction hitAction)
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{
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for(unsigned int i = 0; i<this->leafData.size(); i++)
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{
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if(this->leafData[i].container.Intersects(*collideable))
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{
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//hitAction(*this, tempRef, i); // @todo TODO: Add typedef to handle function calls with ICollideable
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}
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}
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}
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ICustomBody* Octree::GetCustomBody(const unsigned int tempRef)
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{
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return this->leafData[tempRef].customBodyRef;
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@ -49,8 +49,10 @@ namespace Oyster
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void DestroyObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
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std::vector<ICustomBody*> Sample(ICustomBody* customBodyRef);
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std::vector<ICustomBody*>& Sample(ICustomBody* customBodyRef, std::vector<ICustomBody*>& updateList);
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std::vector<ICustomBody*>& Sample(Oyster::Collision3D::ICollideable* collideable, std::vector<ICustomBody*>& updateList);
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void Visit(ICustomBody* customBodyRef, VistorAction hitAction );
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void Visit(Oyster::Collision3D::ICollideable* collideable, VistorAction hitAction );
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ICustomBody* GetCustomBody(const unsigned int tempRef);
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