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635 lines
21 KiB
Lua
635 lines
21 KiB
Lua
-- https://github.com/Nition/UnityOctree
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-- https://github.com/Nition/UnityOctree/blob/master/LICENCE
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-- https://github.com/Nition/UnityOctree/blob/master/Scripts/BoundsOctree.cs
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-- https://github.com/Nition/UnityOctree/blob/master/Scripts/BoundsOctreeNode.cs
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--- Octree
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-- @module octree
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local modules = (...):gsub('%.[^%.]+$', '') .. "."
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local intersect = require(modules .. "intersect")
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local mat4 = require(modules .. "mat4")
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local utils = require(modules .. "utils")
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local vec3 = require(modules .. "vec3")
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local Octree = {}
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local OctreeNode = {}
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local Node
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Octree.__index = Octree
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OctreeNode.__index = OctreeNode
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--== Octree ==--
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--- Constructor for the bounds octree.
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-- @param initialWorldSize Size of the sides of the initial node, in metres. The octree will never shrink smaller than this
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-- @param initialWorldPos Position of the centre of the initial node
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-- @param minNodeSize Nodes will stop splitting if the new nodes would be smaller than this (metres)
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-- @param looseness Clamped between 1 and 2. Values > 1 let nodes overlap
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local function new(initialWorldSize, initialWorldPos, minNodeSize, looseness)
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local tree = setmetatable({}, Octree)
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if minNodeSize > initialWorldSize then
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print("Minimum node size must be at least as big as the initial world size. Was: " .. minNodeSize .. " Adjusted to: " .. initialWorldSize)
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minNodeSize = initialWorldSize
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end
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-- The total amount of objects currently in the tree
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tree.count = 0
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-- Size that the octree was on creation
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tree.initialSize = initialWorldSize
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-- Minimum side length that a node can be - essentially an alternative to having a max depth
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tree.minSize = minNodeSize
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-- Should be a value between 1 and 2. A multiplier for the base size of a node.
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-- 1.0 is a "normal" octree, while values > 1 have overlap
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tree.looseness = utils.clamp(looseness, 1, 2)
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-- Root node of the octree
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tree.rootNode = Node(tree.initialSize, tree.minSize, tree.looseness, initialWorldPos)
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return tree
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end
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--- Used when growing the octree. Works out where the old root node would fit inside a new, larger root node.
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-- @param xDir X direction of growth. 1 or -1
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-- @param yDir Y direction of growth. 1 or -1
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-- @param zDir Z direction of growth. 1 or -1
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-- @return Octant where the root node should be
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local function get_root_pos_index(xDir, yDir, zDir)
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local result = xDir > 0 and 1 or 0
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if yDir < 0 then return result + 4 end
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if zDir > 0 then return result + 2 end
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end
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--- Add an object.
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-- @param obj Object to add
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-- @param objBounds 3D bounding box around the object
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function Octree:add(obj, objBounds)
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-- Add object or expand the octree until it can be added
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local count = 0 -- Safety check against infinite/excessive growth
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while not self.rootNode:add(obj, objBounds) do
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count = count + 1
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self:grow(objBounds.center - self.rootNode.center)
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if count > 20 then
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print("Aborted Add operation as it seemed to be going on forever (" .. count - 1 .. ") attempts at growing the octree.")
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return
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end
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self.count = self.count + 1
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end
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end
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--- Remove an object. Makes the assumption that the object only exists once in the tree.
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-- @param obj Object to remove
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-- @return bool True if the object was removed successfully
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function Octree:remove(obj)
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local removed = self.rootNode:remove(obj)
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-- See if we can shrink the octree down now that we've removed the item
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if removed then
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self.count = self.count - 1
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self:shrink()
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end
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return removed
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end
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--- Check if the specified bounds intersect with anything in the tree. See also: get_colliding.
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-- @param checkBounds bounds to check
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-- @return bool True if there was a collision
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function Octree:is_colliding(checkBounds)
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return self.rootNode:is_colliding(checkBounds)
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end
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--- Returns an array of objects that intersect with the specified bounds, if any. Otherwise returns an empty array. See also: is_colliding.
