四叉树代码修改完善
原来的代码中,没有使用投影转换,直接使用的是世界坐标(单位是米),
CELLQuadTree::CELLQuadTree(
CELLTerrainInterface* pInterface
,CELLQuadTree* parent
,const real2 vStart
,const real2 vEnd
,int level
,ChildId corner)
{
_terrain = pInterface;
/// 这里使用y作为高度,因为如果是三维,后续初始化后应该使用高程数据填充
/// 初始化用0,
_aabb.setExtents(vStart.x, 0, vStart.y, vEnd.x, 0, vEnd.y);
real3 vXenter = _aabb.getCenter();
/// 这里计算经纬度,输入世界坐标转换成经纬度
real2 vLonLat = pInterface->spRef()->worldToLongLat(real2(vLonLat.x,vLonLat.z));
/// 调用接口根据经纬度计算出来瓦片的Id,加载瓦片会根据该id访问 网络/磁盘瓦片,例如 d:/data/vTileId.z/vTileId.x/vTileId.y.jpg
int3 vTileId = pInterface->spRef()->getKey(level,vWorld.x,vWorld.y);
_tileId._lev = level;
_tileId._col = vTileId.x;
_tileId._row = vTileId.y;
_cornerId = corner;
_parent = parent;
_vStart = vStart;
_vEnd = vEnd;
_childs[0] = 0;
_childs[1] = 0;
_childs[2] = 0;
_childs[3] = 0;
_uvStart = float2(0.0f, 0.0f);
_uvEnd = float2(1.0f, 1.0f);
_terrain->getCounts()._nodes ++;
_flag = 0;
_flag &= ~FLAG_HAS_IMAGE;
/// 如果是没有父点,则说明是根节点,直接请求瓦片,不做处理
if (_parent == nullptr)
{
_terrain->request(this);
return;
}
/// 如果不是根节点,那么默认情况下是没有瓦片数据的,则使用父亲节点数据作为子节点的输入
/// 需要重新计算UV坐标,子节点的坐标应该是父节点的一半
float2 vHalf = (_parent->_uvEnd - _parent->_uvStart) * 0.5f;
float2 vCenter = (_parent->_uvStart + _parent->_uvEnd) * 0.5f;
_textureId = _parent->_textureId;
/// 不同的子节点,UV计算是不一样的
switch (corner)
{
case CHILD_LT:
_uvStart = vCenter - float2(vHalf.x,0);
_uvEnd = vCenter + float2(0,vHalf.y);
break;
case CHILD_RT:
_uvStart = vCenter;
_uvEnd = vCenter + vHalf;
break;
case CHILD_LB:
_uvStart = vCenter - vHalf;
_uvEnd = vCenter ;
break;
case CHILD_RB:
_uvStart = vCenter - float2(0,vHalf.y);
_uvEnd = vCenter + float2(vHalf.x,0);
break;
default:
break;
}
if (_parent->hasFlag(FLAG_HAS_IMAGE))
{
_flag |= FLAG_RENDER;
}
/// 重点:引用父节点数据
_textureId = _parent->_textureId;
_terrain->request(this);
}
上图:
![](https://file.jishuzhan.net/article/1711184845738086401/69efa169d24ec3e2bcf139c8412e62cc.webp)
当一张瓦片被分裂成四张后,会存一个问题,瓦片是否有数据,默认情况下,使用父节点的书作为子节点输入
![](https://file.jishuzhan.net/article/1711184845738086401/9e77628f030488b43ddc9b23baff7ff2.webp)
纹理坐标如下代码:
switch (corner)
{
case CHILD_LT:
_uvStart = vCenter - float2(vHalf.x,0);
_uvEnd = vCenter + float2(0,vHalf.y);
break;
case CHILD_RT:
_uvStart = vCenter;
_uvEnd = vCenter + vHalf;
break;
case CHILD_LB:
_uvStart = vCenter - vHalf;
_uvEnd = vCenter ;
break;
case CHILD_RB:
_uvStart = vCenter - float2(0,vHalf.y);
_uvEnd = vCenter + float2(vHalf.x,0);
break;
default:
break;
}
瓦片裂分流程代码:
1 vSize = _aabb.getHalfSize();
2 _childs[CHILD_LT] = new CELLQuadTree(
3 _terrain
4 , this
5 ,real2(vCenter.x - vSize.x,vCenter.z)
6 ,real2(vCenter.x,vCenter.z + vSize.z)
7 ,(int)_tileId._lev + 1
8 ,CHILD_LT
9 );
10
11 _childs[CHILD_RT] = new CELLQuadTree(
12 _terrain
13 ,this
14 , real2(vCenter.x, vCenter.z)
15 , real2(vCenter.x + vSize.x, vCenter.z + vSize.z)
16 , (int)_tileId._lev + 1
17 , CHILD_RT
18 );
19
20 _childs[CHILD_LB] = new CELLQuadTree(
21 _terrain
22 , this
23 , real2(vCenter.x - vSize.x, vCenter.z - vSize.z)
24 , real2(vCenter.x, vCenter.z)
25 , (int)_tileId._lev + 1
26 , CHILD_LB
27 );
28 _childs[CHILD_RB] = new CELLQuadTree(
29 _terrain
30 , this
31 , real2(vCenter.x, vCenter.z - vSize.z)
32 , real2(vCenter.x + vSize.x, vCenter.z)
33 , (int)_tileId._lev + 1
34 , CHILD_RB
35 );