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- import { SmartArrayNoDuplicate } from "../../Misc/smartArray.js";
- import { OctreeBlock } from "./octreeBlock.js";
- /**
- * 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 class Octree {
- /**
- * 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, maxBlockCapacity,
- /** 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 = 2) {
- this.maxDepth = maxDepth;
- /**
- * Content stored in the octree
- */
- this.dynamicContent = [];
- this._maxBlockCapacity = maxBlockCapacity || 64;
- this._selectionContent = new SmartArrayNoDuplicate(1024);
- this._creationFunc = creationFunc;
- }
- // Methods
- /**
- * 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, worldMax, entries) {
- OctreeBlock._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
- }
- /**
- * Adds a mesh to the octree
- * @param entry Mesh to add to the octree
- */
- addMesh(entry) {
- for (let index = 0; index < this.blocks.length; index++) {
- const block = this.blocks[index];
- block.addEntry(entry);
- }
- }
- /**
- * Remove an element from the octree
- * @param entry defines the element to remove
- */
- removeMesh(entry) {
- for (let index = 0; index < this.blocks.length; index++) {
- const block = this.blocks[index];
- block.removeEntry(entry);
- }
- }
- /**
- * 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, allowDuplicate) {
- this._selectionContent.reset();
- for (let index = 0; index < this.blocks.length; index++) {
- const block = this.blocks[index];
- block.select(frustumPlanes, this._selectionContent, allowDuplicate);
- }
- if (allowDuplicate) {
- this._selectionContent.concat(this.dynamicContent);
- }
- else {
- this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
- }
- return this._selectionContent;
- }
- /**
- * 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, sphereRadius, allowDuplicate) {
- this._selectionContent.reset();
- for (let index = 0; index < this.blocks.length; index++) {
- const block = this.blocks[index];
- block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
- }
- if (allowDuplicate) {
- this._selectionContent.concat(this.dynamicContent);
- }
- else {
- this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
- }
- return this._selectionContent;
- }
- /**
- * 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) {
- this._selectionContent.reset();
- for (let index = 0; index < this.blocks.length; index++) {
- const block = this.blocks[index];
- block.intersectsRay(ray, this._selectionContent);
- }
- this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
- return this._selectionContent;
- }
- }
- /**
- * 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
- */
- Octree.CreationFuncForMeshes = (entry, block) => {
- const boundingInfo = entry.getBoundingInfo();
- if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
- block.entries.push(entry);
- }
- };
- /**
- * 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
- */
- Octree.CreationFuncForSubMeshes = (entry, block) => {
- const boundingInfo = entry.getBoundingInfo();
- if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
- block.entries.push(entry);
- }
- };
- //# sourceMappingURL=octree.js.map
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