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OpenAssetTools/src/ObjLoading/Game/T6/BSP/BSPCalculation.h
2025-11-09 23:01:00 +01:00

72 lines
1.7 KiB
C++

#pragma once
#include "BSP.h"
namespace BSP
{
enum PlaneAxis
{
AXIS_X,
AXIS_Y,
AXIS_Z
};
enum PlaneSide
{
SIDE_FRONT,
SIDE_BACK,
SIDE_INTERSECTS
};
class BSPObject
{
public:
T6::vec3_t min;
T6::vec3_t max;
int partitionIndex; // index of the partition the object is contained in
BSPObject(float xMin, float yMin, float zMin, float xMax, float yMax, float zMax, int objPartitionIndex);
};
class BSPLeaf
{
public:
std::vector<std::shared_ptr<BSPObject>> objectList;
void addObject(std::shared_ptr<BSPObject> object);
BSPObject* getObject(size_t index) const;
size_t getObjectCount() const;
};
class BSPTree;
class BSPNode
{
public:
std::unique_ptr<BSPTree> front;
std::unique_ptr<BSPTree> back;
PlaneAxis axis; // axis that the split plane is on
float distance; // distance from the origin (0, 0, 0) to the plane
BSPNode(std::unique_ptr<BSPTree> frontTree, std::unique_ptr<BSPTree> backTree, PlaneAxis nodeAxis, float nodeDistance);
PlaneSide objectIsInFront(const BSPObject& object) const;
};
class BSPTree
{
public:
bool isLeaf;
std::unique_ptr<BSPLeaf> leaf;
std::unique_ptr<BSPNode> node;
int level; // level in the BSP tree
T6::vec3_t min;
T6::vec3_t max;
BSPTree(float xMin, float yMin, float zMin, float xMax, float yMax, float zMax, int treeLevel);
void splitTree();
void addObjectToTree(std::shared_ptr<BSPObject> object) const;
};
} // namespace BSP