Merge remote-tracking branch 'origin/master' into Networking

# Conflicts:
#	include/Game/PlayerSystem.h
#	src/Game/Game.cpp
#	src/Game/PlayerSystem.cpp
This commit is contained in:
stiffly
2015-12-18 14:18:53 +01:00
49 changed files with 3179 additions and 30 deletions
+1 -1
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@@ -17,4 +17,4 @@ Libraries that are too big to be bundled with the project.
| Project | Version | License | Root folder environment variable (Windows) |
| ---------------------------------------------------------- | ----------- | --------------------------------------------------------------------------- | ------------------------------------------ |
| **[Boost](http://www.boost.org)** | 1.59.0+ | [Boost Software License, Version 1.0](http://www.boost.org/LICENSE_1_0.txt) | BOOST_ROOT |
| **[Boost](http://www.boost.org)** | 1.60.0+ | [Boost Software License, Version 1.0](http://www.boost.org/LICENSE_1_0.txt) | BOOST_ROOT |
+1 -1
Submodule assets updated: c5f674349a...673d4a4e4c
+59
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@@ -0,0 +1,59 @@
#ifndef Collision_h__
#define Collision_h__
//NOTE: Collision.h needs to be #included before <GLFW/glfw3.h>,
//because Collision #includes "RawModel.h", which has "Texture.h", which has "OpenGL.h" which must be #included first
//or you will get "fatal error C1189: #error: gl.h included before glew.h"
#include <vector>
#include "Core/Ray.h"
#include "Core/AABB.h"
#include "Engine/Rendering/RawModel.h"
#include "Core/Entity.h"
class World;
struct ComponentWrapper;
namespace Collision
{
//Return true if the ray hits the box.
bool RayAABBIntr(const Ray& ray, const AABB& box);
bool RayVsAABB(const Ray& ray, const AABB& box);
//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices);
//Return true if the ray hits any of the triangles in the model.
//Also returns the position of the intersection point. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
glm::vec3& outHitPosition);
//Return true if the ray hits any of the triangles in the model.
//Also returns the distance from the ray origin to the closest
//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
float& outDistance,
float& outUCoord,
float& outVCoord);
//Return true if the boxes are intersecting.
bool AABBVsAABB(const AABB& a, const AABB& b);
//Return true if the boxes are intersecting.
//Also outputs the minimum translation that box [a] would need in order to resolve collision.
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon = 0.0001f);
//Returns true if the entity has a boundingbox. Outputs the aabb in [outBox].
bool GetEntityBox(World* world, EntityID entity, AABB& outBox, bool forceBoxFromModel = false);
bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox);
}
#endif
@@ -0,0 +1,31 @@
#ifndef CollisionSystem_h__
#define CollisionSystem_h__
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Core/EventBroker.h"
#include "Core/EKeyUp.h"
class CollisionSystem : public PureSystem
{
public:
CollisionSystem(EventBroker* eventBroker)
: PureSystem(eventBroker, "AABB")
, zPress(false)
{
//TODO: Debug stuff, remove later.
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &CollisionSystem::OnKeyUp);
}
virtual void UpdateComponent(World* world, ComponentWrapper& cAABB, double dt) override;
private:
bool zPress;
EventRelay<CollisionSystem, Events::KeyUp> m_EKeyUp;
bool OnKeyUp(const Events::KeyUp &event);
};
#endif
+39
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@@ -0,0 +1,39 @@
#ifndef Events_TriggerEnter_h__
#define Events_TriggerEnter_h__
#include "../Core/EventBroker.h"
#include "../Core/Entity.h"
namespace Events
{
/** Thrown once, when an entity is only touching a trigger. */
struct TriggerTouch : Event
{
/** The id of the entity that touches the trigger. */
EntityID Entity;
/** The id of the trigger entity. */
EntityID Trigger;
};
/** Thrown once, when an entity has completely left a trigger. */
struct TriggerLeave : Event
{
/** The id of the entity that left the trigger. */
EntityID Entity;
/** The id of the trigger entity. */
EntityID Trigger;
};
/** Thrown once, when an entity is completely contained inside a trigger. */
struct TriggerEnter : Event
{
/** The id of the entity that entered the trigger. */
EntityID Entity;
/** The id of the trigger entity. */
EntityID Trigger;
};
}
#endif
+38
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@@ -0,0 +1,38 @@
#ifndef TriggerSystem_h__
#define TriggerSystem_h__
#include <glm/common.hpp>
#include <unordered_set>
#include "Core/System.h"
#include "Core/EventBroker.h"
#include "ETrigger.h"
class AABB;
class TriggerSystem : public PureSystem
{
public:
TriggerSystem(EventBroker* eventBroker)
: PureSystem(eventBroker, "Trigger")
{}
virtual void UpdateComponent(World* world, ComponentWrapper& collision, double dt) override;
private:
std::unordered_map<EntityID, std::unordered_set<EntityID>> m_EntitiesTouchingTrigger;
std::unordered_map<EntityID, std::unordered_set<EntityID>> m_EntitiesCompletelyInTrigger;
//True if leave event was thrown.
bool throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId);
template<typename Event>
void publish(EntityID pId, EntityID tId)
{
Event e;
e.Trigger = tId;
e.Entity = pId;
m_EventBroker->Publish(e);
}
};
#endif
+2 -1
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@@ -4,4 +4,5 @@
#include <map>
#include <unordered_map>
#include "Core/Util/Logging.h"
#include "Core/Util/Logging.h"
#include "Core/Util/IfDebug.h"
+29
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@@ -0,0 +1,29 @@
#ifndef AABB_h__
#define AABB_h__
#include "../GLM.h"
class AABB
{
public:
AABB() = default;
//No checks are made. Values in minPos must be less than values in maxPos, i.e. min.x < max.x, etc.
AABB(const glm::vec3& minPos, const glm::vec3& maxPos);
AABB(const glm::vec4& minPos, const glm::vec4& maxPos);
//No checks are made. Size must consist of non-negative numbers.
virtual void CreateFromCenter(const glm::vec3& center, const glm::vec3& size);
virtual ~AABB();
const glm::vec3& MinCorner() const { return m_MinCorner; }
const glm::vec3& MaxCorner() const { return m_MaxCorner; }
const glm::vec3& Center() const { return m_Center; }
const glm::vec3 Size() const { return 2.0f * m_HalfSize; }
const glm::vec3& HalfSize() const { return m_HalfSize; }
private:
glm::vec3 m_MinCorner;
glm::vec3 m_MaxCorner;
glm::vec3 m_Center;
glm::vec3 m_HalfSize;
};
#endif
+1 -1
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@@ -20,7 +20,7 @@ public:
~ComponentPoolForwardIterator() = default;
ComponentPoolForwardIterator& operator=(const ComponentPoolForwardIterator& other) = default;
ComponentPoolForwardIterator& operator++();
ComponentPoolForwardIterator& operator++(int);
ComponentPoolForwardIterator operator++(int);
bool operator!=(const ComponentPoolForwardIterator& other) const;
bool operator==(const ComponentPoolForwardIterator& other) const;
ComponentWrapper operator*() const;
+16
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@@ -0,0 +1,16 @@
#ifndef EFileDropped_h__
#define EFileDropped_h__
#include "EventBroker.h"
namespace Events
{
struct FileDropped : Event
{
std::string Path;
};
}
#endif
+3
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@@ -16,6 +16,7 @@
#include "ELockMouse.h"
#include "EGamepadAxis.h"
#include "EGamepadButton.h"
#include "EFileDropped.h"
class InputManager
{
@@ -71,6 +72,8 @@ private:
static void GLFWCharCallback(GLFWwindow* window, unsigned int c);
static std::vector<std::pair<double, double>> GLFWScrollCallbackQueue;
static void GLFWScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
static std::vector<std::string> GLFWDropCallbackQueue;
static void GLFWDropCallback(GLFWwindow* window, int count, const char* paths[]);
};
#endif
+1 -1
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@@ -253,7 +253,7 @@ public:
}
//Postfix increment i.e. iter++. Prefer pre-increment (++iter) for efficiency.
MemoryPoolForwardIterator& operator++(int)
MemoryPoolForwardIterator operator++(int)
{
MemoryPoolForwardIterator<T> copyIter(*this);
operator++();
+104
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@@ -0,0 +1,104 @@
#ifndef OctTree_h__
#define OctTree_h__
#include "Core/AABB.h"
class Ray;
class OctTree
{
public:
struct Output
{
float CollideDistance;
};
OctTree();
~OctTree();
//For the root OctTree, [octTreeBounds] should be a box containing the entire level.
OctTree(const AABB& octTreeBounds, int subDivisions);
//We cannot copy the OctTree as of now, because of the recursive dynamic allocation.
//Define these if the OctTree suddenly needs to be copied, think of the children OctChild* ptrs.
OctTree(const OctTree& other) = delete;
OctTree(const OctTree&& other) = delete;
OctTree& operator= (const OctTree& other) = delete;
//Add a dynamic object (one that moves around) into the tree.
void AddDynamicObject(const AABB& box);
//Add a static object (that does not move) into the tree.
void AddStaticObject(const AABB& box);
//Get the boxes that are in the same area as the input [box], the boxes are put in [outBoxes].
void BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes);
//Empty the tree of all objects, static and dynamic.
void ClearObjects();
//Empty the tree of all dynamic objects. Static objects remain in the tree.
void ClearDynamicObjects();
//Returns true if the ray collides with something in the tree. Result is written to [data].
bool RayCollides(const Ray& ray, Output& data);
//Returns true if the box collides with something in the tree.
//On collision with a box, that box is written to [outBoxIntersected].
//Note: More efficient than calling BoxesInSameRegion from outside and testing there.
bool BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected);
private:
struct OctChild; //Fwd declaration;
struct ContainedObject
{
ContainedObject()
: Box(AABB())
, Checked(false)
{}
ContainedObject(AABB box)
: Box(box)
, Checked(false)
{}
AABB Box;
bool Checked;
};
OctChild* m_Root;
std::vector<ContainedObject> m_StaticObjects;
std::vector<ContainedObject> m_DynamicObjects;
bool m_UpdatedOnce;
unsigned int m_BoxID;
glm::vec3 m_PrevPos;
glm::quat m_PrevOri;
void falsifyObjectChecks();
struct OctChild
{
~OctChild();
OctChild(const AABB& octTreeBounds,
int subDivisions,
std::vector<OctTree::ContainedObject>& staticObjects,
std::vector<OctTree::ContainedObject>& dynamicObjects);
OctChild(const OctChild& other) = delete;
OctChild(const OctChild&& other) = delete;
OctChild& operator= (const OctChild& other) = delete;
void AddDynamicObject(const AABB& box);
void AddStaticObject(const AABB& box);
void BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes) const;
void ClearObjects();
void ClearDynamicObjects();
bool RayCollides(const Ray& ray, Output& data) const;
bool BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const;
OctChild* m_Children[8];
//Indices into the lists in OctTree.
std::vector<int> m_StaticObjIndices;
std::vector<int> m_DynamicObjIndices;
AABB m_Box;
//Reference to the lists in OctTree.
std::vector<OctTree::ContainedObject>& m_StaticObjectsRef;
std::vector<OctTree::ContainedObject>& m_DynamicObjectsRef;
inline bool hasChildren() const;
int childIndexContainingPoint(const glm::vec3& point) const;
std::vector<int> childIndicesContainingBox(const AABB& box) const;
};
};
#endif
+31
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@@ -0,0 +1,31 @@
#ifndef Ray_h__
#define Ray_h__
#include "../GLM.h"
#include "Common.h"
class Ray
{
public:
Ray(const glm::vec3& origin, const glm::vec3& dir)
: m_Origin(origin)
, m_Direction(glm::normalize(dir))
{
DEBUG_IF(true) {
if (glm::any(glm::isnan(m_Direction))) {
LOG_WARNING("Ray Direction was set to the zero-vector, expect unknown side effects and/or crashes.");
}
}
}
const glm::vec3& Origin() const { return m_Origin; }
const glm::vec3& Direction() const { return m_Direction; }
//Sets the ray origin at parameter.
void SetOrigin(const glm::vec3& origin) { m_Origin = origin; }
//Normalizes the parameter and sets direction to it.
void SetDirection(const glm::vec3& direction) { m_Direction = glm::normalize(direction); }
private:
glm::vec3 m_Origin;
glm::vec3 m_Direction;
};
#endif // Ray_h__
+12
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@@ -0,0 +1,12 @@
// Example:
// DEBUG_IF(condition) {
// // This code is executed only in debug mode and if condition is true.
// }
// NOTE: condition statement is not executed at all in release mode.
