File: CastleTriangleOctree.TTriangleOctree.html

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>Castle Game Engine: CastleTriangleOctree: Class TTriangleOctree</title>
<meta name="generator" content="PasDoc 0.13.0">
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TTriangleOctree"></a><h1 class="cio">Class TTriangleOctree</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a  href="CastleTriangleOctree.html">CastleTriangleOctree</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TTriangleOctree = class(<a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html">TBaseTrianglesOctree</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Octree based on triangles. Allows for fast collision-detection with a set of triangles. Each triangle is a <a class="normal" href="X3DTriangles.TTriangle.html">TTriangle</a> structure, that keeps triangle geometry in 3D space, and links to parent VRML Shapes and such.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleOctree.TOctree.html">TOctree</a></li>
<li class="ancestor"><a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html">TBaseTrianglesOctree</a></li>
<li class="thisitem">TTriangleOctree</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a  href="CastleTriangleOctree.TTriangleOctree.html#Triangles">Triangles</a></b>: <a  href="X3DTriangles.html#TTriangleList">TTriangleList</a>;</code></td>
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</table>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleTriangleOctree.TTriangleOctree.html#StatisticsBonus">StatisticsBonus</a></b>( const LeavesCount, ItemsCount, NonLeafNodesCount: Int64): string; override;</code></td>
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<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a  href="CastleTriangleOctree.TTriangleOctree.html#Create">Create</a></b>(const ARootBox: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>); overload;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a  href="CastleTriangleOctree.TTriangleOctree.html#Create">Create</a></b>(const ALimits: <a  href="CastleOctree.TOctreeLimits.html">TOctreeLimits</a>; const ARootBox: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>); overload;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>destructor <b><a  href="CastleTriangleOctree.TTriangleOctree.html#Destroy">Destroy</a></b>; override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleTriangleOctree.TTriangleOctree.html#TreeRoot">TreeRoot</a></b>: <a  href="CastleTriangleOctree.TTriangleOctreeNode.html">TTriangleOctreeNode</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleTriangleOctree.TTriangleOctree.html#AddItemTriangle">AddItemTriangle</a></b>(Shape: TObject; const Position: <a  href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>; const Normal: <a  href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>; const TexCoord: <a  href="CastleTriangles.html#TTriangle4Single">TTriangle4Single</a>; const Face: <a  href="CastleTriangles.TFaceIndex.html">TFaceIndex</a>);</code></td>
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<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleTriangleOctree.TTriangleOctree.html#EnumerateTriangles">EnumerateTriangles</a></b>(EnumerateTriangleFunc: <a  href="X3DTriangles.html#TEnumerateTriangleFunc">TEnumerateTriangleFunc</a>); override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleTriangleOctree.TTriangleOctree.html#TrianglesCount">TrianglesCount</a></b>: Cardinal; override;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Triangles"></a><code><b>Triangles</b>: <a  href="X3DTriangles.html#TTriangleList">TTriangleList</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
All our triangles.

<p>By keeping a list of triangles here, and only keeping indexes to this table in leafs (in ItemsIndices) we conserve a lot of memory. This also allows to use mailboxes and fast TriangleToIgnore (because every triangle has a unique index, and a pointer too, shared even if this triangle is placed in multiple leaves).</p>
</td></tr>
</table>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="StatisticsBonus"></a><code>function <b>StatisticsBonus</b>( const LeavesCount, ItemsCount, NonLeafNodesCount: Int64): string; override;</code></td>
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&nbsp;</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const ARootBox: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>); overload;</code></td>
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&nbsp;</td></tr>
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<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const ALimits: <a  href="CastleOctree.TOctreeLimits.html">TOctreeLimits</a>; const ARootBox: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>); overload;</code></td>
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&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="TreeRoot"></a><code>function <b>TreeRoot</b>: <a  href="CastleTriangleOctree.TTriangleOctreeNode.html">TTriangleOctreeNode</a>;</code></td>
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&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AddItemTriangle"></a><code>procedure <b>AddItemTriangle</b>(Shape: TObject; const Position: <a  href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>; const Normal: <a  href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>; const TexCoord: <a  href="CastleTriangles.html#TTriangle4Single">TTriangle4Single</a>; const Face: <a  href="CastleTriangles.TFaceIndex.html">TFaceIndex</a>);</code></td>
</tr>
<tr><td colspan="2">
<p>
Add a single triangle. Automatically checks whether <a class="normal" href="CastleTriangles.html#IsValidTriangle">IsValidTriangle</a>. Before adding a lot of triangles, it's suggested to increase Triangles.AllowedCapacityCount.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="EnumerateTriangles"></a><code>procedure <b>EnumerateTriangles</b>(EnumerateTriangleFunc: <a  href="X3DTriangles.html#TEnumerateTriangleFunc">TEnumerateTriangleFunc</a>); override;</code></td>
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&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="TrianglesCount"></a><code>function <b>TrianglesCount</b>: Cardinal; override;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
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