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-- @param checkBounds bounds to check
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-- @return table Objects that intersect with the specified bounds
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function Octree:get_colliding(checkBounds)
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return self.rootNode:get_colliding(checkBounds)
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end
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--- Cast a ray through the node and its children
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-- @param ray Ray with a position and a direction
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-- @param func Function to execute on any objects within child nodes
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-- @param out Table to store results of func in
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-- @return boolean True if an intersect detected
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function Octree:cast_ray(ray, func, out)
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assert(func)
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return self.rootNode:cast_ray(ray, func, out)
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end
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--- Draws node boundaries visually for debugging.
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function Octree:draw_bounds(cube)
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self.rootNode:draw_bounds(cube)
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end
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--- Draws the bounds of all objects in the tree visually for debugging.
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function Octree:draw_objects(cube, filter)
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self.rootNode:draw_objects(cube, filter)
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end
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--- Grow the octree to fit in all objects.
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-- @param direction Direction to grow
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function Octree:grow(direction)
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local xDirection = direction.x >= 0 and 1 or -1
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local yDirection = direction.y >= 0 and 1 or -1
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local zDirection = direction.z >= 0 and 1 or -1
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local oldRoot = self.rootNode
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local half = self.rootNode.baseLength / 2
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local newLength = self.rootNode.baseLength * 2
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local newCenter = self.rootNode.center + vec3(xDirection * half, yDirection * half, zDirection * half)
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-- Create a new, bigger octree root node
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self.rootNode = Node(newLength, self.minSize, self.looseness, newCenter)
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-- Create 7 new octree children to go with the old root as children of the new root
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local rootPos = get_root_pos_index(xDirection, yDirection, zDirection)
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local children = {}
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for i = 0, 7 do
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if i == rootPos then
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children[i+1] = oldRoot
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else
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xDirection = i % 2 == 0 and -1 or 1
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yDirection = i > 3 and -1 or 1
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zDirection = (i < 2 or (i > 3 and i < 6)) and -1 or 1
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children[i+1] = Node(self.rootNode.baseLength, self.minSize, self.looseness, newCenter + vec3(xDirection * half, yDirection * half, zDirection * half))
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end
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end
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-- Attach the new children to the new root node
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self.rootNode:set_children(children)
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end
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--- Shrink the octree if possible, else leave it the same.
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function Octree:shrink()
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self.rootNode = self.rootNode:shrink_if_possible(self.initialSize)
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end
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--== Octree Node ==--
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--- Constructor.
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-- @param baseLength Length of this node, not taking looseness into account
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-- @param minSize Minimum size of nodes in this octree
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-- @param looseness Multiplier for baseLengthVal to get the actual size
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-- @param center Centre position of this node
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local function new_node(baseLength, minSize, looseness, center)
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local node = setmetatable({}, OctreeNode)
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-- Objects in this node
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node.objects = {}
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-- Child nodes
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node.children = {}
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-- If there are already numObjectsAllowed in a node, we split it into children
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-- A generally good number seems to be something around 8-15
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node.numObjectsAllowed = 8
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node:set_values(baseLength, minSize, looseness, center)
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return node
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end
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local function new_bound(center, size)
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return {
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center = center,
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size = size,
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min = center - (size / 2),
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max = center + (size / 2)
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}
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end
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--- Add an object.
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-- @param obj Object to add
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-- @param objBounds 3D bounding box around the object
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-- @return boolean True if the object fits entirely within this node
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function OctreeNode:add(obj, objBounds)
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if not intersect.encapsulate_aabb(self.bounds, objBounds) then
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return false
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end
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-- We know it fits at this level if we've got this far
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-- Just add if few objects are here, or children would be below min size
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if #self.objects < self.numObjectsAllowed
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or self.baseLength / 2 < self.minSize then
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table.insert(self.objects, {
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data = obj,
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bounds = objBounds
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})
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else
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-- Fits at this level, but we can go deeper. Would it fit there?
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local best_fit_child
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-- Create the 8 children
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if #self.children == 0 then
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self:split()
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if #self.children == 0 then
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print("Child creation failed for an unknown reason. Early exit.")
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return false
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end
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-- Now that we have the new children, see if this node's existing objects would fit there
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for i = #self.objects, 1, -1 do
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local object = self.objects[i]
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-- Find which child the object is closest to based on where the
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-- object's center is located in relation to the octree's center.
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best_fit_child = self:best_fit_child(object.bounds)
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-- Does it fit?