#ifndef DEBUG_IF
#ifndef DEBUG
#define DEBUG_IF(c) if(c)
#else
#define DEBUG_IF(c) if(false)
#endif
#endif
+8
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@@ -1,5 +1,6 @@
#include <imgui/imgui.h>
#include <glm/gtx/common.hpp>
#include <boost/filesystem/path.hpp>
#include "../Core/System.h"
#include "../Core/EMousePress.h"
#include "../Core/EMouseRelease.h"
@@ -8,6 +9,7 @@
#include "../Input/EInputCommand.h"
#include "../Rendering/IRenderer.h"
#include "../Rendering/EPicking.h"
#include "../Core/EFileDropped.h"
#include "../Rendering/RenderQueueFactory.h"
class EditorSystem : public ImpureSystem
@@ -41,8 +43,11 @@ private:
EntityID m_Widget = 0;
EntityID m_WidgetX = 0;
EntityID m_WidgetPlaneX = 0;
EntityID m_WidgetY = 0;
EntityID m_WidgetPlaneY = 0;
EntityID m_WidgetZ = 0;
EntityID m_WidgetPlaneZ = 0;
EntityID m_WidgetOrigin = 0;
glm::vec3 m_WidgetCurrentAxis;
float m_WidgetPickingDepth = 0.f;
@@ -50,6 +55,7 @@ private:
EntityID m_Selection = 0;
EntityID m_LastSelection = 0;
glm::vec3 m_Position;
std::string m_LastDroppedFile;
EventRelay<EditorSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
@@ -61,6 +67,8 @@ private:
bool OnMouseMove(const Events::MouseMove& e);
EventRelay<EditorSystem, Events::Picking> m_EPicking;
bool OnPicking(const Events::Picking& e);
EventRelay<EditorSystem, Events::FileDropped> m_EFileDropped;
bool OnFileDropped(const Events::FileDropped& e);
void updateWidget();
void setWidgetMode(WidgetMode newMode);
+13 -1
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@@ -6,16 +6,28 @@
#include "Common.h"
#include "Core/System.h"
#include "Collision/ETrigger.h"
class PlayerSystem : public PureSystem
{
public:
PlayerSystem(EventBroker* eventBroker)
: PureSystem(eventBroker, "Player")
{ }
{
EVENT_SUBSCRIBE_MEMBER(m_ETouch, &PlayerSystem::OnTouch);
EVENT_SUBSCRIBE_MEMBER(m_EEnter, &PlayerSystem::OnEnter);
EVENT_SUBSCRIBE_MEMBER(m_ELeave, &PlayerSystem::OnLeave);
}
virtual void UpdateComponent(World* world, ComponentWrapper& player, double dt) override;
private:
float m_Speed = 5;
EventRelay<PlayerSystem, Events::TriggerEnter> m_EEnter;
bool OnEnter(const Events::TriggerEnter &event);
EventRelay<PlayerSystem, Events::TriggerTouch> m_ETouch;
bool PlayerSystem::OnTouch(const Events::TriggerTouch &event);
EventRelay<PlayerSystem, Events::TriggerLeave> m_ELeave;
bool PlayerSystem::OnLeave(const Events::TriggerLeave &event);
};
#endif
+2
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@@ -6,4 +6,6 @@
<xs:include schemaLocation="Components/Test.xsd"/>
<xs:include schemaLocation="Components/RaptorCopter.xsd"/>
<xs:include schemaLocation="Components/Player.xsd"/>
<xs:include schemaLocation="Components/AABB.xsd"/>
<xs:include schemaLocation="Components/Trigger.xsd"/>
</xs:schema>
+4
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@@ -0,0 +1,4 @@
<c:AABB>
<BoxCenter X="0" Y="0" Z="0"/>
<BoxSize X="1" Y="1" Z="1"/>
</c:AABB>
+14
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@@ -0,0 +1,14 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="AABB">
<xs:complexType>
<xs:all>
<xs:element name="BoxCenter" type="t:Vector" minOccurs="0"/>
<xs:element name="BoxSize" type="t:Vector" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+2
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@@ -0,0 +1,2 @@
<c:Trigger>
</c:Trigger>
+8
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@@ -0,0 +1,8 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Trigger">
</xs:element>
</xs:schema>
@@ -0,0 +1,122 @@
<?xml version="1.0" encoding="UTF-8"?>
<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd" xmlns:c="components">
<Components>
<c:Transform>
<Orientation X="0" Y="0" Z="0"/>
</c:Transform>
<c:Model>
<Resource>Models/DummyScene.obj</Resource>
</c:Model>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="-1.5"/>
<Scale X="1" Y="1" Z="1"/>
</c:Transform>
<c:Model>
<Resource>Models/ScaleWidget.obj</Resource>
</c:Model>
</Components>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="1.5"/>
<Scale X="2" Y="2" Z="2"/>
</c:Transform>
<c:Model>
<Resource>Models/RotationWidgetX.obj</Resource>
</c:Model>
<c:Trigger>
</c:Trigger>
</Components>
</Entity>
<Entity>
<Components>
<c:Player>
<Velocity X="0" Y="0" Z="0"/>
</c:Player>
<c:Transform>
<Position X="2.5"/>
</c:Transform>
<c:Model>
<Resource>Models/Core/UnitCube.obj</Resource>
</c:Model>
<c:AABB>
</c:AABB>
</Components>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="-0"/>
<Scale X="1" Y="1" Z="1"/>
</c:Transform>
<!--<c:Move>
<Speed>1</Speed>
<Direction X="-1"/>
<Rotation Y="3.14"/>
</c:Move>-->
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="0"/>
<Orientation X="0.0" Y="0" Z="1.0"/>
</c:Transform>
<c:Model>
<Resource>Models/Core/UnitRaptor.obj</Resource>
<Color R="1" G="0.4" B="0.8"/>
</c:Model>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="-0.01" Y="0.55"/>
<Orientation X="0" Y="0" Z="-1"/>
</c:Transform>
<c:RaptorCopter>
<Speed>20</Speed>
<Axis Y="1"/>
</c:RaptorCopter>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="0"/>
<Scale X="1.7" Y="0.03" Z="0.1"/>
<Orientation X="0" Y="0" Z="0"/>
</c:Transform>
<c:Model>
<Resource>Models/Core/UnitCube.obj</Resource>
<Color R="1" G="0.4" B="0.8"/>
</c:Model>
</Components>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="0"/>
<Scale X="1.7" Y="0.03" Z="0.1"/>
<Orientation X="0" Y="1.57" Z="0"/>
</c:Transform>
<c:Model>
<Resource>Models/Core/UnitCube.obj</Resource>
<Color R="1" G="0.4" B="0.8"/>
</c:Model>
</Components>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+5
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@@ -25,10 +25,13 @@
<Components>
<c:Transform>
<Position X="1.5"/>
<Scale X="2" Y="2" Z="2"/>
</c:Transform>
<c:Model>
<Resource>Models/RotationWidget.obj</Resource>
</c:Model>
<c:Trigger>
</c:Trigger>
</Components>
</Entity>
<!--<Entity>
@@ -42,6 +45,8 @@
<c:Model>
<Resource>Models/Core/UnitCube.obj</Resource>
</c:Model>
<c:AABB>
</c:AABB>
</Components>
</Entity>-->
<Entity>
+7
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@@ -69,6 +69,12 @@ file(GLOB SOURCE_FILES_GUI
)
source_group(GUI FILES ${SOURCE_FILES_GUI})
file(GLOB SOURCE_FILES_Collision
"${INCLUDE_PATH}/Collision/*.h"
"Collision/*.cpp"
)
source_group(Collision FILES ${SOURCE_FILES_Collision})
file(GLOB SOURCE_FILES_Editor
"${INCLUDE_PATH}/Editor/*.h"
"Editor/*.cpp"
@@ -83,6 +89,7 @@ set(SOURCE_FILES
${SOURCE_FILES_GUI}
${SOURCE_FILES_Rendering}
${SOURCE_FILES_Rendering_Util}
${SOURCE_FILES_Collision}
${CMAKE_SOURCE_DIR}/deps/include/imgui/imgui.cpp
${CMAKE_SOURCE_DIR}/deps/include/imgui/imgui_draw.cpp
${CMAKE_SOURCE_DIR}/deps/include/imgui/imgui_demo.cpp
+279
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@@ -0,0 +1,279 @@
#include <algorithm>
#include "Collision/Collision.h"
#include "Engine/GLM.h"
#include "Core/World.h"
#include "Rendering/Model.h"
namespace Collision
{
//note: this one hasnt been delta adjusted like RayVsAABB has
bool RayAABBIntr(const Ray& ray, const AABB& box)
{
glm::vec3 w = 75.0f * ray.Direction();
glm::vec3 v = glm::abs(w);
glm::vec3 c = ray.Origin() - box.Center() + w;
glm::vec3 half = box.HalfSize();
if (abs(c.x) > v.x + half.x) {
return false;
}
if (abs(c.y) > v.y + half.y) {
return false;
}
if (abs(c.z) > v.z + half.z) {
return false;
}
if (abs(c.y*w.z - c.z*w.y) > half.y*v.z + half.z*v.y) {
return false;
}
if (abs(c.x*w.z - c.z*w.x) > half.x*v.z + half.z*v.x) {
return false;
}
return !(abs(c.x*w.y - c.y*w.x) > half.x*v.y + half.y*v.x);
}
bool RayVsAABB(const Ray& ray, const AABB& box)
{
float dummy;
return RayVsAABB(ray, box, dummy);
}
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance)
{
glm::vec3 invdir = 1.0f / ray.Direction();
glm::vec3 origin = ray.Origin();
float t1 = (box.MinCorner().x - origin.x)*invdir.x;
float t2 = (box.MaxCorner().x - origin.x)*invdir.x;
float t3 = (box.MinCorner().y - origin.y)*invdir.y;
float t4 = (box.MaxCorner().y - origin.y)*invdir.y;
float t5 = (box.MinCorner().z - origin.z)*invdir.z;
float t6 = (box.MaxCorner().z - origin.z)*invdir.z;
float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
//if (tmax < 0 || tmin > tmax)
//if tmin,tmax are almost the same (i.e. hitting exactly in the corner) then tmin might be slightly
//greater than tmax becuase of floating-precision problems. fixed by adding a small delta to tmax
if (tmax < 0 || tmin>(tmax + 0.0001f))
return false;
outDistance = (tmin > 0) ? tmin : tmax;
return true;
}
bool AABBVsAABB(const AABB& a, const AABB& b)
{
const glm::vec3& aCenter = a.Center();
const glm::vec3& bCenter = b.Center();
const glm::vec3& aHSize = a.HalfSize();
const glm::vec3& bHSize = b.HalfSize();
//Test will probably exit because of the X and Z axes more often, so test them first.
if (abs(aCenter[0] - bCenter[0]) > (aHSize[0] + bHSize[0])) {
return false;
}
if (abs(aCenter[2] - bCenter[2]) > (aHSize[2] + bHSize[2])) {
return false;
}
return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1]));
}
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation)
{
minimumTranslation = glm::vec3(0, 0, 0);
const glm::vec3& aMax = a.MaxCorner();
const glm::vec3& bMax = b.MaxCorner();
const glm::vec3& aMin = a.MinCorner();
const glm::vec3& bMin = b.MinCorner();
const glm::vec3& bSize = b.Size();
const glm::vec3& aSize = a.Size();
float minOffset = INFINITY;
float off;
auto axisesIntersecting = glm::tvec3<bool, glm::highp>(false, false, false);
for (int i = 0; i < 3; ++i) {
off = bMax[i] - aMin[i];
if (off > 0 && off < bSize[i] + aSize[i]) {
if (off < minOffset) {
minimumTranslation = glm::vec3();
minimumTranslation[i] = minOffset = off;
}
axisesIntersecting[i] = true;
}
off = aMax[i] - bMin[i];
if (off > 0 && off < bSize[i] + aSize[i]) {
if (off < minOffset) {
minOffset = off;
minimumTranslation = glm::vec3();
minimumTranslation[i] = -off;
}
axisesIntersecting[i] = true;
}
}
return glm::all(axisesIntersecting);
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices)
{
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
glm::vec3 m = ray.Origin() - v0;
glm::vec3 MxE1 = glm::cross(m, e1);
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
float DetInv = glm::dot(e1, DxE2);
if (std::abs(DetInv) < FLT_EPSILON) {
continue;
}
DetInv = 1.0f / DetInv;
float u = glm::dot(m, DxE2) * DetInv;
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
continue;
}
//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
if (0 <= glm::dot(e2, MxE1) * DetInv) {
return true;
}
}
return false;
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
float& outDistance,
float& outUCoord,
float& outVCoord)
{
outDistance = INFINITY;
bool hit = false;
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
glm::vec3 m = ray.Origin() - v0;
glm::vec3 MxE1 = glm::cross(m, e1);
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
float DetInv = glm::dot(e1, DxE2);
if (std::abs(DetInv) < FLT_EPSILON) {
continue;
}
DetInv = 1.0f / DetInv;
float dist = glm::dot(e2, MxE1) * DetInv;
if (dist >= outDistance) {
continue;
}
float u = glm::dot(m, DxE2) * DetInv;
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) {
outDistance = dist;
outUCoord = u;
outVCoord = v;
hit = true;
}
}
return hit;
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
glm::vec3& outHitPosition)
{
float u;
float v;
float dist;
bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
outHitPosition = ray.Origin() + dist * ray.Direction();
return hit;
}
bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon)
{
const glm::vec3& ma1 = first.MaxCorner();
const glm::vec3& ma2 = first.MaxCorner();
const glm::vec3& mi1 = second.MinCorner();
const glm::vec3& mi2 = second.MinCorner();
return (std::abs(ma1.x - ma2.x) < epsilon) &&
(std::abs(mi1.x - mi2.x) < epsilon) &&
(std::abs(ma1.z - ma2.z) < epsilon) &&
(std::abs(mi1.z - mi2.z) < epsilon) &&
(std::abs(ma1.y - ma2.y) < epsilon) &&
(std::abs(mi1.y - mi2.y) < epsilon);
}
bool attachAABBComponentFromModel(World* world, EntityID id)
{
if (!world->HasComponent(id, "Model")) {
return false;
}
ComponentWrapper model = world->GetComponent(id, "Model");
ComponentWrapper collision = world->AttachComponent(id, "AABB");
Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
if (modelRes == nullptr) {
return false;
}
glm::mat4 modelMatrix = modelRes->m_Matrix;
glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
for (const auto& v : modelRes->m_Vertices) {
const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1);
maxi.x = std::max(wPos.x, maxi.x);
maxi.y = std::max(wPos.y, maxi.y);
maxi.z = std::max(wPos.z, maxi.z);
mini.x = std::min(wPos.x, mini.x);
mini.y = std::min(wPos.y, mini.y);
mini.z = std::min(wPos.z, mini.z);
}
collision["BoxCenter"] = 0.5f * (maxi + mini);
collision["BoxSize"] = maxi - mini;
return true;
}
bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox)
{
ComponentWrapper& cTrans = world->GetComponent(AABBComponent.EntityID, "Transform");
ComponentWrapper model = world->GetComponent(AABBComponent.EntityID, "Model");
Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
outBox.CreateFromCenter(AABBComponent["BoxCenter"], AABBComponent["BoxSize"]);
glm::vec3 mini = outBox.MinCorner();
glm::vec3 maxi = outBox.MaxCorner();
glm::mat4 modelMatrix = modelRes->m_Matrix *
glm::translate(glm::mat4(), (glm::vec3)cTrans["Position"]) *
glm::scale((glm::vec3)cTrans["Scale"]);
outBox = AABB(modelMatrix * glm::vec4(mini.x, mini.y, mini.z, 1),
modelMatrix * glm::vec4(maxi.x, maxi.y, maxi.z, 1));
return true;
}
bool GetEntityBox(World* world, EntityID entity, AABB& outBox, bool forceBoxFromModel)
{
if (!world->HasComponent(entity, "AABB")) {
if (forceBoxFromModel) {
if (!attachAABBComponentFromModel(world, entity))
return false;
} else {
return false;
}
}
ComponentWrapper& cBox = world->GetComponent(entity, "AABB");
return GetEntityBox(world, cBox, outBox);
}
}
+42
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@@ -0,0 +1,42 @@
#include "Collision/Collision.h"
#include "Collision/CollisionSystem.h"
#include "Core/AABB.h"
void CollisionSystem::UpdateComponent(World * world, ComponentWrapper & cAABB, double dt)
{
//TODO: Update CollisionSystem system after PlayerSystem.
