Detailed Description
This tree builder namespace builds or rather constructs all hierarchical trees. It builds particular trees for collision detection purposes.
- Note:
- Building a tree for a mesh can modify your geometry object. Sometimes triangles will be cut and divided into two parts.
Function Documentation
SP_EXPORT BSPTreeNode * sp::scene::TreeBuilder::buildBSPTree |
( |
Mesh * |
Object, |
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u8 |
MaxTreeLevel | |
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) |
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SP_EXPORT KDTreeNode * sp::scene::TreeBuilder::buildKdTree |
( |
Mesh * |
Object, |
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u8 |
MaxTreeLevel, |
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const EKDTreeBuildingConcepts |
Concept | |
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) |
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Builds a kd-Tree only for one mesh object.
SP_EXPORT KDTreeNode * sp::scene::TreeBuilder::buildKdTree |
( |
const std::list< Mesh * > & |
MeshList, |
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u8 |
MaxTreeLevel = 12 , |
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const EKDTreeBuildingConcepts |
Concept = KDTREECONCEPT_CENTER , |
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bool |
PreTransform = true | |
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) |
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Builds a kd-Tree with scene::SCollisionFace data packets as user data.
- Parameters:
-
| MeshList,: | Specifies the list of meshes. Only one large kd-Tree will be constructed out of several mesh objects. |
| MaxForkLevel,: | Specifies the maximal fork level. Some leaf nodes can have a lower level. Don't make it too large! |
| Concept,: | Specifies the concept of building the kd-Tree. |
| PreTransform,: | Specifies whether the triangles are to be pre-transformed or not. i.e. the triangles will be transformed by the mesh matrices. |
- Returns:
- Pointer to the root tree node or 0 if the given meshes have no triangles.
SP_EXPORT OBBTreeNode * sp::scene::TreeBuilder::buildOBBTree |
( |
const std::list< dim::obbox3df > & |
BoxList |
) |
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SP_EXPORT OcTreeNode * sp::scene::TreeBuilder::buildOcTree |
( |
Mesh * |
Object, |
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u8 |
MaxTreeLevel | |
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) |
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SP_EXPORT QuadTreeNode * sp::scene::TreeBuilder::buildQuadTree |
( |
Mesh * |
Object, |
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u8 |
MaxTreeLevel | |
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) |
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