Danbias/Code/GamePhysics/Implementation/Octree.h

59 lines
1.2 KiB
C++

#ifndef OCTREE_H
#define OCTREE_H
#include <vector>
#include <map>
#include "Sphere.h"
#include "BoxAxisAligned.h"
#include "Utilities.h"
#include "../PhysicsAPI.h"
namespace Oyster
{
namespace Physics
{
class Octree
{
public:
struct Data
{
Data* prev;
Data* next;
Collision3D::Sphere container;
Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef;
unsigned int queueRef;
};
struct OctreeNode
{
OctreeNode* children[8];
Data* dataPtr;
Collision3D::BoxAxisAligned container;
};
Octree(unsigned int bufferSize, unsigned char numLayers, Math::Float3 worldSize);
virtual ~Octree();
void AddObject(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
void MoveToUpdateQueue(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
void DestroyObject(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
std::vector<ICustomBody*> Sample(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
private:
std::vector < Data > leafData;
std::vector < Data* > updateQueue;
std::map< ICustomBody*, unsigned int > mapReferences;
OctreeNode worldNode;
};
}
}
#endif