//Right now, cAABB is a component attached to any entity that should be collideable.
AABB thisBox;
if (!Collision::GetEntityBox(world, cAABB, thisBox)) {
return;
}
//Press 'Z' to enable/disable collision.
if (zPress) {
return;
}
//Here, mover should be an object that moves, currently only players.
for (auto& mover : *world->GetComponents("Player")) {
if (cAABB.EntityID == mover.EntityID) {
continue;
}
AABB otherBox;
if (!Collision::GetEntityBox(world, mover.EntityID, otherBox)) {
continue;
}
glm::vec3 resolveTranslation;
if (Collision::AABBVsAABB(otherBox, thisBox, resolveTranslation)) {
ComponentWrapper& trans = world->GetComponent(mover.EntityID, "Transform");
//TODO: Special treatment if both are movers.
trans["Position"] = (glm::vec3)trans["Position"] + resolveTranslation;
}
}
}
bool CollisionSystem::OnKeyUp(const Events::KeyUp & event)
{
if (event.KeyCode == GLFW_KEY_Z) {
zPress = !zPress;
}
return false;
}
+81
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@@ -0,0 +1,81 @@
#include "Collision/TriggerSystem.h"
#include "Collision/Collision.h"
#include "Core/AABB.h"
#include "Rendering/Model.h"
void TriggerSystem::UpdateComponent(World* world, ComponentWrapper& trigger, double dt)
{
//Currently only players can trigger things.
auto players = world->GetComponents("Player");
if (players == nullptr) {
return;
}
EntityID tId = trigger.EntityID;
AABB triggerBox;
//The trigger *should* have a bounding box, or something, to test against so it can be triggered.
if (!Collision::GetEntityBox(world, tId, triggerBox, true)) {
return;
}
for (auto& pc : *players) {
EntityID pId = pc.EntityID;
AABB playerBox;
//The player can't trigger anything without an AABB.
if (!Collision::GetEntityBox(world, pId, playerBox, true)) {
continue;
}
if (!Collision::AABBVsAABB(triggerBox, playerBox)) {
//Entity is not touching the trigger,
//Throw event if it was previously.
if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[tId], pId, tId)) {
continue;
}
//This only occurs if the entity was completely inside the trigger one frame,
//then completely outside the trigger, e.g. when dying and respawning.
throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[tId], pId, tId);
} else {
//Entity is at least touching the trigger.
AABB completelyInsideBox;
completelyInsideBox.CreateFromCenter(triggerBox.Center(), triggerBox.Size() - 2.0f * playerBox.Size());
if (Collision::AABBVsAABB(completelyInsideBox, playerBox) &&
glm::all(glm::greaterThan(triggerBox.Size(), playerBox.Size()))) {
//Entity is completely inside the trigger.
//If it was only touching before, it is erased.
m_EntitiesTouchingTrigger[tId].erase(pId);
std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
if (completeSet.count(pId) == 0) {
//If it wasn't completely in the trigger, throw Enter and add to the set.
completeSet.insert(pId);
publish<Events::TriggerEnter>(pId, tId);
}
} else {
//Entity is only touching the trigger.
std::unordered_set<EntityID>& touchSet = m_EntitiesTouchingTrigger[tId];
std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
const auto& it = completeSet.find(pId);
//If it was completely inside before.
if (it != completeSet.end()) {
completeSet.erase(it);
touchSet.insert(pId);
//If it was completely outside before.
} else if (touchSet.count(pId) == 0) {
publish<Events::TriggerTouch>(pId, tId);
touchSet.insert(pId);
}
//Else, it was touching the trigger last frame too and nothing is done.
}
}
}
}
bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId)
{
const auto& it = triggerSet.find(pId);
if (it != triggerSet.end()) {
//If it was in the trigger, but not anymore, throw leaveEvent and erase from the set.
triggerSet.erase(it);
publish<Events::TriggerLeave>(pId, tId);
return true;
}
return false;
}
+34
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@@ -0,0 +1,34 @@
#include "Core/AABB.h"
#include "Common.h"
AABB::AABB(const glm::vec3& minPos, const glm::vec3& maxPos)
: m_MinCorner(minPos)
, m_MaxCorner(maxPos)
, m_Center(0.5f * (maxPos + minPos))
, m_HalfSize(0.5f * (maxPos - minPos))
{
DEBUG_IF(glm::any(glm::lessThan(m_MaxCorner, m_MinCorner))) {
LOG_WARNING("AABB maxCorner coordinates are not greater than minCorner");
m_MaxCorner.x = glm::max(m_MaxCorner.x, m_MinCorner.x);
m_MinCorner.x = glm::min(m_MaxCorner.x, m_MinCorner.x);
m_MaxCorner.y = glm::max(m_MaxCorner.y, m_MinCorner.y);
m_MinCorner.y = glm::min(m_MaxCorner.y, m_MinCorner.y);
m_MaxCorner.z = glm::max(m_MaxCorner.z, m_MinCorner.z);
m_MinCorner.z = glm::min(m_MaxCorner.z, m_MinCorner.z);
}
}
AABB::AABB(const glm::vec4& minPos, const glm::vec4& maxPos)
: AABB(glm::vec3(minPos), glm::vec3(maxPos))
{}
void AABB::CreateFromCenter(const glm::vec3& center, const glm::vec3& size)
{
m_Center = center;
m_HalfSize = 0.5f * size;
m_MinCorner = m_Center - m_HalfSize;
m_MaxCorner = m_Center + m_HalfSize;
}
AABB::~AABB()
{}
+1 -1
View File
@@ -19,7 +19,7 @@ bool ComponentPoolForwardIterator::operator!=(const ComponentPoolForwardIterator
return m_MemoryPoolIterator != other.m_MemoryPoolIterator;
}
ComponentPoolForwardIterator& ComponentPoolForwardIterator::operator++(int)
ComponentPoolForwardIterator ComponentPoolForwardIterator::operator++(int)
{
ComponentPoolForwardIterator copyIter(*this);
operator++();
+18
View File
@@ -2,6 +2,7 @@
std::vector<unsigned int> InputManager::GLFWCharCallbackQueue;
std::vector<std::pair<double, double>> InputManager::GLFWScrollCallbackQueue;
std::vector<std::string> InputManager::GLFWDropCallbackQueue;
void InputManager::Initialize()
{
@@ -10,6 +11,7 @@ void InputManager::Initialize()
//m_LastGamepadButtonState = std::array<GamepadButtonState, XUSER_MAX_COUNT>();
glfwSetCharCallback(m_GLFWWindow, &InputManager::GLFWCharCallback);
glfwSetScrollCallback(m_GLFWWindow, &InputManager::GLFWScrollCallback);
glfwSetDropCallback(m_GLFWWindow, &InputManager::GLFWDropCallback);
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &InputManager::OnLockMouse);
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &InputManager::OnUnlockMouse);
@@ -95,6 +97,14 @@ void InputManager::Update(double dt)
}
GLFWScrollCallbackQueue.clear();
// File drop
for (auto& path : GLFWDropCallbackQueue) {
Events::FileDropped e;
e.Path = path;
m_EventBroker->Publish(e);
}
GLFWDropCallbackQueue.clear();
// // Lock mouse while holding LMB
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
// {
@@ -229,6 +239,14 @@ void InputManager::GLFWScrollCallback(GLFWwindow* window, double xoffset, double
GLFWScrollCallbackQueue.push_back(std::make_pair(xoffset, yoffset));
}
void InputManager::GLFWDropCallback(GLFWwindow* window, int count, const char* paths[])
{
for (int i = 0; i < count; i++) {
GLFWDropCallbackQueue.push_back(std::string(paths[i]));
}
}
bool InputManager::OnLockMouse(const Events::LockMouse &event)
{
m_MouseLocked = true;
+377
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@@ -0,0 +1,377 @@
#include <vector>
#include <algorithm>
#include <bitset>
#include "Core/OctTree.h"
#include "Collision/Collision.h"
namespace
{
//To be able to sort nodes based on distance to ray origin.
struct ChildInfo
{
int Index;
float Distance;
};
bool isFirstLower(const ChildInfo& first, const ChildInfo& second)
{
return first.Distance < second.Distance;
}
}
OctTree::OctTree()
: OctTree(AABB(), 0)
{}
OctTree::OctTree(const AABB& octTreeBounds, int subDivisions)
: m_Root(new OctChild(octTreeBounds, subDivisions, m_StaticObjects, m_DynamicObjects))
, m_UpdatedOnce(false)
{}
OctTree::~OctTree()
{
delete m_Root;
}
void OctTree::AddDynamicObject(const AABB& box)
{
m_Root->AddDynamicObject(box);
m_DynamicObjects.push_back(box);
}
void OctTree::AddStaticObject(const AABB& box)
{
m_Root->AddStaticObject(box);
m_StaticObjects.push_back(box);
}
void OctTree::BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes)
{
falsifyObjectChecks();
m_Root->BoxesInSameRegion(box, outBoxes);
}
void OctTree::ClearObjects()
{
m_StaticObjects.clear();
m_DynamicObjects.clear();
m_Root->ClearObjects();
}
void OctTree::ClearDynamicObjects()
{
m_DynamicObjects.clear();
m_Root->ClearDynamicObjects();
}
bool OctTree::RayCollides(const Ray& ray, Output& data)
{
falsifyObjectChecks();
data.CollideDistance = -1;
return m_Root->RayCollides(ray, data);
}
bool OctTree::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected)
{
falsifyObjectChecks();
return m_Root->BoxCollides(boxToTest, outBoxIntersected);
}
void OctTree::falsifyObjectChecks()
{
for (auto& obj : m_StaticObjects) {
obj.Checked = false;
}
for (auto& obj : m_DynamicObjects) {
obj.Checked = false;
}
}
OctTree::OctChild::OctChild(const AABB& octTreeBounds,
int subDivisions,
std::vector<ContainedObject>& staticObjects,
std::vector<ContainedObject>& dynamicObjects)
: m_Box(octTreeBounds)
, m_StaticObjectsRef(staticObjects)
, m_DynamicObjectsRef(dynamicObjects)
{
if (subDivisions == 0) {
for (OctChild*& c : m_Children) {
c = nullptr;
}
} else {
--subDivisions;
for (int i = 0; i < 8; ++i) {
glm::vec3 minPos, maxPos;
const glm::vec3& parentMin = m_Box.MinCorner();
const glm::vec3& parentMax = m_Box.MaxCorner();
const glm::vec3& parentCenter = m_Box.Center();
std::bitset<3> bits(i);
//If child is 4,5,6,7.
if (bits.test(2)) {
minPos.x = parentCenter.x;
maxPos.x = parentMax.x;
} else {
minPos.x = parentMin.x;
maxPos.x = parentCenter.x;
}
//If child is 2,3,6,7
if (bits.test(1)) {
minPos.y = parentCenter.y;
maxPos.y = parentMax.y;
} else {
minPos.y = parentMin.y;
maxPos.y = parentCenter.y;
}
//If child is 1,3,5,7
if (bits.test(0)) {
minPos.z = parentCenter.z;
maxPos.z = parentMax.z;
} else {
minPos.z = parentMin.z;
maxPos.z = parentCenter.z;
}
m_Children[i] = new OctChild(AABB(minPos, maxPos), subDivisions, m_StaticObjectsRef, m_DynamicObjectsRef);
}
}
}
OctTree::OctChild::~OctChild()
{
for (OctChild*& c : m_Children) {
if (c != nullptr) {
delete c;
c = nullptr;
}
}
}
bool OctTree::OctChild::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const
{
if (hasChildren()) {
for (int i : childIndicesContainingBox(boxToTest)) {
if (m_Children[i]->BoxCollides(boxToTest, outBoxIntersected))
return true;
}
} else {
for (int i : m_StaticObjIndices) {
if (!m_StaticObjectsRef[i].Checked) {
const AABB& objBox = m_StaticObjectsRef[i].Box;
if (Collision::AABBVsAABB(boxToTest, objBox)) {
outBoxIntersected = objBox;
return true;
}
m_StaticObjectsRef[i].Checked = true;
}
}
for (int i : m_DynamicObjIndices) {
if (!m_DynamicObjectsRef[i].Checked) {
const AABB& objBox = m_DynamicObjectsRef[i].Box;
if (!Collision::IsSameBoxProbably(boxToTest, objBox) &&
Collision::AABBVsAABB(boxToTest, objBox)) {
outBoxIntersected = objBox;
return true;
}
m_DynamicObjectsRef[i].Checked = true;
}
}
}
return false;
}
bool OctTree::OctChild::RayCollides(const Ray& ray, Output& data) const
{
//If the node AABB is missed, everything it contains is missed.
if (Collision::RayAABBIntr(ray, m_Box)) {
//If the ray shoots the tree, and it is a parent to 8 children :o
if (hasChildren()) {
//Sort children according to their distance from the ray origin.
std::vector<ChildInfo> childInfos;
childInfos.reserve(8);
for (int i = 0; i < 8; ++i) {
childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Center()) });
}
std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
for (const ChildInfo& info : childInfos) {
if (m_Children[info.Index]->RayCollides(ray, data)) {
return true;
}
}
} else {
//Check against boxes in the node.
float minDist = INFINITY;
bool intersected = false;
for (int i : m_StaticObjIndices) {
float dist;
//If we haven't tested against this object before, and the ray hits.
if (!m_StaticObjectsRef[i].Checked &&
Collision::RayVsAABB(ray, m_StaticObjectsRef[i].Box, dist)) {
minDist = std::min(dist, minDist);
intersected = true;
}
m_StaticObjectsRef[i].Checked = true;
}
for (int i : m_DynamicObjIndices) {
float dist;
//If we haven't tested against this object before, and the ray hits.
