Files
UnrealEngineUWP/Engine/Source/Runtime/Foliage/Private/ProceduralFoliageBroadphase.cpp
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

89 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ProceduralFoliageBroadphase.h"
#include "FoliageType_InstancedStaticMesh.h"
FProceduralFoliageBroadphase::FProceduralFoliageBroadphase(float TileSize, float MinimumQuadTreeSize)
: QuadTree(FBox2D(FVector2D(-TileSize * 2.f, -TileSize * 2.f), FVector2D(TileSize * 2.f, TileSize * 2.f)), MinimumQuadTreeSize)
{
}
FProceduralFoliageBroadphase::FProceduralFoliageBroadphase(const FProceduralFoliageBroadphase& OtherBroadphase)
: QuadTree(FBox2D(FVector2D(0, 0), FVector2D(0, 0)))
{
OtherBroadphase.QuadTree.Duplicate(QuadTree);
}
void FProceduralFoliageBroadphase::Empty()
{
QuadTree.Empty();
}
/*Takes the instance and returns the AABB that contains both its shade and collision radius*/
FBox2D GetMaxAABB(FProceduralFoliageInstance* Instance)
{
const float Radius = Instance->GetMaxRadius();
const FVector2D Location(Instance->Location);
const FVector2D Offset(Radius, Radius);
const FBox2D AABB(Location - Offset, Location + Offset);
return AABB;
}
bool FProceduralFoliageBroadphase::TestAgainstAABB(FProceduralFoliageInstance* Instance)
{
const FBox2D MaxAABB = GetMaxAABB(Instance);
return MaxAABB.Intersect(QuadTree.GetTreeBox());
}
void FProceduralFoliageBroadphase::Insert(FProceduralFoliageInstance* Instance)
{
const FBox2D MaxAABB = GetMaxAABB(Instance);
QuadTree.Insert(Instance, MaxAABB);
}
bool CircleOverlap(const FVector& ALocation, float ARadius, const FVector& BLocation, float BRadius)
{
return (ALocation - BLocation).SizeSquared2D() <= (ARadius + BRadius)*(ARadius + BRadius);
}
bool FProceduralFoliageBroadphase::GetOverlaps(FProceduralFoliageInstance* Instance, TArray<FProceduralFoliageOverlap>& Overlaps) const
{
const float AShadeRadius = Instance->GetShadeRadius();
const float ACollisionRadius = Instance->GetCollisionRadius();
TArray<FProceduralFoliageInstance*> PossibleOverlaps;
const FBox2D AABB = GetMaxAABB(Instance);
QuadTree.GetElements(AABB, PossibleOverlaps);
Overlaps.Reserve(Overlaps.Num() + PossibleOverlaps.Num());
for (FProceduralFoliageInstance* Overlap : PossibleOverlaps)
{
if (Overlap != Instance)
{
//We must determine if this is an overlap of shade or an overlap of collision. If both the collision overlap wins
bool bCollisionOverlap = CircleOverlap(Instance->Location, ACollisionRadius, Overlap->Location, Overlap->GetCollisionRadius());
bool bShadeOverlap = CircleOverlap(Instance->Location, AShadeRadius, Overlap->Location, Overlap->GetShadeRadius());
if (bCollisionOverlap || bShadeOverlap)
{
new (Overlaps)FProceduralFoliageOverlap(Instance, Overlap, bCollisionOverlap ? ESimulationOverlap::CollisionOverlap : ESimulationOverlap::ShadeOverlap);
}
}
}
return Overlaps.Num() > 0;
}
void FProceduralFoliageBroadphase::Remove(FProceduralFoliageInstance* Instance)
{
const FBox2D AABB = GetMaxAABB(Instance);
const bool bRemoved = QuadTree.Remove(Instance, AABB);
check(bRemoved);
}
void FProceduralFoliageBroadphase::GetInstancesInBox(const FBox2D& Box, TArray<FProceduralFoliageInstance*>& Instances) const
{
QuadTree.GetElements(Box, Instances);
}