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if intersect.encapsulate_aabb(self.children[best_fit_child].bounds, object.bounds) then
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self.children[best_fit_child]:add(object.data, object.bounds) -- Go a level deeper
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table.remove(self.objects, i) -- Remove from here
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end
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end
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end
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-- Now handle the new object we're adding now
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best_fit_child = self:best_fit_child(objBounds)
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if intersect.encapsulate_aabb(self.children[best_fit_child].bounds, objBounds) then
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self.children[best_fit_child]:add(obj, objBounds)
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else
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table.insert(self.objects, {
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data = obj,
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bounds = objBounds
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})
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end
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end
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return true
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end
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--- Remove an object. Makes the assumption that the object only exists once in the tree.
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-- @param obj Object to remove
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-- @return boolean True if the object was removed successfully
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function OctreeNode:remove(obj)
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local removed = false
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for i, object in ipairs(self.objects) do
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if object == obj then
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removed = table.remove(self.objects, i) and true or false
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break
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end
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end
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if not removed then
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for _, child in ipairs(self.children) do
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removed = child:remove(obj)
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if removed then break end
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end
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end
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if removed then
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-- Check if we should merge nodes now that we've removed an item
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if self:should_merge() then
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self:merge()
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end
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end
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return removed
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end
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--- Check if the specified bounds intersect with anything in the tree. See also: get_colliding.
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-- @param checkBounds Bounds to check
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-- @return boolean True if there was a collision
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function OctreeNode:is_colliding(checkBounds)
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-- Are the input bounds at least partially in this node?
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if not intersect.aabb_aabb(self.bounds, checkBounds) then
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return false
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end
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-- Check against any objects in this node
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for _, object in ipairs(self.objects) do
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if intersect.aabb_aabb(object.bounds, checkBounds) then
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return true
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end
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end
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-- Check children
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for _, child in ipairs(self.children) do
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if child:is_colliding(checkBounds) then
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return true
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end
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end
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return false
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end
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--- Returns an array of objects that intersect with the specified bounds, if any. Otherwise returns an empty array. See also: is_colliding.
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-- @param checkBounds Bounds to check. Passing by ref as it improve performance with structs
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-- @param results List results
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-- @return table Objects that intersect with the specified bounds
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function OctreeNode:get_colliding(checkBounds, results)
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results = results or {}
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-- Are the input bounds at least partially in this node?
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if not intersect.aabb_aabb(self.bounds, checkBounds) then
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return results
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end
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-- Check against any objects in this node
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for _, object in ipairs(self.objects) do
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if intersect.aabb_aabb(object.bounds, checkBounds) then
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table.insert(results, object.data)
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end
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end
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-- Check children
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for _, child in ipairs(self.children) do
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results = child:get_colliding(checkBounds, results)
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end
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return results
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end
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--- Cast a ray through the node and its children
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-- @param ray Ray with a position and a direction
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-- @param func Function to execute on any objects within child nodes
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-- @param out Table to store results of func in
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-- @param depth (used internally)
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-- @return boolean True if an intersect is detected
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function OctreeNode:cast_ray(ray, func, out, depth)
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depth = depth or 1
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if intersect.ray_aabb(ray, self.bounds) then
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if #self.objects > 0 then
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local hit = func(ray, self.objects, out)
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if hit then
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return hit
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end
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end
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for _, child in ipairs(self.children) do
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local hit = child:cast_ray(ray, func, out, depth + 1)
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if hit then
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return hit
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end
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end
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end
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return false
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end
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--- Set the 8 children of this octree.
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-- @param childOctrees The 8 new child nodes
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function OctreeNode:set_children(childOctrees)
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if #childOctrees ~= 8 then
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print("Child octree array must be length 8. Was length: " .. #childOctrees)
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return
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end
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self.children = childOctrees
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end
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--- We can shrink the octree if:
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--- - This node is >= double minLength in length
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--- - All objects in the root node are within one octant
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--- - This node doesn't have children, or does but 7/8 children are empty
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--- We can also shrink it if there are no objects left at all!
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-- @param minLength Minimum dimensions of a node in this octree
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-- @return table The new root, or the existing one if we didn't shrink
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function OctreeNode:shrink_if_possible(minLength)
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if self.baseLength < 2 * minLength then
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return self
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end
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if #self.objects == 0 and #self.children == 0 then
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return self
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end
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-- Check objects in root
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local bestFit = 0
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for i, object in ipairs(self.objects) do
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local newBestFit = self:best_fit_child(object.bounds)
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if i == 1 or newBestFit == bestFit then
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-- In same octant as the other(s). Does it fit completely inside that octant?