if (!m_DynamicObjectsRef[i].Checked &&
Collision::RayVsAABB(ray, m_DynamicObjectsRef[i].Box, dist)) {
minDist = std::min(dist, minDist);
intersected = true;
}
m_DynamicObjectsRef[i].Checked = true;
}
data.CollideDistance = minDist;
return intersected;
}
}
return false;
}
void OctTree::OctChild::AddDynamicObject(const AABB& box)
{
if (hasChildren()) {
for (auto i : childIndicesContainingBox(box)) {
m_Children[i]->AddDynamicObject(box);
}
} else {
//Since it hasn't been added yet to the real object list, the index is after the last =size.
m_DynamicObjIndices.push_back((int)m_DynamicObjectsRef.size());
}
}
void OctTree::OctChild::AddStaticObject(const AABB& box)
{
if (hasChildren()) {
for (auto i : childIndicesContainingBox(box)) {
m_Children[i]->AddStaticObject(box);
}
} else {
//Since it hasn't been added yet to the real object list, the index is after the last =size.
m_StaticObjIndices.push_back((int)m_StaticObjectsRef.size());
}
}
void OctTree::OctChild::BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes) const
{
if (hasChildren()) {
for (auto i : childIndicesContainingBox(box)) {
m_Children[i]->BoxesInSameRegion(box, outBoxes);
}
} else {
size_t startIndex = outBoxes.size();
int numDuplicates = 0;
outBoxes.resize(outBoxes.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
for (size_t i = 0; i < m_StaticObjIndices.size(); ++i){
ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
if (obj.Checked) {
++numDuplicates;
} else {
obj.Checked = true;
outBoxes[startIndex + i - numDuplicates] = obj.Box;
}
}
for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
if (obj.Checked) {
++numDuplicates;
} else {
obj.Checked = true;
outBoxes[startIndex + i - numDuplicates] = obj.Box;
}
}
for (size_t i = 0; i < numDuplicates; ++i) {
outBoxes.pop_back();
}
}
}
void OctTree::OctChild::ClearObjects()
{
if (hasChildren()) {
for (OctChild*& c : m_Children) {
c->ClearObjects();
}
} else {
m_DynamicObjIndices.clear();
m_StaticObjIndices.clear();
}
}
void OctTree::OctChild::ClearDynamicObjects()
{
if (hasChildren()) {
for (OctChild*& c : m_Children) {
c->ClearObjects();
}
} else {
m_DynamicObjIndices.clear();
}
}
//: 3 7
//:
//: 2 6
//: |
//: 1 5 \ y
//: z
//: 0 4 0 x-->
//
// child: 0 1 2 3 4 5 6 7
// x : - - - - + + + +
// y : - - + + - - + +
// z : - + - + - + - +
int OctTree::OctChild::childIndexContainingPoint(const glm::vec3& point) const
{
const glm::vec3& c = m_Box.Center();
return (1 << 2) * (point.x >= c.x) | (1 << 1) * (point.y >= c.y) | (point.z >= c.z);
}
std::vector<int> OctTree::OctChild::childIndicesContainingBox(const AABB& box) const
{
int minInd = childIndexContainingPoint(box.MinCorner());
int maxInd = childIndexContainingPoint(box.MaxCorner());
//Because of the predictable ordering of the child indices,
//the number of bits set when xor:ing the indices will determine the number of children containing the box.
std::bitset<3> bits(minInd ^ maxInd);
switch (bits.count()) {
//Box contained completely in one child.
case 0:
return{ minInd };
//Two children.
case 1:
return{ minInd, maxInd };
//Four children.
case 2:
{
std::vector<int> ret;
//Bit-hax to calculate the correct 4 children containing the box.
//This works because of the childrens index determine what part of
//the dimensions they are responsible for (which octant).
bits.flip();
//At this point the bits necessarily have exactly one bit set.
for (int c = 0; c < 8; ++c) {
//If the child index have the same bit set as the bits, add box to it.
if (bits.to_ulong() & c) {
ret.push_back(c);
}
}
return ret;
}
case 3: //Eight children.
return{ 0,1,2,3,4,5,6,7 };
default:
return std::vector<int>();
}
}
inline bool OctTree::OctChild::hasChildren() const
{
return m_Children[0] != nullptr;
}
View File
+80 -17
View File
@@ -19,6 +19,7 @@ EditorSystem::EditorSystem(EventBroker* eventBroker, IRenderer* renderer)
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &EditorSystem::OnMouseRelease);
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &EditorSystem::OnMouseMove);
EVENT_SUBSCRIBE_MEMBER(m_EPicking, &EditorSystem::OnPicking);
EVENT_SUBSCRIBE_MEMBER(m_EFileDropped, &EditorSystem::OnFileDropped);
}
void EditorSystem::Update(World* world, double dt)
@@ -36,6 +37,11 @@ void EditorSystem::Update(World* world, double dt)
updateWidget();
drawUI(world, dt);
// Clear drop queue if it wasn't handled by any UI element
if (!m_LastDroppedFile.empty()) {
m_LastDroppedFile = "";
}
}
bool EditorSystem::OnInputCommand(const Events::InputCommand& e)
@@ -79,6 +85,9 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
return false;
}
if (m_Selection == 0) {
return false;
}
auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
glm::vec3 widgetOrientation = widgetTransform["Orientation"];
@@ -147,6 +156,13 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
glm::vec3& scaleX = m_World->GetComponent(m_WidgetX, "Transform")["Scale"];
glm::vec3& scaleY = m_World->GetComponent(m_WidgetY, "Transform")["Scale"];
glm::vec3& scaleZ = m_World->GetComponent(m_WidgetZ, "Transform")["Scale"];
if (m_WidgetCurrentAxis.x > 0 && m_WidgetCurrentAxis.y > 0 && m_WidgetCurrentAxis.z > 0) {
float movementLength = glm::length(movement);
float dot = glm::dot((glm::vec3)widgetOrientation, movement);
movement = glm::vec3(movementLength) * glm::sign(dot);
(glm::vec3&)m_World->GetComponent(m_WidgetOrigin, "Transform")["Scale"] += movement;
}
if (m_WidgetCurrentAxis.x > 0) {
scaleX.x += movement.x;
}
@@ -156,14 +172,19 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
if (m_WidgetCurrentAxis.z > 0) {
scaleZ.z += movement.z;
}
if (m_WidgetCurrentAxis.x > 0 && m_WidgetCurrentAxis.y > 0 && m_WidgetCurrentAxis.z > 0) {
float max = glm::max(scaleX.x, glm::max(scaleY.y, scaleZ.z));
(glm::vec3&)m_World->GetComponent(m_WidgetOrigin, "Transform")["Scale"] = glm::vec3(max);
}
(glm::vec3&)m_World->GetComponent(m_Selection, "Transform")["Scale"] += movement;
}
}
/*LOG_DEBUG("DELTA %f", e.DeltaX);
if (e.X < 0) {
glfwSetCursorPos(m_Renderer->Window(), width - 1, e.Y);
}
if (e.X >= width) {
glfwSetCursorPos(m_Renderer->Window(), 0, e.Y);
}*/
return true;
}
@@ -189,9 +210,9 @@ bool EditorSystem::OnPicking(const Events::Picking& e)
EntityID parent = m_World->GetParent(entity);
if (parent == m_Widget) {
m_WidgetCurrentAxis = glm::vec3(
(entity == m_WidgetX) || (entity == m_WidgetOrigin),
(entity == m_WidgetY) || (entity == m_WidgetOrigin),
(entity == m_WidgetZ) || (entity == m_WidgetOrigin)
(entity == m_WidgetX) || (entity == m_WidgetOrigin) || (entity == m_WidgetPlaneY || entity == m_WidgetPlaneZ),
(entity == m_WidgetY) || (entity == m_WidgetOrigin) || (entity == m_WidgetPlaneX || entity == m_WidgetPlaneZ),
(entity == m_WidgetZ) || (entity == m_WidgetOrigin) || (entity == m_WidgetPlaneX || entity == m_WidgetPlaneY)
);
m_WidgetPickingDepth = result.Depth;
@@ -212,6 +233,12 @@ bool EditorSystem::OnPicking(const Events::Picking& e)
return true;
};
bool EditorSystem::OnFileDropped(const Events::FileDropped& e)
{
m_LastDroppedFile = boost::filesystem::path(e.Path).lexically_relative(boost::filesystem::current_path()).string();
std::replace(m_LastDroppedFile.begin(), m_LastDroppedFile.end(), '\\', '/');
return true;
}
void EditorSystem::updateWidget()
{
@@ -221,12 +248,24 @@ void EditorSystem::updateWidget()
m_WidgetX = m_World->CreateEntity(m_Widget);
m_World->AttachComponent(m_WidgetX, "Transform");
m_World->AttachComponent(m_WidgetX, "Model");
m_WidgetPlaneX = m_World->CreateEntity(m_Widget);
m_World->AttachComponent(m_WidgetPlaneX, "Transform");
m_World->AttachComponent(m_WidgetPlaneX, "Model");
m_World->GetComponent(m_WidgetPlaneX, "Model")["Resource"] = "Models/WidgetPlaneX.obj";
m_WidgetY = m_World->CreateEntity(m_Widget);
m_World->AttachComponent(m_WidgetY, "Transform");
m_World->AttachComponent(m_WidgetY, "Model");
m_WidgetPlaneY = m_World->CreateEntity(m_Widget);
m_World->AttachComponent(m_WidgetPlaneY, "Transform");
m_World->AttachComponent(m_WidgetPlaneY, "Model");
m_World->GetComponent(m_WidgetPlaneY, "Model")["Resource"] = "Models/WidgetPlaneY.obj";
m_WidgetZ = m_World->CreateEntity(m_Widget);
m_World->AttachComponent(m_WidgetZ, "Transform");
m_World->AttachComponent(m_WidgetZ, "Model");
m_WidgetPlaneZ = m_World->CreateEntity(m_Widget);
m_World->AttachComponent(m_WidgetPlaneZ, "Transform");
m_World->AttachComponent(m_WidgetPlaneZ, "Model");
m_World->GetComponent(m_WidgetPlaneZ, "Model")["Resource"] = "Models/WidgetPlaneZ.obj";
m_WidgetOrigin = m_World->CreateEntity(m_Widget);
m_World->AttachComponent(m_WidgetOrigin, "Transform");
m_World->AttachComponent(m_WidgetOrigin, "Model");
@@ -252,15 +291,24 @@ void EditorSystem::setWidgetMode(WidgetMode newMode)
auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
widgetTransform["Orientation"] = glm::vec3(0.f);
m_World->GetComponent(m_WidgetX, "Transform")["Scale"] = glm::vec3(1.f);
m_World->GetComponent(m_WidgetPlaneX, "Model")["Visible"] = false;
m_World->GetComponent(m_WidgetY, "Transform")["Scale"] = glm::vec3(1.f);
m_World->GetComponent(m_WidgetPlaneY, "Model")["Visible"] = false;
m_World->GetComponent(m_WidgetZ, "Transform")["Scale"] = glm::vec3(1.f);
m_World->GetComponent(m_WidgetPlaneZ, "Model")["Visible"] = false;
m_World->GetComponent(m_WidgetOrigin, "Transform")["Scale"] = glm::vec3(1.f);
m_World->GetComponent(m_WidgetOrigin, "Model")["Visible"] = false;
if (newMode == WidgetMode::Translate) {
m_World->GetComponent(m_WidgetX, "Model")["Resource"] = "Models/TranslationWidgetX.obj";
m_World->GetComponent(m_WidgetY, "Model")["Resource"] = "Models/TranslationWidgetY.obj";
m_World->GetComponent(m_WidgetZ, "Model")["Resource"] = "Models/TranslationWidgetZ.obj";
m_World->GetComponent(m_WidgetOrigin, "Model")["Visible"] = false;
// Temporarily disabled for local space until I can figure out what's wrong with the math
if (m_WidgetSpace != WidgetSpace::Local) {
m_World->GetComponent(m_WidgetPlaneX, "Model")["Visible"] = true;
m_World->GetComponent(m_WidgetPlaneY, "Model")["Visible"] = true;
m_World->GetComponent(m_WidgetPlaneZ, "Model")["Visible"] = true;
}
if (m_Selection != 0) {
if (m_WidgetSpace == WidgetSpace::Local) {
auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
@@ -275,13 +323,12 @@ void EditorSystem::setWidgetMode(WidgetMode newMode)
m_World->GetComponent(m_WidgetOrigin, "Model")["Resource"] = "Models/ScaleWidgetOrigin.obj";
if (m_Selection != 0) {
auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
widgetTransform["Orientation"] = (glm::vec3)selectionTransform["Orientation"];
widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection));
}
} else if (newMode == WidgetMode::Rotate) {
m_World->GetComponent(m_WidgetX, "Model")["Resource"] = "Models/RotationWidgetX.obj";
m_World->GetComponent(m_WidgetY, "Model")["Resource"] = "Models/RotationWidgetY.obj";
m_World->GetComponent(m_WidgetZ, "Model")["Resource"] = "Models/RotationWidgetZ.obj";
m_World->GetComponent(m_WidgetOrigin, "Model")["Visible"] = false;
if (m_Selection != 0) {
auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
if (m_WidgetSpace == WidgetSpace::Local) {
@@ -389,37 +436,53 @@ void EditorSystem::drawUI(World* world, double dt)
const std::string& field = pair.first;
const std::string& type = pair.second;
ImGui::PushID(field.c_str());
if (type == "Vector") {
auto& val = component.Property<glm::vec3>(field);
if (field == "Scale") {
ImGui::DragFloat3(field.c_str(), glm::value_ptr(val), 0.1f, 0.f, std::numeric_limits<float>::max());
ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, 0.f, std::numeric_limits<float>::max());
} else if (field == "Orientation") {
glm::vec3 tempVal = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
if (ImGui::SliderFloat3(field.c_str(), glm::value_ptr(tempVal), 0.f, glm::two_pi<float>())) {
if (ImGui::SliderFloat3("", glm::value_ptr(tempVal), 0.f, glm::two_pi<float>())) {
val = tempVal;
}
} else {
ImGui::DragFloat3(field.c_str(), glm::value_ptr(val), 0.1f, std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max());
ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max());
}
} else if (type == "Color") {
auto& val = component.Property<glm::vec4>(field);
