Made Ray into a class with checks so the direction will always be normalized.
This commit is contained in:
@@ -1,6 +1,10 @@
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#ifndef Collision_h__
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#define Collision_h__
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//NOTE: Collision.h needs to be #included before <GLFW/glfw3.h>,
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//because Collision #includes "RawModel.h", which has "Texture.h", which has "OpenGL.h" which must be #included first
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//or you will get "fatal error C1189: #error: gl.h included before glew.h"
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#include <vector>
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#include "Core/Ray.h"
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@@ -3,7 +3,7 @@
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#include "Core/AABB.h"
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struct Ray;
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class Ray;
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class OctTree
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{
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@@ -2,11 +2,30 @@
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#define Ray_h__
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#include "../GLM.h"
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#include "Common.h"
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struct Ray
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class Ray
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{
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glm::vec3 Origin;
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glm::vec3 Direction;
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public:
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Ray(const glm::vec3& origin, const glm::vec3& dir)
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: m_Origin(origin)
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, m_Direction(glm::normalize(dir))
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{
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IF_DEBUG_IS(true) {
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if (glm::any(glm::isnan(m_Direction))) {
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LOG_WARNING("Ray Direction was set to the zero-vector, expect unknown side effects and/or crashes.");
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}
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}
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}
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const glm::vec3& Origin() const { return m_Origin; }
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const glm::vec3& Direction() const { return m_Direction; }
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//Sets the ray origin at parameter.
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void SetOrigin(const glm::vec3& origin) { m_Origin = origin; }
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//Normalizes the parameter and sets direction to it.
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void SetDirection(const glm::vec3& direction) { m_Direction = glm::normalize(direction); }
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private:
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glm::vec3 m_Origin;
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glm::vec3 m_Direction;
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};
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#endif // Ray_h__
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@@ -11,9 +11,9 @@ namespace Collision
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//note: this one hasnt been delta adjusted like RayVsAABB has
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bool RayAABBIntr(const Ray& ray, const AABB& box)
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{
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glm::vec3 w = 75.0f * ray.Direction;
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glm::vec3 w = 75.0f * ray.Direction();
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glm::vec3 v = glm::abs(w);
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glm::vec3 c = ray.Origin - box.Center() + w;
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glm::vec3 c = ray.Origin() - box.Center() + w;
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glm::vec3 half = box.HalfSize();
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if (abs(c.x) > v.x + half.x) {
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@@ -43,14 +43,15 @@ namespace Collision
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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance)
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{
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glm::vec3 invdir = 1.0f / ray.Direction;
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glm::vec3 invdir = 1.0f / ray.Direction();
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glm::vec3 origin = ray.Origin();
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float t1 = (box.MinCorner().x - ray.Origin.x)*invdir.x;
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float t2 = (box.MaxCorner().x - ray.Origin.x)*invdir.x;
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float t3 = (box.MinCorner().y - ray.Origin.y)*invdir.y;
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float t4 = (box.MaxCorner().y - ray.Origin.y)*invdir.y;
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float t5 = (box.MinCorner().z - ray.Origin.z)*invdir.z;
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float t6 = (box.MaxCorner().z - ray.Origin.z)*invdir.z;
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float t1 = (box.MinCorner().x - origin.x)*invdir.x;
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float t2 = (box.MaxCorner().x - origin.x)*invdir.x;
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float t3 = (box.MinCorner().y - origin.y)*invdir.y;
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float t4 = (box.MaxCorner().y - origin.y)*invdir.y;
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float t5 = (box.MinCorner().z - origin.z)*invdir.z;
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float t6 = (box.MaxCorner().z - origin.z)*invdir.z;
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float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
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float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
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@@ -123,16 +124,16 @@ namespace Collision
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
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glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
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glm::vec3 m = ray.Origin - v0;
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glm::vec3 m = ray.Origin() - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction, e2);
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glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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continue;
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}
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DetInv = 1.0f / DetInv;
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float u = glm::dot(m, DxE2) * DetInv;
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float v = glm::dot(ray.Direction, MxE1) * DetInv;
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float v = glm::dot(ray.Direction(), MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
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continue;
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@@ -158,9 +159,9 @@ namespace Collision
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
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glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
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glm::vec3 m = ray.Origin - v0;
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glm::vec3 m = ray.Origin() - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction, e2);//pVec
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glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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continue;
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@@ -171,7 +172,7 @@ namespace Collision
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continue;
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}
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float u = glm::dot(m, DxE2) * DetInv;
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float v = glm::dot(ray.Direction, MxE1) * DetInv;
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float v = glm::dot(ray.Direction(), MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
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@@ -194,7 +195,7 @@ namespace Collision
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float v;
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float dist;
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bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
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outHitPosition = ray.Origin + dist * ray.Direction;
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outHitPosition = ray.Origin() + dist * ray.Direction();
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return hit;
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}
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@@ -192,7 +192,7 @@ bool OctTree::OctChild::RayCollides(const Ray& ray, Output& data) const
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std::vector<ChildInfo> childInfos;
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childInfos.reserve(8);
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for (int i = 0; i < 8; ++i) {
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childInfos.push_back({ i, glm::distance(ray.Origin, m_Children[i]->m_Box.Center()) });
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childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Center()) });
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}
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std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
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//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
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+19
-34
@@ -26,16 +26,14 @@ using boost::unit_test_framework::test_case;
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void RayTest(std::string fileName) {
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//simple box test
