Put back old version of OctTree for testing, made unit tests.

Tests shows the old version checks for collisions etc. faster, new version adds objects into tree faster, and doesn't give duplicated results.
This commit is contained in:
William Moberg
2015-12-11 16:04:30 +01:00
parent 4195baa5dc
commit 81034420a9
4 changed files with 532 additions and 2 deletions
+1 -1
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@@ -163,7 +163,7 @@ OctTree::OctChild::~OctChild()
void OctTree::Update(float dt, World* world, Camera* cam)
{
for (ComponentWrapper& c : world->GetComponents("Collision")) {
for (ComponentWrapper& c : *world->GetComponents("Collision")) {
AABB aabb;
aabb.CreateFromCenter(c["BoxCenter"], c["BoxSize"]);
AddDynamicObject(aabb);
+134 -1
View File
@@ -2,7 +2,9 @@
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/OctTree.h"
#include "Engine/Core/Ray.h"
#include "OldOctTree.h"
BOOST_AUTO_TEST_SUITE(octTreeTests)
@@ -36,5 +38,136 @@ BOOST_AUTO_TEST_CASE(octSameRegionTest)
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 = 1; //300
const int NUM_FUNCTION_LOOPS = 1; //25
const int TESTS = 1; //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();
}
int asda = 0;
asda = 123;
BOOST_CHECK(asda == 123);
}
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()
+328
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@@ -0,0 +1,328 @@
#include <vector>
#include <algorithm>
#include <bitset>
#include "OldOctTree.h"
#include "Core/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;
}
}
+69
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@@ -0,0 +1,69 @@
#ifndef OldOctTree_h__
#define OldOctTree_h__
#include "Core/AABB.h"
struct 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. WTODO: Probably remove or relocate elsewhere, Collision system?
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];
//WTODO: Do -derived class from AABB- struct containing AABB, with a bool Tested, falsify at
//start of Collision test, set on check, don't check if set already. Solves duplicate boxes in tree.
//Store indices in the struct, pointing to grand ancestor list of boxes, need the same AABB not copies to save Tested.
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