ImGui::ColorEdit4(field.c_str(), glm::value_ptr(val), true);
ImGui::ColorEdit4("", glm::value_ptr(val), true);
} else if (type == "string") {
std::string& val = component.Property<std::string>(field);
char tempString[1024];
memcpy(tempString, val.c_str(), std::min(val.length() + 1, sizeof(tempString)));
if (ImGui::InputText(field.c_str(), tempString, sizeof(tempString))) {
if (ImGui::InputText("", tempString, sizeof(tempString))) {
val = std::string(tempString);
LOG_DEBUG("%s::%s changed!", componentType.c_str(), field.c_str());
}
// DROP STUFF
if (ImGui::IsItemHovered() && !m_LastDroppedFile.empty()) {
val = m_LastDroppedFile;
m_LastDroppedFile = "";
}
} else if (type == "double") {
float tempVal = static_cast<float>(component.Property<double>(field));
if (ImGui::InputFloat(field.c_str(), &tempVal, 0.01f, 1.f)) {
if (ImGui::InputFloat("", &tempVal, 0.01f, 1.f)) {
component.SetProperty(field, static_cast<double>(tempVal));
}
} else if (type == "bool") {
auto& val = component.Property<bool>(field);
ImGui::Checkbox(field.c_str(), &val);
ImGui::Checkbox("", &val);
} else {
ImGui::TextDisabled(type.c_str());
}
ImGui::PopID();
ImGui::SameLine();
ImGui::Text(field.c_str());
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("field annotation goes here");
}
}
}
+6 -4
View File
@@ -76,13 +76,15 @@ RawModel::RawModel(std::string fileName)
}
// Material diffuse color
aiColor4D diffuse;
aiColor3D diffuse;
material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, diffuse.a);
float opacity;
material->Get(AI_MATKEY_OPACITY, opacity);
desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, opacity);
// Material specular color
aiColor4D specular;
aiColor3D specular;
material->Get(AI_MATKEY_COLOR_SPECULAR, specular);
desc.SpecularVertexColor = glm::vec4(specular.r, specular.g, specular.b, specular.a);
desc.SpecularVertexColor = glm::vec4(specular.r, specular.g, specular.b, 1.f);
m_Vertices.push_back(desc);
}
+5
View File
@@ -1,4 +1,6 @@
#include "Game.h"
#include "Collision/TriggerSystem.h"
#include "Collision/CollisionSystem.h"
Game::Game(int argc, char* argv[])
{
@@ -53,6 +55,9 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<RaptorCopterSystem>();
m_SystemPipeline->AddSystem<PlayerSystem>();
m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
m_SystemPipeline->AddSystem<CollisionSystem>();
m_SystemPipeline->AddSystem<TriggerSystem>();
// Invoke network
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
//boost::thread workerThread(&Game::networkFunction, this);
+19
View File
@@ -5,6 +5,7 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
player["Velocity"] = glm::vec3(0.f, 0.f, 0.f);
if ((bool&)player["Forward"] == true) {
((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt) * -1;
}
if ((bool&)player["Left"] == true) {
((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt) * -1;
@@ -21,3 +22,21 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
}
}
bool PlayerSystem::OnTouch(const Events::TriggerTouch &event)
{
LOG_INFO("Player entity %i touched widget (entity %i).", event.Entity, event.Trigger);
return false;
}
bool PlayerSystem::OnEnter(const Events::TriggerEnter &event)
{
LOG_INFO("Player entity %i entered widget (entity %i).", event.Entity, event.Trigger);
return false;
}
bool PlayerSystem::OnLeave(const Events::TriggerLeave &event)
{
LOG_INFO("Player entity %i left widget (entity %i).", event.Entity, event.Trigger);
return false;
}
+1
View File
@@ -12,6 +12,7 @@ include_directories(
)
file(GLOB SOURCE_FILES
"*.h"
"*.cpp"
)
+220
View File
@@ -0,0 +1,220 @@
//#define BOOST_TEST_MODULE collTest
#include <boost/test/unit_test.hpp>
#include <boost/test/execution_monitor.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include "Engine/Collision/Collision.h"
#include "Engine/Core/AABB.h"
#include "Engine/Core/Ray.h"
#include <stdlib.h>//srand
#include "Engine/Core/OctTree.h"
//vs model
#include <sstream>
#include <string>
//ray vs model
#include "Engine\Core\ResourceManager.h"
#include "Engine\Rendering\Model.h"
#include "Engine\Core\Ray.h"
//vs memleaks
//#define _CRTDBG_MAP_ALLOC
//#include <stdlib.h>
//#include <crtdbg.h>
//#define DEBUG_CLIENTBLOCK new( _CLIENT_BLOCK, __FILE__, __LINE__)
//#define new DEBUG_CLIENTBLOCK
void RayTest(std::string fileName) {
//simple box test
Ray ray(glm::vec3(-50, 0, 0), glm::vec3(1, 0, 0));
//using a rawmodel here, else we have to init the renderingsystem
ResourceManager::RegisterType<RawModel>("RawModel");
auto unitBox = ResourceManager::Load<RawModel>(fileName);
BOOST_REQUIRE(unitBox != nullptr);
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
BOOST_CHECK(hit);
ray.SetDirection(glm::vec3(-1, 0, 0));
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
BOOST_CHECK(!hit);
}
BOOST_AUTO_TEST_SUITE(collisionTests)
BOOST_AUTO_TEST_CASE(collisionTest)
{
//memleak
int* globalLeak = new int[5];
//fixed seed
srand(2);
AABB someAABB;
glm::vec3 minPos;
glm::vec3 maxPos;
bool z;
int test = 0;
for (size_t i = 0; i < 10; i++)
{
Ray ray(
glm::vec3(rand() % 100, rand() % 100, rand() % 100),
glm::vec3(rand() % 100, rand() % 100, rand() % 100)
);
minPos.x = rand() % 100;
minPos.y = rand() % 100;
minPos.z = rand() % 100;
maxPos.x = rand() % 100;
maxPos.y = rand() % 100;
maxPos.z = rand() % 100;
someAABB = AABB(minPos, maxPos);
z = Collision::RayVsAABB(ray, someAABB);
if (z) ++test;
}
BOOST_CHECK(test >= 0);
//_CrtDumpMemoryLeaks();
}
BOOST_AUTO_TEST_CASE(collisionTest2)
{
//fixed seed
srand(2);
AABB someAABB;
glm::vec3 minPos;
glm::vec3 maxPos;
bool z;
int test = 0;
for (size_t i = 0; i < 1000000; i++)
{
Ray ray(
glm::vec3(rand() % 100, rand() % 100, rand() % 100),
glm::vec3(rand() % 100, rand() % 100, rand() % 100)
);
minPos.x = rand() % 100;
minPos.y = rand() % 100;
minPos.z = rand() % 100;
maxPos.x = rand() % 100;
maxPos.y = rand() % 100;
maxPos.z = rand() % 100;
someAABB = AABB(minPos, maxPos);
z = Collision::RayAABBIntr(ray, someAABB);
if (z) ++test;
}
BOOST_CHECK(test >= 0);
}
BOOST_AUTO_TEST_CASE(rayVsModelTest)
{
//simple box test
RayTest("Models/Core/UnitCube.obj");
}
BOOST_AUTO_TEST_CASE(rayVsModelTest2)
{
//advanced test, this will check so rayVSAABB and rayVsModel(with boxmodel) gives the same result (hit/miss)
//testing with different seeds
// srand(7676762);
// srand(7676462);
// srand(7462);
srand(72);
AABB someAABB;
glm::vec3 minPos;
glm::vec3 maxPos;
bool z;
int test = 0;
//min/max is the same as the rawmodels boundaries ofcourse
minPos = glm::vec3(-0.5f, -0.5f, -0.5f);
maxPos = glm::vec3(0.5f, 0.5f, 0.5f);
someAABB = AABB(minPos, maxPos);
//using a rawmodel here, else we have to init the renderingsystem
ResourceManager::RegisterType<RawModel>("RawModel");
auto unitBox = ResourceManager::Load<RawModel>("Models/Core/UnitCube.obj");
BOOST_CHECK(unitBox != nullptr);
for (size_t i = 0; i < 1000000; i++)
{
Ray ray(
glm::vec3(-2, 0, 0),
glm::vec3(rand() % 100, rand() % 100, rand() % 100)
);
//if we normalize the ray.direction when its 0,0,0 then we get nan,nan,nan - thus we have this check to prevent that
if (glm::any(glm::isnan(ray.Direction())))
continue;
z = Collision::RayVsAABB(ray, someAABB);
if (z) {
//hit
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
if (!hit) {
//if rayvsaabb hit but rayvvmodel didnt hit, we get to here
glm::vec3 outtttttttt;
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices, outtttttttt);
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
}
else {
hit = hit;
}
BOOST_CHECK(hit);
}
////breakpoint test
//if (!z) {
// z = z;
//}
//
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
////breakpoint test
//if (!hit) {
// hit = hit;
//}
if (hit) {
//hit
z = Collision::RayVsAABB(ray, someAABB);
if (!z) {
//if rayvsmodel hit but rayvsaabb didnt hit then we get to here
z = Collision::RayVsAABB(ray, someAABB);
glm::vec3 outtttttttt;
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices, outtttttttt);
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
}
else {
z = z;
}
BOOST_CHECK(hit);
}
}
}
BOOST_AUTO_TEST_CASE(rayVsModelTest3)
{
//simple test
RayTest("Models/Core/UnitSphere.obj");
}
BOOST_AUTO_TEST_CASE(rayVsModelTest4)
{
//simple test
RayTest("Models/Core/UnitCylinder.obj");
}
BOOST_AUTO_TEST_CASE(rayVsModelTest5)
{
//simple test
RayTest("Models/Core/UnitRaptor.obj");
}
BOOST_AUTO_TEST_CASE(octTest)
{
glm::vec3 mini = glm::vec3(-1, -1, -1);
glm::vec3 maxi = glm::vec3(1, 1, 1);
OctTree tree(AABB(mini, maxi), 2);
tree.AddDynamicObject(AABB(mini, -0.9f*maxi));
OctTree::Output data;
glm::vec3 origin = 3.0f * mini;
bool rayIntersected = tree.RayCollides(Ray(origin , mini - origin), data);
BOOST_CHECK(rayIntersected);
tree.ClearDynamicObjects();
rayIntersected = tree.RayCollides(Ray(origin, mini - origin), data);
BOOST_CHECK(!rayIntersected);
}
BOOST_AUTO_TEST_SUITE_END()
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#include <boost/test/unit_test.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include "Engine/Core/ObjectPool.h"
#include <ctime>
struct S
{
S() = default;
S(int i, float ff) : k(i), f(ff) { }
~S() { }
int k;
float f;
};
//BOOST_GLOBAL_FIXTURE(S);
BOOST_AUTO_TEST_SUITE(memProtoTypeTestSuite)
BOOST_AUTO_TEST_CASE(testPool)
{
ObjectPool<S> pool(32);//32 true/false values = 32 slots
BOOST_CHECK(pool.empty() == true);
const size_t size = 12;//12 platser i structen addresses, som håller en int, en float vardera
S* addresses[size];
addresses[0] = pool.New(7, 0.035f);
//"Not empty after allocating one element."
BOOST_CHECK(!pool.empty());
//"Element created correctly with k==7"
BOOST_CHECK(addresses[0]->k == 7);
//"Element created correctly with f==0.035f"
BOOST_CHECK_CLOSE_FRACTION(addresses[0]->f, 0.035f, 0.0001f);
addresses[0]->k = 5;
BOOST_CHECK(addresses[0]->k == 5);
//"Empty after delete"
pool.Delete(addresses[0]);
BOOST_CHECK(pool.empty());
addresses[0] = pool.New(7, 0.035f);
addresses[1] = pool.New(5, 0.035f);
pool.Delete(addresses[1]);
BOOST_CHECK(!pool.empty());
pool.Delete(addresses[0]);
BOOST_CHECK(pool.empty());
//INT32_MAX, FLT_MAX test
addresses[0] = pool.New(INT32_MAX, FLT_MAX);
BOOST_CHECK(!pool.empty());
BOOST_CHECK(addresses[0]->k == INT32_MAX);
BOOST_CHECK_CLOSE_FRACTION(addresses[0]->f, FLT_MAX, 0.0001f);
}
/*
BOOST_AUTO_TEST_CASE(testPoolArray)
{
ObjectPool<S> pool(32);
S* addresses;
//Add array size 5 to pool."
addresses = pool.NewArray(5);// <-> addresses = new S[5];
addresses[0] = S(12, 0.030f);
addresses[1] = S(13, 0.031f);
addresses[2] = S(14, 0.032f);
addresses[3] = S(15, 0.033f);
addresses[4] = S(16, 0.034f);
//"Not empty after allocating
BOOST_CHECK(!pool.empty());
//"Element created correctly with k==12"
BOOST_CHECK(addresses->k == 12);
//"Element created correctly with f==0.030f"
BOOST_CHECK_CLOSE_FRACTION(addresses->f, 0.030f, 0.0001f);
//add a few other structs so it becomes bigger than the original size (32),
//which means it must push back the rest of the values into a vector
S* test2, *test3, *test4, *test5;
test2 = pool.NewArray(5);// <-> test2 = new S[5];
test3 = pool.NewArray(40);//+40
test4 = pool.NewArray(40);//+40
test5 = pool.NewArray(40);//+40=120
BOOST_CHECK(pool.ExtraSize() == 120);
BOOST_CHECK(pool.PoolSize() == 10);
BOOST_CHECK(pool.size() == 120 + 10);
//testar "perfekt delete", dvs bryr mig inte om att testa att deleta bara 38 om storleken egentligen är 40 osv
pool.DeleteArray(test2, 5);//callar destructorn på test2 också
pool.DeleteArray(test3, 40);
pool.DeleteArray(addresses, 5);
//add / del array
S* another = pool.NewArray(64);
for (int i = 0; i < 64; ++i)
another[i] = S(i, 0.1f*i);
pool.DeleteArray(another, 64);
}
*/
BOOST_AUTO_TEST_CASE(testIterationNormal)
{
//extra vector check
S* test4, *test5;
ObjectPool<S> pool(4);
test4 = pool.New();
test5 = pool.New();
//Check so iterate over pool doesn't throw compile-time errors.
for (auto &o : pool)
o.k = 14;
for (size_t i = 0; i < 1; ++i)
BOOST_CHECK(test4[i].k == 14);
for (size_t i = 0; i < 1; ++i)
BOOST_CHECK(test5[i].k == 14);
}
BOOST_AUTO_TEST_CASE(testOutOfScopeDelete)
{
//extra vector check
S* test4, *test5;
{
ObjectPool<S> pool(4);
test4 = pool.New();
test5 = pool.New();
//Check so iterate over pool doesn't throw compile-time errors.