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if intersect.encapsulate_aabb(self.childBounds[newBestFit], object.bounds) then
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if bestFit < 1 then
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bestFit = newBestFit
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end
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else
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-- Nope, so we can't reduce. Otherwise we continue
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return self
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end
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else
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return self -- Can't reduce - objects fit in different octants
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end
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end
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-- Check objects in children if there are any
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if #self.children > 0 then
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local childHadContent = false
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for i, child in ipairs(self.children) do
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if child:has_any_objects() then
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if childHadContent then
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return self -- Can't shrink - another child had content already
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end
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if bestFit > 0 and bestFit ~= i then
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return self -- Can't reduce - objects in root are in a different octant to objects in child
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end
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childHadContent = true
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bestFit = i
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end
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end
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end
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-- Can reduce
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if #self.children == 0 then
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-- We don't have any children, so just shrink this node to the new size
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-- We already know that everything will still fit in it
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self:set_values(self.baseLength / 2, self.minSize, self.looseness, self.childBounds[bestFit].center)
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return self
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end
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-- We have children. Use the appropriate child as the new root node
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return self.children[bestFit]
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end
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--- Set values for this node.
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-- @param baseLength Length of this node, not taking looseness into account
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-- @param minSize Minimum size of nodes in this octree
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-- @param looseness Multiplier for baseLengthVal to get the actual size
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-- @param center Centre position of this node
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function OctreeNode:set_values(baseLength, minSize, looseness, center)
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-- Length of this node if it has a looseness of 1.0
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self.baseLength = baseLength
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-- Minimum size for a node in this octree
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self.minSize = minSize
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-- Looseness value for this node
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self.looseness = looseness
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-- Centre of this node
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self.center = center
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-- Actual length of sides, taking the looseness value into account
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self.adjLength = self.looseness * self.baseLength
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-- Create the bounding box.
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self.size = vec3(self.adjLength, self.adjLength, self.adjLength)
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-- Bounding box that represents this node
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self.bounds = new_bound(self.center, self.size)
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self.quarter = self.baseLength / 4
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self.childActualLength = (self.baseLength / 2) * self.looseness
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self.childActualSize = vec3(self.childActualLength, self.childActualLength, self.childActualLength)
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-- Bounds of potential children to this node. These are actual size (with looseness taken into account), not base size
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self.childBounds = {
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new_bound(self.center + vec3(-self.quarter, self.quarter, -self.quarter), self.childActualSize),
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new_bound(self.center + vec3( self.quarter, self.quarter, -self.quarter), self.childActualSize),
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new_bound(self.center + vec3(-self.quarter, self.quarter, self.quarter), self.childActualSize),
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new_bound(self.center + vec3( self.quarter, self.quarter, self.quarter), self.childActualSize),
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new_bound(self.center + vec3(-self.quarter, -self.quarter, -self.quarter), self.childActualSize),
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new_bound(self.center + vec3( self.quarter, -self.quarter, -self.quarter), self.childActualSize),
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new_bound(self.center + vec3(-self.quarter, -self.quarter, self.quarter), self.childActualSize),
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new_bound(self.center + vec3( self.quarter, -self.quarter, self.quarter), self.childActualSize)
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}
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end
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--- Splits the octree into eight children.
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function OctreeNode:split()
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if #self.children > 0 then return end
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local quarter = self.baseLength / 4
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local newLength = self.baseLength / 2
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table.insert(self.children, Node(newLength, self.minSize, self.looseness, self.center + vec3(-quarter, quarter, -quarter)))
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table.insert(self.children, Node(newLength, self.minSize, self.looseness, self.center + vec3( quarter, quarter, -quarter)))
|
|
table.insert(self.children, Node(newLength, self.minSize, self.looseness, self.center + vec3(-quarter, quarter, quarter)))
|
|
table.insert(self.children, Node(newLength, self.minSize, self.looseness, self.center + vec3( quarter, quarter, quarter)))
|
|
table.insert(self.children, Node(newLength, self.minSize, self.looseness, self.center + vec3(-quarter, -quarter, -quarter)))
|
|
table.insert(self.children, Node(newLength, self.minSize, self.looseness, self.center + vec3( quarter, -quarter, -quarter)))
|
|
table.insert(self.children, Node(newLength, self.minSize, self.looseness, self.center + vec3(-quarter, -quarter, quarter)))
|
|
table.insert(self.children, Node(newLength, self.minSize, self.looseness, self.center + vec3( quarter, -quarter, quarter)))
|
|
end
|
|
|
|
--- Merge all children into this node - the opposite of Split.
