Castle Game Engine: CastleShapeOctree

# Unit CastleShapeOctree
Description | Uses | Classes, Interfaces, Objects and Records | Functions and Procedures | Types | Constants | Variables
## Description Octrees for fast 3D seaching in VRML/X3D shapes (TShapeOctree). Don't confuse it with TTriangleOctree from unit `TriangleOctree`: TTriangleOctree is an octree based on scene triangles, while TShapeOctree is an octree based on scene Shapes. A scene usually has much more (e.g. 100 000, but this is really only an example) triangles than Shapes (e.g. 100-1000, but this is really only an example). If you want to work on triangle-by-triangle basis, use TTriangleOctree. But if you want to work with higher-level objects, Shapes, use this class, TShapeOctree. This octree is the key structure to do scene culling (e.g. to camera frustum) on a Shape-basis, as used by TCastleScene. ## Uses SysUtils CastleBoxes CastleOctree CastleShapes CastleVectors CastleUtils X3DTriangles CastleTriangles ## Overview ### Classes, Interfaces, Objects and Records
Name | Description
--- | ---
Class `TShapeOctreeNode` |
Class `TShapeOctree` |
### Constants
`DefShapeOctreeMaxDepth = 5;`
`DefShapeOctreeLeafCapacity = 10;`
`DefShapeOctreeLimits: TOctreeLimits = ( MaxDepth: DefShapeOctreeMaxDepth; LeafCapacity: DefShapeOctreeLeafCapacity );`
## Description ### Constants
`DefShapeOctreeMaxDepth = 5;`
`DefShapeOctreeLeafCapacity = 10;`
`DefShapeOctreeLimits: TOctreeLimits = ( MaxDepth: DefShapeOctreeMaxDepth; LeafCapacity: DefShapeOctreeLeafCapacity );`
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