for (auto &o : pool)
o.k = 14;
for (size_t i = 0; i < 1; ++i)
BOOST_CHECK(test4[i].k == 14);
for (size_t i = 0; i < 1; ++i)
BOOST_CHECK(test5[i].k == 14);
}
//pool goes out of scope here, and thus the test4 values become undefined (memory is killed at out of scope)
BOOST_CHECK(test4[0].k != 14);
BOOST_CHECK(test5[0].k != 15);
}
BOOST_AUTO_TEST_CASE(testIterationOneExtra)
{
//extra vector check
ObjectPool<S> pool(1);
S* test4, *test5;
test4 = pool.New();
test5 = pool.New();
//Check so iterate over pool doesn't throw compile-time errors.
for (auto &o : pool)
o.k = 14;
for (size_t i = 0; i < 1; ++i)
BOOST_CHECK(test4[i].k == 14);
for (size_t i = 0; i < 1; ++i)
BOOST_CHECK(test5[i].k == 14);
}
BOOST_AUTO_TEST_CASE(testIterationTwoExtra)
{
//extra vector check
ObjectPool<S> pool(1);
S* test4, *test5;
test4 = pool.New();
test5 = pool.New();
//Check so iterate over pool doesn't throw compile-time errors.
for (auto &o : pool)
o.k = 14;
for (size_t i = 0; i < 1; ++i)
BOOST_CHECK(test4[i].k == 14);
for (size_t i = 0; i < 1; ++i)
BOOST_CHECK(test5[i].k == 14);
}
/*
BOOST_AUTO_TEST_CASE(releaseModeTest_RandomAllocateDeallocate)
{
//run this in releasemode
struct I
{
I() = default;
I(size_t i, size_t ff) : k(i), f(ff) { }
~I() { }
size_t k;
size_t f;
};
srand((unsigned int)time(nullptr));
const size_t SIZE = 128;
ObjectPool<I> pool(SIZE);
I* addresses[SIZE];
std::vector<bool> allocated(SIZE, false);
std::vector<size_t> arrSizes(SIZE, 0);
size_t slotsAlloced = 0;
size_t superCount = 0;
size_t slot;
size_t i;
while (superCount++ < 1000) {
if (rand() % 2 == 0) {
i = 0;
//ta slumpmässig slot som inte är allokerad
do {
slot = (size_t)((SIZE - 1) * ((float)rand() / RAND_MAX));
} while (allocated[slot] && ++i < 512);
if (i < 512) {
arrSizes[slot] = 1 + (size_t)((24 - 1) * ((float)rand() / RAND_MAX));
addresses[slot] = pool.NewArray(arrSizes[slot]);
for (size_t a = 0; a < arrSizes[slot]; ++a)
addresses[slot][a] = I(slot, a);
allocated[slot] = true;
++slotsAlloced;
}
}
//Deallocate
else {
i = 0;
//ta slumpmässig slot som är allokerad
do {
slot = (size_t)((SIZE - 1) * ((float)rand() / RAND_MAX));
} while (!allocated[slot] && ++i < 512);
if (i < 512) {
pool.DeleteArray(addresses[slot], arrSizes[slot]);
arrSizes[slot] = 0;
allocated[slot] = false;
--slotsAlloced;
}
}
//Check content.
for (size_t a = 0; a < SIZE; ++a) {
if (allocated[a]) {
for (size_t e = 0; e < arrSizes[a]; ++e) {
BOOST_CHECK(!(addresses[a][e].k != a || addresses[a][e].f != e));
}
}
}
}
}
*/
BOOST_AUTO_TEST_CASE(testConstructors)
{
//http://stackoverflow.com/questions/357929/is-it-important-to-unit-test-a-constructor
//"If your constructor has, for example, an if (condition), you need to test both flows (true,false).
//If your constructor does some kind of job before setting. You should check the job is done"
//testing the constructors with different T values and a small check so size is initialized to 0
MemoryPool<int> memPoolI;
BOOST_CHECK(memPoolI.empty());
BOOST_CHECK(memPoolI.size() == 0);
MemoryPool<float> memPoolF;
BOOST_CHECK(memPoolF.empty());
BOOST_CHECK(memPoolF.size() == 0);
MemoryPool<double> memPoolD;
BOOST_CHECK(memPoolD.empty());
BOOST_CHECK(memPoolD.size() == 0);
MemoryPool<S> memPoolS;
BOOST_CHECK(memPoolS.empty());
BOOST_CHECK(memPoolS.size() == 0);
ObjectPool<int> objPoolI(64);
BOOST_CHECK(objPoolI.empty());
BOOST_CHECK(objPoolI.size() == 0);
ObjectPool<float> objPoolF(32);
BOOST_CHECK(objPoolF.empty());
BOOST_CHECK(objPoolF.size() == 0);
ObjectPool<double> objPoolD(16);
BOOST_CHECK(objPoolD.empty());
BOOST_CHECK(objPoolD.size() == 0);
ObjectPool<S> objPoolS(128);
BOOST_CHECK(objPoolS.empty());
BOOST_CHECK(objPoolS.size() == 0);
}
BOOST_AUTO_TEST_CASE(testOperators)
{
ObjectPool<S> pool(100);
// S* s[12] = pool.NewArray(12);
S* s[12];
s[0] = pool.New();
s[11] = pool.New();
s[0]->k = 2;
s[11]->k = 3;
//testing operators: ++i,!=
auto& iter = pool.begin();
for (iter; iter != pool.end(); ++iter) {
//testing operators:*,==
auto dereferencedIterator = *iter;
if (iter == pool.begin()) {
BOOST_CHECK(dereferencedIterator.k == 2);
}
if (iter == pool.end()) {
BOOST_CHECK(dereferencedIterator.k == 3);
}
//testing operators:->
iter->k += 2;
}
BOOST_CHECK(s[0]->k == 4);
BOOST_CHECK(s[11]->k == 5);
BOOST_CHECK(iter == pool.end());
//testing operators:i++
s[0]->k = 2;
s[11]->k = 2;
for (auto& iter = pool.begin(); iter != pool.end(); iter++)
iter->k += 2;
BOOST_CHECK(s[0]->k == 4);
BOOST_CHECK(s[11]->k == 4);
}
/*
BOOST_AUTO_TEST_CASE(testBranchFree)
{
//testing Free , which is the only untested
//via delete/deletearray
//1. no extra memory delete
ObjectPool<S> pool(32);//32 true/false values = 32 slots
S* addresses[12];
addresses[0] = pool.New(7, 0.035f);
pool.Delete(addresses[0]);
BOOST_CHECK(pool.empty());
//1b. no extra memory deleteArray
ObjectPool<S> pool1b(32);//32 true/false values = 32 slots
S* test1b;
test1b = pool1b.NewArray(5);// <-> test2 = new S[5];
BOOST_CHECK(pool1b.size() == 5);
pool1b.DeleteArray(test1b, 5);//callar destructorn på test2 också
BOOST_CHECK(pool1b.empty());
//2. extra memory delete
ObjectPool<S> pool2(2);
S* addresses2[12];
addresses2[0] = pool2.New(7, 0.035f);
addresses2[1] = pool2.New(7, 0.035f);
addresses2[2] = pool2.New(7, 0.035f);
addresses2[3] = pool2.New(7, 0.035f);
addresses2[4] = pool2.New(7, 0.035f);
BOOST_CHECK(pool2.size() == 5);
pool2.Delete(addresses2[0]);
BOOST_CHECK(pool2.size() == 4);
pool2.Delete(addresses2[1]);
BOOST_CHECK(pool2.size() == 3);
pool2.Delete(addresses2[2]);
BOOST_CHECK(pool2.size() == 2);
pool2.Delete(addresses2[3]);
BOOST_CHECK(pool2.size() == 1);
pool2.Delete(addresses2[4]);
BOOST_CHECK(pool2.empty());
//reverse delete
addresses2[0] = pool2.New(7, 0.035f);
addresses2[1] = pool2.New(7, 0.035f);
addresses2[2] = pool2.New(7, 0.035f);
addresses2[3] = pool2.New(7, 0.035f);
addresses2[4] = pool2.New(7, 0.035f);
BOOST_CHECK(pool2.size() == 5);
pool2.Delete(addresses2[4]);
BOOST_CHECK(pool2.size() == 4);
pool2.Delete(addresses2[3]);
BOOST_CHECK(pool2.size() == 3);
pool2.Delete(addresses2[2]);
BOOST_CHECK(pool2.size() == 2);
pool2.Delete(addresses2[1]);
BOOST_CHECK(pool2.size() == 1);
pool2.Delete(addresses2[0]);
BOOST_CHECK(pool2.empty());
//2b. extra memory deleteArray
ObjectPool<S> pool2b(32);//32 true/false values = 32 slots
S* test2b,*test2bb;
test2b = pool2b.NewArray(5);// <-> test2 = new S[5];
BOOST_CHECK(pool2b.size() == 5);
test2bb = pool2b.NewArray(40);// <-> test2 = new S[5];
BOOST_CHECK(pool2b.size() == 45);
pool2b.DeleteArray(test2b, 5);//callar destructorn på test2 också
BOOST_CHECK(pool2b.size() == 40);
pool2b.DeleteArray(test2bb, 40);//callar destructorn på test2 också
BOOST_CHECK(pool2b.empty());
}
*/
BOOST_AUTO_TEST_CASE(testBranchAllocate)
{
//1 slot else many slots
//see testBranchFree
//out of mem vs not out of mem allocate
//see testBranchFree
}
BOOST_AUTO_TEST_CASE(testEdgeCase)
{
//test with a very small pool
ObjectPool<S> pool(1);
BOOST_CHECK(pool.empty());
S* test4;
test4 = pool.New(7, 0.035f);
BOOST_CHECK(!pool.empty());
BOOST_CHECK(test4->k == 7);
BOOST_CHECK_CLOSE_FRACTION(test4->f, 0.035f, 0.0001f);
//test with a very small pool and array, iterating
ObjectPool<S> poolA(1);
S* test5;
test5 = poolA.New();
//Check so iterate over pool doesn't throw compile-time errors.
for (auto &o : poolA)
o.k = 14;
for (size_t i = 0; i < 1; ++i)
BOOST_CHECK(test5[i].k == 14);
}
BOOST_AUTO_TEST_CASE(testBadlyAlignedData)
{
//small test with non-aligned data 4+1bytes
struct S
{
S() = default;
S(float f, char c) : m_f(f), m_c(c) { }
~S() { }
float m_f;
char m_c;
};
MemoryPool<S> memPoolS;
BOOST_CHECK(memPoolS.empty());
BOOST_CHECK(memPoolS.size() == 0);
ObjectPool<S> objPoolS(64);
BOOST_CHECK(objPoolS.empty());
BOOST_CHECK(objPoolS.size() == 0);
S* test4;
test4 = objPoolS.New();
//Check so iterate over pool doesn't throw compile-time errors.
for (auto &o : objPoolS) {
o.m_c = 'v';
o.m_f = 0.15534543f;
}
for (size_t i = 0; i < 1; ++i) {
BOOST_CHECK(test4[i].m_c == 'v');
BOOST_CHECK_CLOSE_FRACTION(test4[i].m_f, 0.15534543f, 0.0001f);
}
}
BOOST_AUTO_TEST_CASE(testBadlyAlignedData2)
{
//small test with non-aligned data 1+1+1bytes
struct S
{
S() = default;
S(char c, char c2, char c3) : m_c(c), m_c2(c2), m_c3(c3) { }
~S() { }
char m_c;
char m_c2;
char m_c3;
};
MemoryPool<S> memPoolS;
BOOST_CHECK(memPoolS.empty());
BOOST_CHECK(memPoolS.size() == 0);
ObjectPool<S> objPoolS(64);
BOOST_CHECK(objPoolS.empty());
BOOST_CHECK(objPoolS.size() == 0);
S* test4;
test4 = objPoolS.New();
//Check so iterate over pool doesn't throw compile-time errors.
