@babylonjs/core
Version:
Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
87 lines (86 loc) • 4.55 kB
TypeScript
import type { SmartArray } from "../../Misc/smartArray.js";
import type { Vector3 } from "../../Maths/math.vector.js";
import type { SubMesh } from "../../Meshes/subMesh.js";
import type { AbstractMesh } from "../../Meshes/abstractMesh.js";
import type { Ray } from "../../Culling/ray.js";
import { OctreeBlock } from "./octreeBlock.js";
import type { Plane } from "../../Maths/math.plane.js";
/**
* Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
* @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimizeOctrees
*/
export declare class Octree<T> {
/** [2] Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
maxDepth: number;
/**
* Blocks within the octree containing objects
*/
blocks: Array<OctreeBlock<T>>;
/**
* Content stored in the octree
*/
dynamicContent: T[];
private _maxBlockCapacity;
private _selectionContent;
private _creationFunc;
/**
* Creates a octree
* @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimizeOctrees
* @param creationFunc function to be used to instantiate the octree
* @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
* @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
*/
constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
/** [2] Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
maxDepth?: number);
/**
* Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
* @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
* @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
* @param entries meshes to be added to the octree blocks
*/
update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
/**
* Adds a mesh to the octree
* @param entry Mesh to add to the octree
*/
addMesh(entry: T): void;
/**
* Remove an element from the octree
* @param entry defines the element to remove
*/
removeMesh(entry: T): void;
/**
* Selects an array of meshes within the frustum
* @param frustumPlanes The frustum planes to use which will select all meshes within it
* @param allowDuplicate If duplicate objects are allowed in the resulting object array
* @returns array of meshes within the frustum
*/
select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
/**
* Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
* @param sphereCenter defines the bounding sphere center
* @param sphereRadius defines the bounding sphere radius
* @param allowDuplicate defines if the selection array can contains duplicated entries
* @returns an array of objects that intersect the sphere
*/
intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
/**
* Test if the octree intersect with the given ray and if yes, then add its content to resulting array
* @param ray defines the ray to test with
* @returns array of intersected objects
*/
intersectsRay(ray: Ray): SmartArray<T>;
/**
* Adds a mesh into the octree block if it intersects the block
* @param entry defines the mesh to try to add to the block
* @param block defines the block where the mesh should be added
*/
static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
/**
* Adds a submesh into the octree block if it intersects the block
* @param entry defines the submesh to try to add to the block
* @param block defines the block where the submesh should be added
*/
static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
}