81 lines
2.1 KiB
C++
81 lines
2.1 KiB
C++
#pragma once
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namespace Assets
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{
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class IclipMap_t : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_CLIPMAP_PVS; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override;
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private:
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class SModelQuadtree
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{
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public:
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SModelQuadtree(Game::cStaticModel_t* modelList, int numModels)
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{
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numValues = 0;
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for (int i = 0; i < numModels; ++i)
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{
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}
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}
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void insert(Game::cStaticModel_t* item)
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{
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if (numValues < 4) // add here
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{
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values[numValues++] = item;
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}
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else // add to child
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{
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if (numValues == 4) // split
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{
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numValues++;
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for (int i = 0; i < 4; ++i)
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{
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if (item->origin[0] > x && values[i]->origin[1] > y)
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children[0]->insert(values[i]);
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if (item->origin[0] < x && values[i]->origin[1] > y)
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children[1]->insert(values[i]);
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if (item->origin[0] < x && values[i]->origin[1] < y)
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children[2]->insert(values[i]);
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if (item->origin[0] > x && values[i]->origin[1] < y)
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children[3]->insert(values[i]);
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values[i] = nullptr;
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}
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for (int i = 0; i < 4; ++i)
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{
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children[i]->halfX = halfX / 2;
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children[i]->halfY = halfY / 2;
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children[i]->halfZ = halfZ / 2;
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}
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}
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if (item->origin[0] > x && item->origin[1] > y)
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children[0]->insert(item);
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if (item->origin[0] < x && item->origin[1] > y)
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children[1]->insert(item);
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if (item->origin[0] < x && item->origin[1] < y)
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children[2]->insert(item);
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if (item->origin[0] > x && item->origin[1] < y)
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children[3]->insert(item);
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}
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}
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private:
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SModelQuadtree* children[4];
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Game::cStaticModel_t* values[4];
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int numValues;
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float x, y, z;
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float halfX, halfY, halfZ;
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};
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};
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}
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