TrinityCore
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#include <KDTree.h>
Classes | |
class | BoundsComparator |
class | BoxIntersectionIterator |
class | CenterComparator |
class | Comparator |
class | Handle |
class | Iterator |
class | Node |
Public Member Functions | |
KDTree () | |
KDTree (const KDTree &src) | |
KDTree & | operator= (const KDTree &src) |
~KDTree () | |
void | clear () |
int | size () const |
void | insert (const T &value) |
void | insert (const Array< T > &valueArray) |
bool | contains (const T &value) |
void | remove (const T &value) |
void | update (const T &value) |
void | balance (int valuesPerNode=5, int numMeanSplits=3) |
void | setContents (const Array< T > &array, int valuesPerNode=5, int numMeanSplits=3) |
void | getIntersectingMembers (const Array< Plane > &plane, Array< T * > &members) const |
void | getIntersectingMembers (const Array< Plane > &plane, Array< T > &members) const |
void | getIntersectingMembers (const Frustum &frustum, Array< T * > &members) const |
void | getIntersectingMembers (const Frustum &frustum, Array< T > &members) const |
BoxIntersectionIterator | beginBoxIntersection (const AABox &box) const |
BoxIntersectionIterator | endBoxIntersection () const |
void | getIntersectingMembers (const AABox &box, Array< T * > &members) const |
void | getIntersectingMembers (const AABox &box, Array< T > &members) const |
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void | intersectRay (const Ray &ray, RayCallback &intersectCallback, float &distance, bool intersectCallbackIsFast=false) const |
void | getIntersectingMembers (const Sphere &sphere, Array< T * > &members) const |
Finds all members whose bounding boxes intersect the sphere. The actual elements may not intersect the sphere. More... | |
void | getIntersectingMembers (const Sphere &sphere, Array< T > &members) const |
void | serializeStructure (BinaryOutput &bo) const |
void | deserializeStructure (BinaryInput &bi) |
void | getMembers (Array< T > &members) const |
const T * | getPointer (const T &value) const |
Iterator | begin () const |
Iterator | end () const |
Protected Types | |
typedef _internal::Indirector < Handle > | Member |
typedef Table< Member, Node * > | MemberTable |
Protected Member Functions | |
Node * | makeNode (Array< Handle * > &source, int valuesPerNode, int numMeanSplits, Array< Handle * > &temp) |
Node * | cloneTree (Node *src) |
Static Protected Member Functions | |
static AABox | computeBounds (const Array< Handle * > &point, int beginIndex, int endIndex) |
static void | getIntersectingMembers (const Array< Plane > &plane, Array< T * > &members, Node *node, uint32 parentMask) |
Protected Attributes | |
MemberTable | memberTable |
Node * | root |
A set that supports spatial queries using a KD tree (axis-aligned BSP tree) for speed.
KDTree allows you to quickly find objects in 3D that lie within a box or along a ray. For large sets of objects it is much faster than testing each object for a collision.
KDTree is as powerful as but more general than a Quad Tree, Oct Tree, or regular KD tree that cycles through axes, but less general than an unconstrained BSP tree (which is much slower to create).
Internally, objects are arranged into a tree according to their axis-aligned bounds. This increases the cost of insertion to O(log n) but allows fast overlap queries.
Template Parameters
The template parameter T must be one for which the following functions are all overloaded:
T::T(); // public constructor of no arguments template <> struct HashTrait<T> { static size_t hashCode(int key); }; template<> struct BoundsTrait<T> { static void getBounds(const T& obj, G3D::AABox& out); };
G3D provides these for common classes like G3D::Vector3 and G3D::Sphere. If you use a custom class, or a pointer to a custom class, you will need to define those functions.
Moving Set Members
It is important that objects do not move without updating the KDTree. If the axis-aligned bounds of an object are about to change, KDTree::remove it before they change and KDTree::insert it again afterward. For objects where the hashCode and == operator are invariant with respect to the 3D position, you can use the KDTree::update method as a shortcut to insert/remove an object in one step after it has moved.
Note: Do not mutate any value once it has been inserted into KDTree. Values are copied interally. All KDTree iterators convert to pointers to constant values to reinforce this.
If you want to mutate the objects you intend to store in a KDTree simply insert pointers to your objects instead of the objects themselves, and ensure that the above operations are defined. (And actually, because values are copied, if your values are large you may want to insert pointers anyway, to save space and make the balance operation faster.)
Dimensions Although designed as a 3D-data structure, you can use the KDTree for data distributed along 2 or 1 axes by simply returning bounds that are always zero along one or more dimensions.
