Relocated AABB and Ray in Collision.h to their own files. Started implementation on OctTree.
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@@ -0,0 +1,24 @@
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#ifndef AABB_h__
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#define AABB_h__
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#include "../GLM.h"
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class AABB
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{
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public:
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AABB() = default;
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AABB(const glm::vec3& minPos, const glm::vec3& maxPos);
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virtual ~AABB();
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const glm::vec3& MinCorner() const { return m_MinCorner; }
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const glm::vec3& MaxCorner() const { return m_MaxCorner; }
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const glm::vec3& Center() const { return m_Center; }
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const glm::vec3& HalfSize() const { return m_HalfSize; }
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private:
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glm::vec3 m_MinCorner;
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glm::vec3 m_MaxCorner;
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glm::vec3 m_Center;
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glm::vec3 m_HalfSize;
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};
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#endif
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@@ -1,34 +1,14 @@
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#ifndef Collision_h__
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#define Collision_h__
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#include "../GLM.h"
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#include "Core/Ray.h"
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#include "Core/AABB.h"
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namespace Collision
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{
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struct Ray
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{
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glm::vec3 Origin;
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glm::vec3 Direction;
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};
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class AABB
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{
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public:
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AABB() = default;
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AABB(const glm::vec3& minPos, const glm::vec3& maxPos);
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const glm::vec3& MinCorner() const { return m_MinCorner; }
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const glm::vec3& MaxCorner() const { return m_MaxCorner; }
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const glm::vec3& Center() const { return m_Center; }
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const glm::vec3& HalfSize() const { return m_HalfSize; }
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private:
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glm::vec3 m_MinCorner;
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glm::vec3 m_MaxCorner;
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glm::vec3 m_Center;
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glm::vec3 m_HalfSize;
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};
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bool RayAABBIntr(const Ray& ray, const AABB& box);
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}
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#endif
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@@ -1,5 +1,34 @@
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#ifndef OctTree_h__
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#define OctTree_h__
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#include "Core/Collision.h"
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class OctTree
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{
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public:
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struct Output
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{
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float CollideDistance;
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};
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OctTree();
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~OctTree();
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//For the root OctTree, [octTreeBounds] should be a box containing the entire level.
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OctTree(const AABB& octTreeBounds, int subDivisions);
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void AddBox(const AABB& box);
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void ClearBoxes();
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//Returns true if the ray collides with something in the tree. Result is written to [data].
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bool RayCollides(const Ray& ray, Output& data) const;
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private:
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OctTree* m_Children[8];
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std::vector<AABB> m_ContainingBoxes;
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//TODO: Do derived class from AABB with a bool Tested, falsify at
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//start of Collision test, set on check, don't check if set already. Solves duplicate boxes in tree.
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AABB m_Box;
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bool rayCollides(const Ray& ray, Output& data, const OctTree* const tree) const;
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inline bool hasChildren() const;
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int childIndexContainingPoint(const glm::vec3& point) const;
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};
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#endif
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@@ -0,0 +1,12 @@
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#ifndef Ray_h__
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#define Ray_h__
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#include "../GLM.h"
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struct Ray
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{
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glm::vec3 Origin;
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glm::vec3 Direction;
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};
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#endif // Ray_h__
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