コード例 #1
0
ファイル: CollisionTree.java プロジェクト: bandj/Ardor3D
  protected void splitMesh(
      final Mesh mesh, final int sectionStart, final int sectionEnd, final boolean doSort) {
    _mesh = makeRef(mesh);

    // Split range in half
    final int rangeSize = sectionEnd - sectionStart;
    final int halfRange = rangeSize / 2; // odd number will give +1 to right.

    // left half:
    // if half size == 1, create as regular CollisionTree
    if (halfRange == 1) {
      // compute section
      final int section = sectionStart;

      // create the left child
      _left = new CollisionTree(_type);

      _left._primitiveIndices = new int[mesh.getMeshData().getPrimitiveCount(section)];
      for (int i = 0; i < _left._primitiveIndices.length; i++) {
        _left._primitiveIndices[i] = i;
      }
      _left._mesh = _mesh;
      _left.createTree(section, 0, _left._primitiveIndices.length, doSort);
    } else {
      // otherwise, make an empty collision tree and call split with new range
      _left = new CollisionTree(_type);
      _left.splitMesh(mesh, sectionStart, sectionStart + halfRange, doSort);
    }

    // right half:
    // if rangeSize - half size == 1, create as regular CollisionTree
    if (rangeSize - halfRange == 1) {
      // compute section
      final int section = sectionStart + 1;

      // create the left child
      _right = new CollisionTree(_type);

      _right._primitiveIndices = new int[mesh.getMeshData().getPrimitiveCount(section)];
      for (int i = 0; i < _right._primitiveIndices.length; i++) {
        _right._primitiveIndices[i] = i;
      }
      _right._mesh = _mesh;
      _right.createTree(section, 0, _right._primitiveIndices.length, doSort);
    } else {
      // otherwise, make an empty collision tree and call split with new range
      _right = new CollisionTree(_type);
      _right.splitMesh(mesh, sectionStart + halfRange, sectionEnd, doSort);
    }

    // Ok, now since we technically have no primitives, we need our bounds to be the merging of our
    // children bounds
    // instead:
    _bounds = _left._bounds.clone(_bounds);
    _bounds.mergeLocal(_right._bounds);
    _worldBounds = _bounds.clone(_worldBounds);
  }
コード例 #2
0
ファイル: CollisionTree.java プロジェクト: bandj/Ardor3D
 /**
  * Recreate this Collision Tree for the given mesh.
  *
  * @param mesh The mesh that this tree should represent.
  * @param doSort true to sort primitives during creation, false otherwise
  */
 public void construct(final Mesh mesh, final boolean doSort) {
   _mesh = makeRef(mesh);
   if (mesh.getMeshData().getSectionCount() == 1) {
     _primitiveIndices = new int[mesh.getMeshData().getPrimitiveCount(0)];
     for (int i = 0; i < _primitiveIndices.length; i++) {
       _primitiveIndices[i] = i;
     }
     createTree(0, 0, _primitiveIndices.length, doSort);
   } else {
     // divide up the sections into the tree by adding intermediate nodes as needed.
     splitMesh(mesh, 0, mesh.getMeshData().getSectionCount(), doSort);
   }
 }