1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586 |
- import type { SmartArray } from "../../Misc/smartArray";
- import type { Vector3 } from "../../Maths/math.vector";
- import type { SubMesh } from "../../Meshes/subMesh";
- import type { AbstractMesh } from "../../Meshes/abstractMesh";
- import type { Ray } from "../../Culling/ray";
- import { OctreeBlock } from "./octreeBlock";
- import type { Plane } from "../../Maths/math.plane";
- /**
- * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
- * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimizeOctrees
- */
- export declare class Octree<T> {
- /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
- maxDepth: number;
- /**
- * Blocks within the octree containing objects
- */
- blocks: Array<OctreeBlock<T>>;
- /**
- * Content stored in the octree
- */
- dynamicContent: T[];
- private _maxBlockCapacity;
- private _selectionContent;
- private _creationFunc;
- /**
- * Creates a octree
- * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimizeOctrees
- * @param creationFunc function to be used to instantiate the octree
- * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
- * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
- */
- constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
- /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
- maxDepth?: number);
- /**
- * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
- * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
- * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
- * @param entries meshes to be added to the octree blocks
- */
- update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
- /**
- * Adds a mesh to the octree
- * @param entry Mesh to add to the octree
- */
- addMesh(entry: T): void;
- /**
- * Remove an element from the octree
- * @param entry defines the element to remove
- */
- removeMesh(entry: T): void;
- /**
- * Selects an array of meshes within the frustum
- * @param frustumPlanes The frustum planes to use which will select all meshes within it
- * @param allowDuplicate If duplicate objects are allowed in the resulting object array
- * @returns array of meshes within the frustum
- */
- select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
- /**
- * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
- * @param sphereCenter defines the bounding sphere center
- * @param sphereRadius defines the bounding sphere radius
- * @param allowDuplicate defines if the selection array can contains duplicated entries
- * @returns an array of objects that intersect the sphere
- */
- intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
- /**
- * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
- * @param ray defines the ray to test with
- * @returns array of intersected objects
- */
- intersectsRay(ray: Ray): SmartArray<T>;
- /**
- * Adds a mesh into the octree block if it intersects the block
- * @param entry defines the mesh to try to add to the block
- * @param block defines the block where the mesh should be added
- */
- static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
- /**
- * Adds a submesh into the octree block if it intersects the block
- * @param entry defines the submesh to try to add to the block
- * @param block defines the block where the submesh should be added
- */
- static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
- }
|