Misc OctTreeTest changes
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@@ -57,7 +57,7 @@ void Game::Tick()
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m_Renderer->Update(dt);
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m_EventBroker->Swap();
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#define TEST2
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#define TEST1
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//this draws the octTree and you can set the cube inside it and see what boxes in the tree that it belongs to
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#ifdef TEST1
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if (!m_UpdatedOnce) {
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@@ -81,13 +81,13 @@ void Game::Tick()
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//check all children again in the tree if they have a box in them or not, and colormark them if they do
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//contentboxarna får man ut - inte childboxarna!
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std::vector<int> boxIndex;
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boxIndex = m_World->someOctTree.childIndicesContainingBox(boxi);
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boxIndex = m_World->someOctTree.m_Root->childIndicesContainingBox(boxi);
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for (auto& oneLinkedObject : m_World->linkOM)
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{
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ComponentWrapper model = m_World->GetComponent(oneLinkedObject.entId, "Model");
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model["Color"] = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
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if (oneLinkedObject.child->m_DynamicObjects.size() != 0) {
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if (oneLinkedObject.child->m_DynamicObjIndices.size() != 0) {
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model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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@@ -95,7 +95,7 @@ void Game::Tick()
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//REQUIRED: childIndicesContainingBox must be public to test this!
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for each (auto someBoxIndex in boxIndex)
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{
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glm::vec3 pos = m_World->someOctTree.m_Children[someBoxIndex]->m_Box.Center();
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glm::vec3 pos = m_World->someOctTree.m_Root->m_Children[someBoxIndex]->m_Box.Center();
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if (abs(pos.x - oneLinkedObject.posxyz.x) < 0.005f &&
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abs(pos.y - oneLinkedObject.posxyz.y) < 0.005f &&
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abs(pos.z - oneLinkedObject.posxyz.z) < 0.005f) {
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@@ -122,7 +122,7 @@ void Game::Tick()
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aabb.CreateFromCenter(glm::vec3(0, 2.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f));
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if (m_UpdatedOnce) {
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auto test = someOctTree.childIndicesContainingBox(aabb);
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//auto test = someOctTree.childIndicesContainingBox(aabb);
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std::vector<AABB> test2;
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someOctTree.BoxesInSameRegion(aabb, test2);
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}
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