|
|
--- Note: We only have to check one level down since a merge will never happen if the children already have children,
|
|
--- since THAT won't happen unless there are already too many objects to merge.
|
|
function OctreeNode:merge()
|
|
for _, child in ipairs(self.children) do
|
|
for _, object in ipairs(child.objects) do
|
|
table.insert(self.objects, object)
|
|
end
|
|
end
|
|
|
|
-- Remove the child nodes (and the objects in them - they've been added elsewhere now)
|
|
self.children = {}
|
|
end
|
|
|
|
--- Find which child node this object would be most likely to fit in.
|
|
-- @param objBounds The object's bounds
|
|
-- @return number One of the eight child octants
|
|
function OctreeNode:best_fit_child(objBounds)
|
|
return (objBounds.center.x <= self.center.x and 0 or 1) + (objBounds.center.y >= self.center.y and 0 or 4) + (objBounds.center.z <= self.center.z and 0 or 2) + 1
|
|
end
|
|
|
|
--- Checks if there are few enough objects in this node and its children that the children should all be merged into this.
|
|
-- @return boolean True there are less or the same abount of objects in this and its children than numObjectsAllowed
|
|
function OctreeNode:should_merge()
|
|
local totalObjects = #self.objects
|
|
|
|
for _, child in ipairs(self.children) do
|
|
if #child.children > 0 then
|
|
-- If any of the *children* have children, there are definitely too many to merge,
|
|
-- or the child would have been merged already
|
|
return false
|
|
end
|
|
|
|
totalObjects = totalObjects + #child.objects
|
|
end
|
|
|
|
return totalObjects <= self.numObjectsAllowed
|
|
end
|
|
|
|
--- Checks if this node or anything below it has something in it.
|
|
-- @return boolean True if this node or any of its children, grandchildren etc have something in the
|
|
function OctreeNode:has_any_objects()
|
|
if #self.objects > 0 then return true end
|
|
|
|
for _, child in ipairs(self.children) do
|
|
if child:has_any_objects() then return true end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Draws node boundaries visually for debugging.
|
|
-- @param cube Cube model to draw
|
|
-- @param depth Used for recurcive calls to this method
|
|
function OctreeNode:draw_bounds(cube, depth)
|
|
depth = depth or 0
|
|
local tint = depth / 7 -- Will eventually get values > 1. Color rounds to 1 automatically
|
|
|
|
love.graphics.setColor(tint * 255, 0, (1 - tint) * 255)
|
|
local m = mat4()
|
|
:translate(self.center)
|
|
:scale(vec3(self.adjLength, self.adjLength, self.adjLength))
|
|
|
|
love.graphics.updateMatrix("transform", m)
|
|
love.graphics.setWireframe(true)
|
|
love.graphics.draw(cube)
|
|
love.graphics.setWireframe(false)
|
|
|
|
for _, child in ipairs(self.children) do
|
|
child:draw_bounds(cube, depth + 1)
|
|
end
|
|
|
|
love.graphics.setColor(255, 255, 255)
|
|
end
|
|
|
|
--- Draws the bounds of all objects in the tree visually for debugging.
|
|
-- @param cube Cube model to draw
|
|
-- @param filter a function returning true or false to determine visibility.
|
|
function OctreeNode:draw_objects(cube, filter)
|
|
local tint = self.baseLength / 20
|
|
love.graphics.setColor(0, (1 - tint) * 255, tint * 255, 63)
|
|
|
|
for _, object in ipairs(self.objects) do
|
|
if filter and filter(object.data) or not filter then
|
|
local m = mat4()
|
|
:translate(object.bounds.center)
|
|
:scale(object.bounds.size)
|
|
|
|
love.graphics.updateMatrix("transform", m)
|
|
love.graphics.draw(cube)
|
|
end
|
|
end
|
|
|
|
for _, child in ipairs(self.children) do
|
|
child:draw_objects(cube, filter)
|
|
end
|
|
|
|
love.graphics.setColor(255, 255, 255)
|
|
end
|
|
|
|
Node = setmetatable({
|
|
new = new_node
|
|
}, {
|
|
__call = function(_, ...) return new_node(...) end
|
|
})
|
|
|
|
return setmetatable({
|
|
new = new
|
|
}, {
|
|
__call = function(_, ...) return new(...) end
|
|
})
|