for (auto &o : objPoolS) {
o.m_c = 'v';
o.m_c2 = 'w';
o.m_c3 = 'x';
}
for (size_t i = 0; i < 1; ++i) {
BOOST_CHECK(test4[i].m_c == 'v');
BOOST_CHECK(test4[i].m_c2 == 'w');
BOOST_CHECK(test4[i].m_c3 == 'x');
}
}
BOOST_AUTO_TEST_CASE(testWrongData)
{
}
BOOST_AUTO_TEST_CASE(testFillDeleteFillAgain) {
//already done in BOOST_AUTO_TEST_CASE(releaseModeTest_RandomAllocateDeallocate)
}
BOOST_AUTO_TEST_SUITE_END()
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#include <boost/test/unit_test.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include <stdlib.h>//srand
#include "Engine/Core/OctTree.h"
#include "Engine/Core/Ray.h"
#include "OldOctTree.h"
BOOST_AUTO_TEST_SUITE(octTreeTestsW)
BOOST_AUTO_TEST_CASE(octSameRegionTest)
{
glm::vec3 mini = glm::vec3(-1, -1, -1);
glm::vec3 maxi = glm::vec3(1, 1, 1);
OctTree tree(AABB(mini, maxi), 2);
AABB firstQuadrant(mini, 0.8f*mini);
tree.AddStaticObject(firstQuadrant);
AABB testBox(0.9f*mini, 0.8f*mini);
std::vector<AABB> region;
tree.BoxesInSameRegion(testBox, region);
BOOST_REQUIRE(region.size() == 1);
AABB& box = region[0];
BOOST_CHECK_CLOSE_FRACTION(box.Center().x, firstQuadrant.Center().x, 0.00001f);
BOOST_CHECK_CLOSE_FRACTION(box.Center().y, firstQuadrant.Center().y, 0.00001f);
BOOST_CHECK_CLOSE_FRACTION(box.Center().z, firstQuadrant.Center().z, 0.00001f);
BOOST_CHECK_CLOSE_FRACTION(box.HalfSize().x, firstQuadrant.HalfSize().x, 0.00001f);
BOOST_CHECK_CLOSE_FRACTION(box.HalfSize().y, firstQuadrant.HalfSize().y, 0.00001f);
BOOST_CHECK_CLOSE_FRACTION(box.HalfSize().z, firstQuadrant.HalfSize().z, 0.00001f);
}
const int LEVEL_BOUNDS = 500;
const int MAXSIZE = 50;
const int BOXES = 400;
const int NUM_DYNAMICS = 0;
const int NUM_STATICS = BOXES - NUM_DYNAMICS;
const int SEED = 6548;
const int TEST_FRAMES = 300;
const int NUM_FUNCTION_LOOPS = 25;
const int TESTS = 0; //10
template<typename Tree>
void RegionTest(Tree& tree)
{
AABB aabb;
aabb.CreateFromCenter(glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS),
glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE));
std::vector<AABB> outVec;
tree.BoxesInSameRegion(aabb, outVec);
}
template<typename Tree>
void RayTest(Tree& tree)
{
Tree::Output data;
glm::vec3 rayStart = glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS);
glm::vec3 rayEnd = glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS);
tree.RayCollides({ rayStart , glm::normalize(rayEnd - rayStart) }, data);
}
template<typename Tree>
void BoxTest(Tree& tree)
{
AABB outBox;
AABB aabb;
aabb.CreateFromCenter(glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS),
glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE));
tree.BoxCollides(aabb, outBox);
}
template<typename Tree>
void NopTest(Tree& tree)
{
}
template<typename Tree, typename TestFunction>
void TestLoop(TestFunction xTest)
{
srand(SEED);
glm::vec3 mini = glm::vec3(0, 0, 0);
glm::vec3 maxi = glm::vec3(LEVEL_BOUNDS, LEVEL_BOUNDS, LEVEL_BOUNDS);
Tree tree(AABB(mini, maxi), 3);
AABB aabb;
glm::vec3 center;
glm::vec3 size;
for (int t = 0; t < TESTS; ++t) {
for (int i = 0; i < NUM_STATICS; ++i) {
center = glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS);
size = glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE);
aabb.CreateFromCenter(center, size);
tree.AddStaticObject(aabb);
}
for (int fr = 0; fr < TEST_FRAMES; ++fr) {
for (int i = 0; i < NUM_DYNAMICS; ++i) {
center = glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS);
size = glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE);
aabb.CreateFromCenter(center, size);
tree.AddDynamicObject(aabb);
}
for (int fl = 0; fl < NUM_FUNCTION_LOOPS; ++fl) {
xTest(tree);
}
tree.ClearDynamicObjects();
}
tree.ClearObjects();
}
}
BOOST_AUTO_TEST_CASE(octRegionPerfTestWithDuplicates)
{
TestLoop<Old::OctTree>(RegionTest<Old::OctTree>);
BOOST_CHECK(true);
}
BOOST_AUTO_TEST_CASE(octRegionPerfTestNoDuplicates)
{
TestLoop<OctTree>(RegionTest<OctTree>);
BOOST_CHECK(true);
}
BOOST_AUTO_TEST_CASE(octBoxPerfTestWithDuplicates)
{
TestLoop<Old::OctTree>(BoxTest<Old::OctTree>);
BOOST_CHECK(true);
}
BOOST_AUTO_TEST_CASE(octBoxPerfTestNoDuplicates)
{
TestLoop<OctTree>(BoxTest<OctTree>);
BOOST_CHECK(true);
}
BOOST_AUTO_TEST_CASE(octRayPerfTestWithDuplicates)
{
TestLoop<Old::OctTree>(RayTest<Old::OctTree>);
BOOST_CHECK(true);
}
BOOST_AUTO_TEST_CASE(octRayPerfTestNoDuplicates)
{
TestLoop<OctTree>(RayTest<OctTree>);
BOOST_CHECK(true);
}
BOOST_AUTO_TEST_CASE(octNopPerfTestWithDuplicates)
{
TestLoop<Old::OctTree>(NopTest<Old::OctTree>);
BOOST_CHECK(true);
}
BOOST_AUTO_TEST_CASE(octNopPerfTestNoDuplicates)
{
TestLoop<OctTree>(NopTest<OctTree>);
BOOST_CHECK(true);
}
BOOST_AUTO_TEST_SUITE_END()
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#include <boost/test/unit_test.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include <stdlib.h>//srand
//#define private public//HACK! Needed for white box testing
//#include "Engine/Core/OctTree.h"
//#include "OldOctTree.h"
//friend class and refactoringIntoNewClass is some extra work and needs to be updated when the original class is updated, and can contain bugs that
//isnt in the original class
//Reflection-inspection seems to be only available for C#
//http://stackoverflow.com/questions/6778496/how-to-do-unit-testing-on-private-members-and-methods-of-c-classes
//http://stackoverflow.com/questions/3676664/unit-testing-of-private-methods
#include "OctTreeTestGameClass.h"
#define private public//HACK! Needed for white box testing
#include <Engine\Core\OctTree.h>
//else we would have to "open up" the octTree class more with get/sets, public methods, etc. which is not good encapsulation-wise
BOOST_AUTO_TEST_SUITE(octTreeTestsA)
BOOST_AUTO_TEST_CASE(octTreeTest)
{
//white box testing
//http://softwaretestingfundamentals.com/differences-between-black-box-testing-and-white-box-testing/
//http://technologyconversations.com/2013/12/11/black-box-vs-white-box-testing/
//simple AABB constructor check
auto minCorner = glm::vec3(0.0f, 0.0f, 0.0f);
auto maxCorner = glm::vec3(1.0f, 1.0f, 1.0f);
auto someAABB = AABB(minCorner, maxCorner);
BOOST_CHECK(someAABB.MinCorner() == minCorner);
BOOST_CHECK(someAABB.MaxCorner() == maxCorner);
BOOST_CHECK(someAABB.Center() == 0.5f * (minCorner + maxCorner));
//simple OctTree constructor check
//OctTree someOctTree(someAABB, 5);
//BOOST_CHECK(someOctTree.m_Children[0] != nullptr);
//simple destructor check in the end, just look for memleaks, then it didnt clear the AABB structure
}
BOOST_AUTO_TEST_CASE(octTreeTest2)
{
//octtree ritningen osv
Game game(0, nullptr);
while (game.Running()) {
game.Tick();
}
}
BOOST_AUTO_TEST_SUITE_END()
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#include "OctTreeTestGameClass.h"
Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worldSize), 2)
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<Texture>("Texture");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
// Create the core event broker
m_EventBroker = new EventBroker();
m_RenderQueueFactory = new RenderQueueFactory();
// Create the renderer
m_Renderer = new Renderer(m_EventBroker);
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle(
0,
0,
m_Config->Get<int>("Video.Width", 1280),
m_Config->Get<int>("Video.Height", 720)
));
m_Renderer->Initialize();
// Create input manager
m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
// Create the root level GUI frame
m_FrameStack = new GUI::Frame(m_EventBroker);
m_FrameStack->Width = m_Renderer->Resolution().Width;
m_FrameStack->Height = m_Renderer->Resolution().Height;
// Create a TEST WORLD
m_World = new HardcodedTestWorld();
m_LastTime = glfwGetTime();
}
Game::~Game()
{
delete m_FrameStack;
delete m_EventBroker;
}
void Game::Tick()
{
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
m_EventBroker->Swap();
m_InputManager->Update(dt);
m_Renderer->Update(dt);
m_EventBroker->Swap();
#define TEST1
//this draws the octTree and you can set the cube inside it and see what boxes in the tree that it belongs to
#ifdef TEST1
if (!m_UpdatedOnce) {
m_UpdatedOnce = true;
m_World->createTestEntitiesTest1();
}
//add/move the trigger box
auto pos = m_Renderer->Camera()->Forward() + m_Renderer->Camera()->Position();
AABB boxi;
boxi.CreateFromCenter(pos, maxPos - minPos);
frameCounter++;
if (frameCounter > 50) {
m_World->someOctTree.ClearDynamicObjects();
m_World->someOctTree.AddDynamicObject(boxi);
frameCounter = 0;
}
ComponentWrapper transform = m_World->GetComponent(m_World->anotherBoxTransformId, "Transform");
transform["Position"] = boxi.Center();
//check all children again in the tree if they have a box in them or not, and colormark them if they do
//contentboxarna får man ut - inte childboxarna!
std::vector<int> boxIndex;
boxIndex = m_World->someOctTree.m_Root->childIndicesContainingBox(boxi);
for (auto& oneLinkedObject : m_World->linkOM)
{
ComponentWrapper model = m_World->GetComponent(oneLinkedObject.entId, "Model");
model["Color"] = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
if (oneLinkedObject.child->m_DynamicObjIndices.size() != 0) {
model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
}
//next check if the childIndicesContainingBox method returns the correct boxes
//REQUIRED: childIndicesContainingBox must be public to test this!
for each (auto someBoxIndex in boxIndex)
{
glm::vec3 pos = m_World->someOctTree.m_Root->m_Children[someBoxIndex]->m_Box.Center();
if (abs(pos.x - oneLinkedObject.posxyz.x) < 0.005f &&
abs(pos.y - oneLinkedObject.posxyz.y) < 0.005f &&
abs(pos.z - oneLinkedObject.posxyz.z) < 0.005f) {
model["Color"] = glm::vec4(0.0f, 1.0f, 0.0f, 1.0f);
}
}
}
m_RenderQueueFactory->Update(m_World);
//wireframe
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
//this tests AABB vs AABB collision and AABB vs OctTree with AABB in it
#ifdef TEST2
//only add 1 for now...
//grey box
const glm::vec4 redCol = glm::vec4(1, 0.2f, 0, 1);
const glm::vec4 greenCol = glm::vec4(0.1f, 1.0f, 0.25f, 1);
const glm::vec3 boxSize = 0.1f*glm::vec3(1.0f, 1.0f, 1.0f);
AABB aabb;
aabb.CreateFromCenter(glm::vec3(0, 2.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f));
if (m_UpdatedOnce) {
//auto test = someOctTree.childIndicesContainingBox(aabb);
std::vector<AABB> test2;
someOctTree.BoxesInSameRegion(aabb, test2);
}
if (!m_UpdatedOnce) {
m_UpdatedOnce = true;
someOctTree.AddStaticObject(aabb);
//create the "small red box"
m_BoxID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(m_BoxID, "Transform");
transform["Scale"] = boxSize;
ComponentWrapper model = m_World->AttachComponent(m_BoxID, "Model");
model["Resource"] = "Models/Core/UnitBox.obj";
m_World->createTestEntitiesTest2();
}
//red box
AABB redBox;
auto boxPos = m_Renderer->Camera()->Position() + 1.2f*m_Renderer->Camera()->Forward();
redBox.CreateFromCenter(boxPos, boxSize);
ComponentWrapper transform = m_World->GetComponent(m_BoxID, "Transform");
transform["Position"] = boxPos;
ComponentWrapper model = m_World->GetComponent(m_BoxID, "Model");
//this checks AABB vs an AABB in the octTree
if (someOctTree.BoxCollides(redBox, AABB())) {
//this checks AABB vs AABB
//if (Collision::AABBVsAABB(redBox, aabb)) {
m_Renderer->Camera()->SetPosition(m_PrevPos);
m_Renderer->Camera()->SetOrientation(m_PrevOri);
model["Color"] = greenCol;
}
else {
model["Color"] = redCol;
}
m_PrevPos = m_Renderer->Camera()->Position();
m_PrevOri = m_Renderer->Camera()->Orientation();
m_RenderQueueFactory->Update(m_World);
#endif
m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
m_EventBroker->Swap();
m_EventBroker->Clear();
glfwPollEvents();
}
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#ifndef Game_h__
#define Game_h__
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
#include "Rendering/Renderer.h"
#include "Core/InputManager.h"
#include "GUI/Frame.h"
#include "Core/World.h"
#include "Rendering/RenderQueueFactory.h"
#include "OctTreeTestHardCodedTestWorld.h"
#include "Collision/Collision.h"
class Game
{
public:
Game(int argc, char* argv[]);
~Game();
bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
void Tick();
private:
double m_LastTime;
ConfigFile* m_Config = nullptr;
EventBroker* m_EventBroker;
IRenderer* m_Renderer;
InputManager* m_InputManager;
GUI::Frame* m_FrameStack;
HardcodedTestWorld* m_World;
RenderQueueFactory* m_RenderQueueFactory;
//Test1
int frameCounter = 0;
glm::vec3 minPos = glm::vec3(0.1f, 0.1f, 0.1f);
glm::vec3 maxPos = glm::vec3(0.2f, 0.2f, 0.2f);
//Test2
bool m_UpdatedOnce = false;
unsigned int m_BoxID;
glm::vec3 m_PrevPos;
glm::quat m_PrevOri;
glm::vec3 worldSize = glm::vec3(50, 50, 50);
OctTree someOctTree;
};
#endif
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//#define BOOST_TEST_MODULE collTest
#include <boost/test/unit_test.hpp>
#include <boost/test/execution_monitor.hpp>
using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case;
#include "Engine/Collision/Collision.h"
#include "Engine/Core/AABB.h"
#include "Engine/Core/Ray.h"
#include <stdlib.h>//srand
#include "Engine/Core/OctTree.h"
//vs memleaks
//#define _CRTDBG_MAP_ALLOC
//#include <stdlib.h>
//#include <crtdbg.h>
//#define DEBUG_CLIENTBLOCK new( _CLIENT_BLOCK, __FILE__, __LINE__)
//#define new DEBUG_CLIENTBLOCK
BOOST_AUTO_TEST_SUITE(cTest)
BOOST_AUTO_TEST_SUITE_END()
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#include <list>
#include <tuple>
#include <boost/any.hpp>
#include "GLM.h"
#include "Core/World.h"
#include "Core/Util/Any.h"
#include <vector>
//last!