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Ray ray;
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ray.Origin = glm::vec3(-50, 0, 0);
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ray.Direction = glm::normalize(glm::vec3(1, 0, 0));
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Ray ray(glm::vec3(-50, 0, 0), glm::vec3(1, 0, 0));
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//using a rawmodel here, else we have to init the renderingsystem
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ResourceManager::RegisterType<RawModel>("RawModel");
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auto unitBox = ResourceManager::Load<RawModel>(fileName);
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BOOST_CHECK(unitBox != nullptr);
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BOOST_REQUIRE(unitBox != nullptr);
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bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
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BOOST_CHECK(hit);
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ray.Direction = glm::normalize(glm::vec3(-1, 0, 0));
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ray.SetDirection(glm::vec3(-1, 0, 0));
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hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
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BOOST_CHECK(!hit);
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}
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@@ -49,7 +47,6 @@ BOOST_AUTO_TEST_CASE(collisionTest)
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//fixed seed
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srand(2);
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Ray ray;
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AABB someAABB;
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glm::vec3 minPos;
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glm::vec3 maxPos;
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@@ -57,12 +54,10 @@ BOOST_AUTO_TEST_CASE(collisionTest)
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int test = 0;
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for (size_t i = 0; i < 10; i++)
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{
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ray.Origin.x = rand() % 100;
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ray.Origin.y = rand() % 100;
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ray.Origin.z = rand() % 100;
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ray.Direction.x = rand() % 100;
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ray.Direction.y = rand() % 100;
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ray.Direction.z = rand() % 100;
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Ray ray(
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glm::vec3(rand() % 100, rand() % 100, rand() % 100),
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glm::vec3(rand() % 100, rand() % 100, rand() % 100)
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);
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minPos.x = rand() % 100;
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minPos.y = rand() % 100;
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minPos.z = rand() % 100;
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@@ -83,7 +78,6 @@ BOOST_AUTO_TEST_CASE(collisionTest2)
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{
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//fixed seed
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srand(2);
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Ray ray;
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AABB someAABB;
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glm::vec3 minPos;
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glm::vec3 maxPos;
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@@ -91,12 +85,10 @@ BOOST_AUTO_TEST_CASE(collisionTest2)
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int test = 0;
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for (size_t i = 0; i < 1000000; i++)
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{
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ray.Origin.x = rand() % 100;
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ray.Origin.y = rand() % 100;
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ray.Origin.z = rand() % 100;
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ray.Direction.x = rand() % 100;
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ray.Direction.y = rand() % 100;
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ray.Direction.z = rand() % 100;
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Ray ray(
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glm::vec3(rand() % 100, rand() % 100, rand() % 100),
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glm::vec3(rand() % 100, rand() % 100, rand() % 100)
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);
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minPos.x = rand() % 100;
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minPos.y = rand() % 100;
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minPos.z = rand() % 100;
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@@ -114,7 +106,7 @@ BOOST_AUTO_TEST_CASE(collisionTest2)
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BOOST_AUTO_TEST_CASE(rayVsModelTest)
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{
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//simple box test
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RayTest("Models/Core/UnitBox.obj");
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RayTest("Models/Core/UnitCube.obj");
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}
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BOOST_AUTO_TEST_CASE(rayVsModelTest2)
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@@ -125,7 +117,6 @@ BOOST_AUTO_TEST_CASE(rayVsModelTest2)
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// srand(7676462);
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// srand(7462);
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srand(72);
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Ray ray;
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AABB someAABB;
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glm::vec3 minPos;
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glm::vec3 maxPos;
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@@ -142,19 +133,13 @@ BOOST_AUTO_TEST_CASE(rayVsModelTest2)
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for (size_t i = 0; i < 1000000; i++)
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{
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ray.Origin.x = rand() % 100;
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ray.Origin.y = rand() % 100;
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ray.Origin.z = rand() % 100;
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ray.Direction.x = rand() % 100;
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ray.Direction.y = rand() % 100;
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ray.Direction.z = rand() % 100;
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ray.Origin /= 100;
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ray.Origin = glm::vec3(-2, 0, 0);
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ray.Direction /= 100;
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Ray ray(
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glm::vec3(-2, 0, 0),
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glm::vec3(rand() % 100, rand() % 100, rand() % 100)
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);
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//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
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if (ray.Direction.x < 0.0001f && ray.Direction.y < 0.0001f && ray.Direction.z < 0.0001f)
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if (glm::any(glm::isnan(ray.Direction())))
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continue;
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ray.Direction = glm::normalize(ray.Direction);
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z = Collision::RayVsAABB(ray, someAABB);
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if (z) {
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@@ -224,10 +209,10 @@ BOOST_AUTO_TEST_CASE(octTest)
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tree.AddDynamicObject(AABB(mini, -0.9f*maxi));
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OctTree::Output data;
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glm::vec3 origin = 3.0f * mini;
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bool rayIntersected = tree.RayCollides({ origin , glm::normalize(mini - origin) }, data);
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bool rayIntersected = tree.RayCollides(Ray(origin , mini - origin), data);
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BOOST_CHECK(rayIntersected);
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tree.ClearDynamicObjects();
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rayIntersected = tree.RayCollides({ origin , glm::normalize(mini - origin) }, data);
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rayIntersected = tree.RayCollides(Ray(origin, mini - origin), data);
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BOOST_CHECK(!rayIntersected);
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}
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@@ -172,7 +172,7 @@ bool OctTree::RayCollides(const Ray& ray, Output& data) const
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std::vector<ChildInfo> childInfos;
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childInfos.reserve(8);
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for (int i = 0; i < 8; ++i) {
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childInfos.push_back({ i, glm::distance(ray.Origin, m_Children[i]->m_Box.Center()) });
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childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Center()) });
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}
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std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
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//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
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@@ -3,7 +3,7 @@
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#include "Core/AABB.h"
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struct Ray;
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class Ray;
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class World;
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class Camera;
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