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Wrapper for a Handle; used to create a memberTable that acts like Table<Handle, Node*> but stores only Handle* internally to avoid memory copies.
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To construct a balanced tree, insert the elements and then call KDTree::balance().
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Rebalances the tree (slow). Call when objects have moved substantially from their original positions (which unbalances the tree and causes the spatial queries to be slow).
valuesPerNode | Maximum number of elements to put at a node. |
numMeanSplits | numMeanSplits = 0 gives a fully axis aligned BSP-tree, where the balance operation attempts to balance the tree so that every splitting plane has an equal number of left and right children (i.e. it is a median split along that axis). This tends to maximize average performance. |
You can override this behavior by setting a number of mean (average) splits. numMeanSplits = MAX_INT creates a full oct-tree, which tends to optimize peak performance at the expense of average performance. It tends to have better clustering behavior when members are not uniformly distributed.
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C++ STL style iterator method. Returns the first member. Use preincrement (++entry) to get to the next element (iteration order is arbitrary). Do not modify the set while iterating.
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Iterates through the members that intersect the box
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Throws out all elements of the set.
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Recursively clone the passed in node tree, setting pointers for members in the memberTable as appropriate. called by the assignment operator.
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Returns the bounds of the sub array. Used by makeNode.
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Returns true if this object is in the set, otherwise returns false. O(1) time.
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Clears the member table
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C++ STL style iterator method. Returns one after the last iterator element.
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parentMask | The mask that this node returned from culledBy. |
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Returns all members inside the set of planes.
members | The results are appended to this array. |
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Typically used to find all visible objects inside the view frustum (see also Camera::getClipPlanes)... i.e. all objects not culled by frustum.
Example:
Array<Object*> visible; tree.getIntersectingMembers(camera.frustum(), visible); // ... Draw all objects in the visible array.
members | The results are appended to this array. |
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Appends all members whose bounds intersect the box. See also KDTree::beginBoxIntersection.
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Finds all members whose bounding boxes intersect the sphere. The actual elements may not intersect the sphere.
members | The results are appended to this array. |
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Returns an array of all members of the set. See also KDTree::begin.
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If a value that is EqualsFunc to value is present, returns a pointer to the version stored in the data structure, otherwise returns NULL.
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Inserts an object into the set if it is not already present. O(log n) time. Does not cause the tree to be balanced.
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Inserts each elements in the array in turn. If the tree begins empty (no structure and no elements), this is faster than inserting each element in turn. You still need to balance the tree at the end.
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Invoke a callback for every member along a ray until the closest intersection is found.
intersectCallback | Either a function or an instance of a class with an overloaded operator() of the form: void callback(const Ray& ray, const T& object, float& distance).If the ray hits the object before travelling distance distance , updates distance with the new distance to the intersection, otherwise leaves it unmodified. A common example is:
class Entity { public: void intersect(const Ray& ray, float& maxDist, Vector3& outLocation, Vector3& outNormal) { float d = maxDist; // ... search for intersection distance d if ((d > 0) && (d < maxDist)) { // Intersection occured maxDist = d; outLocation = ...; outNormal = ...; } } }; // Finds the surface normal and location of the first intersection with the scene class Intersection { public: Entity* closestEntity; Vector3 hitLocation; Vector3 hitNormal; void operator()(const Ray& ray, const Entity* entity, float& distance) { entity->intersect(ray, distance, hitLocation, hitNormal); } }; KDTree |
distance | When the method is invoked, this is the maximum distance that the tree should search for an intersection. On return, this is set to the distance to the first intersection encountered. |
intersectCallbackIsFast | If false, each object's bounds are tested before the intersectCallback is invoked. If the intersect callback runs at the same speed or faster than AABox-ray intersection, set this to true. |
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Recursively subdivides the subarray.
Clears the source array as soon as it is no longer needed.
Call assignSplitBounds() on the root node after making a tree.
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Removes an object from the set in O(1) time. It is an error to remove members that are not already present. May unbalance the tree.
Removing an element never causes a node (split plane) to be removed... nodes are only changed when the tree is rebalanced. This behavior is desirable because it allows the split planes to be serialized, and then deserialized into an empty tree which can be repopulated.
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Stores the locations of the splitting planes (the structure but not the content) so that the tree can be quickly rebuilt from a previous configuration without calling balance.
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Clear, set the contents to the values in the array, and then balance
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If the element is in the set, it is removed. The element is then inserted.
This is useful when the == and hashCode methods on T are independent of the bounds. In that case, you may call update(v) to insert an element for the first time and call update(v) again every time it moves to keep the tree up to date.
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Maps members to the node containing them
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