//#include "OldOctTree.h"
#define private public
#include <Engine\Core\OctTree.h>
class HardcodedTestWorld : public World
{
public:
struct LinkOctTreeAndModel {
EntityID entId;
OctTree::OctChild* child;
glm::vec3 posxyz;
LinkOctTreeAndModel(EntityID eId, OctTree::OctChild* ch, glm::vec3 pos)
{
entId = eId;
child = ch;
posxyz = pos;
}
};
EntityID anotherBoxTransformId;
std::vector<LinkOctTreeAndModel> linkOM;
OctTree someOctTree;
//constructor
HardcodedTestWorld()
: World()
, someOctTree(AABB(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f)), 2)
{
registerTestComponents();
//createTestEntities();
}
private:
void registerTestComponents()
{
ComponentWrapperFactory f;
f = ComponentWrapperFactory("Test");
f.AddProperty("TestInteger", 1337);
f.AddProperty("TestFloat", 13.37f);
f.AddProperty("TestString", std::string("Carlito"));
RegisterComponent(f);
f = ComponentWrapperFactory("Debug");
f.AddProperty("Name", std::string("Unnamed"));
RegisterComponent(f);
f = ComponentWrapperFactory("Transform");
f.AddProperty("Position", glm::vec3(0.f, 0.f, 0.f));
f.AddProperty("Orientation", glm::quat());
f.AddProperty("Scale", glm::vec3(1.f, 1.f, 1.f));
RegisterComponent(f);
f = ComponentWrapperFactory("Model");
f.AddProperty("Resource", std::string());
f.AddProperty("Color", glm::vec4(1.f, 1.f, 1.f, 1.f));
f.AddProperty("Visible", true);
RegisterComponent(f);
}
void createTestEntitiesTest1()
{
World& world = *this;
EntityID tempId;
//add octTree
{
//copy of mainbox
auto someAABB = AABB(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f));
//draw main box first
AddBoxModel(someAABB.Center(), someAABB.HalfSize().x, someOctTree.m_Root, tempId);
//add anotherbox in octTree
auto anotherBox = AABB(glm::vec3(0.1f, 0.1f, 0.1f), glm::vec3(0.2f, 0.2f, 0.2f));
//note: have to delete the box in the tree first, since were trying to move the box
someOctTree.AddDynamicObject(anotherBox);
//draw anotherbox and save it in anotherBoxTransformId
AddBoxModel(anotherBox.Center(), anotherBox.HalfSize().x, someOctTree.m_Root, anotherBoxTransformId);
//draw the octTree
for (size_t j = 0; j < 8; j++)
{
AddBoxModel(someOctTree.m_Root->m_Children[j]->m_Box.Center(),
someOctTree.m_Root->m_Children[j]->m_Box.HalfSize().x, someOctTree.m_Root->m_Children[j], tempId);
auto someChild = someOctTree.m_Root->m_Children[j];
for (size_t i = 0; i < 8; i++)
{
AddBoxModel(someChild->m_Children[i]->m_Box.Center(),
someChild->m_Children[i]->m_Box.HalfSize().x, someChild->m_Children[i], tempId);
}
}
}
}//end CreateEnt
void createTestEntitiesTest2()
{
World& world = *this;
EntityID entityCollisionBox = world.CreateEntity();
ComponentWrapper transform = world.AttachComponent(entityCollisionBox, "Transform");
transform["Position"] = glm::vec3(0.f, 2.f, 0.f);
ComponentWrapper model = world.AttachComponent(entityCollisionBox, "Model");
model["Resource"] = "Models/Core/UnitBox.obj";
}
void AddBoxModel(const glm::vec3 &center, const float &halfSize, OctTree::OctChild* child, EntityID &outEntityId) {
World& world = *this;
EntityID entityDummyScene = world.CreateEntity();
outEntityId = entityDummyScene;
ComponentWrapper transform = world.AttachComponent(entityDummyScene, "Transform");
transform["Position"] = center;
transform["Scale"] = glm::vec3(1.0f, 1.0f, 1.0f)*halfSize*2.0f*0.97f;
ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model");
model["Resource"] = "Models/Core/UnitBox.obj";
model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
if (child->m_DynamicObjIndices.size() != 0)
model["Color"] = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
linkOM.emplace_back(entityDummyScene, child, center);
}
};
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#include <vector>
#include <algorithm>
#include <bitset>
#include "OldOctTree.h"
#include "Collision/Collision.h"
#include "Core/World.h"
#include "Rendering/Camera.h"
namespace Old
{
namespace
{
//To be able to sort nodes based on distance to ray origin.
struct ChildInfo
{
int Index;
float Distance;
};
bool isFirstLower(const ChildInfo& first, const ChildInfo& second)
{
return first.Distance < second.Distance;
}
bool isSameBoxProbably(const AABB& first, const AABB& second)
{
const float EPS = 0.0001f;
const auto& ma = first.MaxCorner();
const auto& mi = first.MinCorner();
return (std::abs(ma.x - mi.x) < EPS) &&
(std::abs(ma.z - mi.z) < EPS) &&
(std::abs(ma.y - mi.y) < EPS);
}
}
OctTree::OctTree()
: OctTree(AABB(), 0)
{}
OctTree::OctTree(const AABB& octTreeBounds, int subDivisions)
: m_Box(octTreeBounds)
, m_UpdatedOnce(false)
{
if (subDivisions == 0) {
for (OctTree*& c : m_Children) {
c = nullptr;
}
} else {
--subDivisions;
for (int i = 0; i < 8; ++i) {
glm::vec3 minPos, maxPos;
const glm::vec3& parentMin = m_Box.MinCorner();
const glm::vec3& parentMax = m_Box.MaxCorner();
const glm::vec3& parentCenter = m_Box.Center();
std::bitset<3> bits(i);
//If child is 4,5,6,7.
if (bits.test(2)) {
minPos.x = parentCenter.x;
maxPos.x = parentMax.x;
} else {
minPos.x = parentMin.x;
maxPos.x = parentCenter.x;
}
//If child is 2,3,6,7
if (bits.test(1)) {
minPos.y = parentCenter.y;
maxPos.y = parentMax.y;
} else {
minPos.y = parentMin.y;
maxPos.y = parentCenter.y;
}
//If child is 1,3,5,7
if (bits.test(0)) {
minPos.z = parentCenter.z;
maxPos.z = parentMax.z;
} else {
minPos.z = parentMin.z;
maxPos.z = parentCenter.z;
}
m_Children[i] = new OctTree(AABB(minPos, maxPos), subDivisions);
}
}
}
OctTree::~OctTree()
{
for (OctTree*& c : m_Children) {
if (c != nullptr) {
delete c;
c = nullptr;
}
}
}
void OctTree::Update(float dt, World* world, Camera* cam)
{
AABB aabb;
for (ComponentWrapper& c : *world->GetComponents("Collision")) {
aabb.CreateFromCenter(c["BoxCenter"], c["BoxSize"]);
AddStaticObject(aabb);
}
const glm::vec4 redCol = glm::vec4(1, 0.2f, 0, 1);
const glm::vec4 greenCol = glm::vec4(0.1f, 1.0f, 0.25f, 1);
const glm::vec3 boxSize = 0.1f*glm::vec3(1.0f, 1.0f, 1.0f);
if (!m_UpdatedOnce) {
m_BoxID = world->CreateEntity();
ComponentWrapper transform = world->AttachComponent(m_BoxID, "Transform");
transform["Scale"] = boxSize;
ComponentWrapper model = world->AttachComponent(m_BoxID, "Model");
model["Resource"] = "Models/Core/UnitBox.obj";
m_UpdatedOnce = true;
}
AABB box;
auto boxPos = cam->Position() + 1.2f*cam->Forward();
box.CreateFromCenter(boxPos, boxSize);
ComponentWrapper transform = world->GetComponent(m_BoxID, "Transform");
transform["Position"] = boxPos;
ComponentWrapper model = world->GetComponent(m_BoxID, "Model");
//if (BoxCollides(box, AABB())) {
if (Collision::AABBVsAABB(box, aabb)) {
cam->SetPosition(m_PrevPos);
cam->SetOrientation(m_PrevOri);
model["Color"] = greenCol;
} else {
model["Color"] = redCol;
}
m_PrevPos = cam->Position();
m_PrevOri = cam->Orientation();
ClearObjects();
}
bool OctTree::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const
{
if (hasChildren()) {
for (int i : childIndicesContainingBox(boxToTest)) {
if (m_Children[i]->BoxCollides(boxToTest, outBoxIntersected))
return true;
}
} else {
for (const auto& obj : m_StaticObjects) {
if (Collision::AABBVsAABB(boxToTest, obj)) {
outBoxIntersected = obj;
return true;
}
}
for (const auto& obj : m_DynamicObjects) {
//If there is a collision and it is not testing against itself.
if (!isSameBoxProbably(boxToTest, obj) &&
Collision::AABBVsAABB(boxToTest, obj)) {
outBoxIntersected = obj;
return true;
}
}
}
return false;
}
bool OctTree::RayCollides(const Ray& ray, Output& data) const
{
//If the node AABB is missed, everything it contains is missed.
if (Collision::RayAABBIntr(ray, m_Box)) {
//If the ray shoots the tree, and it is a parent to 8 children :o
if (hasChildren()) {
//Sort children according to their distance from the ray origin.
std::vector<ChildInfo> childInfos;
childInfos.reserve(8);
for (int i = 0; i < 8; ++i) {
childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Center()) });
}
std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
for (const ChildInfo& info : childInfos) {
if (m_Children[info.Index]->RayCollides(ray, data)) {
return true;
}
}
} else {
//Check against boxes in the node.
float minDist = INFINITY;
bool intersected = false;
for (const auto& obj : m_StaticObjects) {
float dist;
if (Collision::RayVsAABB(ray, obj, dist)) {
minDist = std::min(dist, minDist);
intersected = true;
}
}
for (const auto& obj : m_DynamicObjects) {
float dist;
if (Collision::RayVsAABB(ray, obj, dist)) {
minDist = std::min(dist, minDist);
intersected = true;
}
}
data.CollideDistance = minDist;
return intersected;
}
}
return false;
}
void OctTree::AddDynamicObject(const AABB& box)
{
if (hasChildren()) {
for (auto i : childIndicesContainingBox(box)) {
m_Children[i]->AddDynamicObject(box);
}
} else {
m_DynamicObjects.push_back(box);
}
}
void OctTree::AddStaticObject(const AABB& box)
{
if (hasChildren()) {
for (auto i : childIndicesContainingBox(box)) {
m_Children[i]->AddStaticObject(box);
}
} else {
m_StaticObjects.push_back(box);
}
}
void OctTree::BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes) const
{
if (hasChildren()) {
for (auto i : childIndicesContainingBox(box)) {
m_Children[i]->BoxesInSameRegion(box, outBoxes);
}
} else {
outBoxes.insert(outBoxes.end(), m_StaticObjects.begin(), m_StaticObjects.end());
outBoxes.insert(outBoxes.end(), m_DynamicObjects.begin(), m_DynamicObjects.end());
}
}
void OctTree::ClearObjects()
{
if (hasChildren()) {
for (OctTree*& c : m_Children) {
c->ClearObjects();
}
} else {
m_DynamicObjects.clear();
m_StaticObjects.clear();
}
}
void OctTree::ClearDynamicObjects()
{
if (hasChildren()) {
for (OctTree*& c : m_Children) {
c->ClearObjects();
}
} else {
m_DynamicObjects.clear();
}
}
//: 3 7
//:
//: 2 6
//: |
//: 1 5 \ y
//: z
//: 0 4 0 x-->
//
// child: 0 1 2 3 4 5 6 7
// x : - - - - + + + +
// y : - - + + - - + +
// z : - + - + - + - +
int OctTree::childIndexContainingPoint(const glm::vec3& point) const
{
const glm::vec3& c = m_Box.Center();
return (1 << 2) * (point.x >= c.x) | (1 << 1) * (point.y >= c.y) | (point.z >= c.z);
}
std::vector<int> OctTree::childIndicesContainingBox(const AABB& box) const
{
int minInd = childIndexContainingPoint(box.MinCorner());
int maxInd = childIndexContainingPoint(box.MaxCorner());
//Because of the predictable ordering of the child indices,
//the number of bits set when xor:ing the indices will determine the number of children containing the box.
std::bitset<3> bits(minInd ^ maxInd);
switch (bits.count()) {
//Box contained completely in one child.
case 0:
return{ minInd };
//Two children.
case 1:
return{ minInd, maxInd };
//Four children.
case 2:
{
std::vector<int> ret;
//Bit-hax to calculate the correct 4 children containing the box.
//This works because of the childrens index determine what part of
//the dimensions they are responsible for (which octant).
bits.flip();
//At this point the bits necessarily have exactly one bit set.
for (int c = 0; c < 8; ++c) {
//If the child index have the same bit set as the bits, add box to it.
if (bits.to_ulong() & c) {
ret.push_back(c);
}
}
return ret;
}
case 3: //Eight children.
return{ 0,1,2,3,4,5,6,7 };
default:
return std::vector<int>();
}
}
inline bool OctTree::hasChildren() const
{
return m_Children[0] != nullptr;
}
}
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#ifndef OldOctTree_h__
#define OldOctTree_h__
#include "Core/AABB.h"
class Ray;
class World;
class Camera;
namespace Old
{
class OctTree
{
public:
struct Output
{
float CollideDistance;
};
OctTree();
~OctTree();
//For the root OctTree, [octTreeBounds] should be a box containing the entire level.
OctTree(const AABB& octTreeBounds, int subDivisions);
//We should only ever need one OctTree in the game, and it should not need to be copied.
//Define these if the OctTree suddenly needs to be copied, think of the children OctTree* ptrs.
OctTree(const OctTree& other) = delete;
OctTree(const OctTree&& other) = delete;
OctTree& operator= (const OctTree& other) = delete;
void AddDynamicObject(const AABB& box);
void AddStaticObject(const AABB& box);
void BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes) const;
void ClearObjects();
void ClearDynamicObjects();
//Collision test function.
void Update(float dt, World* world, Camera* cam);
//Returns true if the ray collides with something in the tree. Result is written to [data].
bool RayCollides(const Ray& ray, Output& data) const;
//Returns true if the box collides with something in the tree.
//On collision with a box, that box is written to [outBoxIntersected].
//Note: More efficient than calling BoxesInSameRegion from outside and testing there.
bool BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const;
private:
OctTree* m_Children[8];
std::vector<AABB> m_StaticObjects;
std::vector<AABB> m_DynamicObjects;
AABB m_Box;
bool m_UpdatedOnce;
unsigned int m_BoxID;
glm::vec3 m_PrevPos;
glm::quat m_PrevOri;
inline bool hasChildren() const;
int childIndexContainingPoint(const glm::vec3& point) const;
std::vector<int> childIndicesContainingBox(const AABB& box) const;
};
}
#endif
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@@ -86,8 +86,7 @@ T* ClassType::PublicMemberFunction(bool value)
if (m_PrivateMember2->PublicMember == 1) {
return new T();
}
else {
} else {
return nullptr;
}
}