Merge branch 'OctTree' of github.com:teamfisk/TacticalZ into OctTree
# Conflicts: # src/Tests/OctTreeTest.cpp
This commit is contained in:
@@ -1,17 +1,43 @@
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#ifndef Collision_h__
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#define Collision_h__
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#include <vector>
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#include "Core/Ray.h"
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#include "Core/AABB.h"
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#include "Engine/Rendering/RawModel.h"
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namespace Collision
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{
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//Return true if the ray hits the box.
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bool RayAABBIntr(const Ray& ray, const AABB& box);
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bool RayVsAABB(const Ray& ray, const AABB& box);
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//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
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//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices);
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//Return true if the ray hits any of the triangles in the model.
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//Also returns the position of the intersection point. Will loop through all the whole model indices.
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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glm::vec3& outHitPosition);
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//Return true if the ray hits any of the triangles in the model.
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//Also returns the distance from the ray origin to the closest
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//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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float& outDistance,
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float& outUCoord,
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float& outVCoord);
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//Return true if the boxes are intersecting.
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bool AABBVsAABB(const AABB& a, const AABB& b);
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}
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#endif
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@@ -1,6 +1,7 @@
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#include <algorithm>
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#include "Core/Collision.h"
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#include "Engine/GLM.h"
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#include <algorithm>
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namespace Collision
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{
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@@ -74,4 +75,76 @@ bool AABBVsAABB(const AABB& a, const AABB& b)
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return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1]));
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}
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices)
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{
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for (int i = 0; i < modelIndices.size(); ++i) {
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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 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction, e2);
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float DetInv = 1.0f / glm::dot(e1, DxE2);
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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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if (u < 0 && v < 0 && 1 < u + v) {
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continue;
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}
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//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
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if (0 <= glm::dot(e2, MxE1) * DetInv) {
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return true;
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}
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}
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return false;
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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float& outDistance,
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float& outUCoord,
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float& outVCoord)
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{
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outDistance = INFINITY;
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bool hit = false;
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for (int i = 0; i < modelIndices.size(); ++i) {
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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 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction, e2);
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float DetInv = 1.0f / glm::dot(e1, DxE2);
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float dist = glm::dot(e2, MxE1) * DetInv;
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if (dist >= outDistance) {
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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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//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
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if (0 <= u && 0 <= v && u + v <= 1 && 0 <= dist) {
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outDistance = dist;
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outUCoord = u;
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outVCoord = v;
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hit = true;
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}
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}
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return hit;
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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glm::vec3& outHitPosition)
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{
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float u;
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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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return hit;
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}
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}
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@@ -300,7 +300,7 @@ void OctTree::OctChild::AddDynamicObject(const AABB& box)
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}
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} else {
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//Since it hasn't been added yet to the real object list, the index is after the last =size.
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m_DynamicObjIndices.push_back(m_DynamicObjectsRef.size());
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m_DynamicObjIndices.push_back((int)m_DynamicObjectsRef.size());
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}
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}
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@@ -312,7 +312,7 @@ void OctTree::OctChild::AddStaticObject(const AABB& box)
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}
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} else {
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//Since it hasn't been added yet to the real object list, the index is after the last =size.
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m_StaticObjIndices.push_back(m_StaticObjectsRef.size());
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m_StaticObjIndices.push_back((int)m_StaticObjectsRef.size());
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}
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}
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@@ -323,7 +323,7 @@ void OctTree::OctChild::BoxesInSameRegion(const AABB& box, std::vector<AABB>& ou
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m_Children[i]->BoxesInSameRegion(box, outBoxes);
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}
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} else {
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int startIndex = outBoxes.size();
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size_t startIndex = outBoxes.size();
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int numDuplicates = 0;
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outBoxes.resize(outBoxes.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
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for (size_t i = 0; i < m_StaticObjIndices.size(); ++i){
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@@ -5,6 +5,9 @@ using boost::unit_test_framework::test_case;
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#include "OctTreeTestGameClass.h"
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//HACK! Needed for white box testing
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//else we would have to "open up" the octTree class more with get/sets, public methods, etc. which is not good encapsulation-wise
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//#include "Engine/Core/OctTree.h"
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#include "Engine/Core/Ray.h"
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#include "OldOctTree.h"
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//friend class and refactoringIntoNewClass is some extra work and needs to be updated when the original class is updated, and can contain bugs that
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//isnt in the original class
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//Reflection-inspection seems to be only available for C#
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@@ -65,4 +68,132 @@ BOOST_AUTO_TEST_CASE(octSameRegionTest)
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BOOST_CHECK_CLOSE_FRACTION(box.HalfSize().z, firstQuadrant.HalfSize().z, 0.00001f);
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}
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const int LEVEL_BOUNDS = 500;
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const int MAXSIZE = 50;
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const int BOXES = 400;
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const int NUM_DYNAMICS = 0;
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const int NUM_STATICS = BOXES - NUM_DYNAMICS;
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const int SEED = 6548;
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const int TEST_FRAMES = 300;
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const int NUM_FUNCTION_LOOPS = 25;
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const int TESTS = 0; //10
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template<typename Tree>
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void RegionTest(Tree& tree)
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{
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AABB aabb;
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aabb.CreateFromCenter(glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS),
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glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE));
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std::vector<AABB> outVec;
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tree.BoxesInSameRegion(aabb, outVec);
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}
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template<typename Tree>
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void RayTest(Tree& tree)
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{
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Tree::Output data;
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glm::vec3 rayStart = glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS);
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glm::vec3 rayEnd = glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS);
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tree.RayCollides({ rayStart , glm::normalize(rayEnd - rayStart) }, data);
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}
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template<typename Tree>
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void BoxTest(Tree& tree)
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{
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AABB outBox;
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AABB aabb;
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aabb.CreateFromCenter(glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS),
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glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE));
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tree.BoxCollides(aabb, outBox);
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}
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template<typename Tree>
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void NopTest(Tree& tree)
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{
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}
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template<typename Tree, typename TestFunction>
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void TestLoop(TestFunction xTest)
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{
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srand(SEED);
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glm::vec3 mini = glm::vec3(0, 0, 0);
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glm::vec3 maxi = glm::vec3(LEVEL_BOUNDS, LEVEL_BOUNDS, LEVEL_BOUNDS);
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Tree tree(AABB(mini, maxi), 3);
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AABB aabb;
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glm::vec3 center;
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glm::vec3 size;
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for (int t = 0; t < TESTS; ++t) {
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for (int i = 0; i < NUM_STATICS; ++i) {
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center = glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS);
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size = glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE);
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aabb.CreateFromCenter(center, size);
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tree.AddStaticObject(aabb);
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}
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for (int fr = 0; fr < TEST_FRAMES; ++fr) {
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for (int i = 0; i < NUM_DYNAMICS; ++i) {
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center = glm::vec3(rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS, rand() % LEVEL_BOUNDS);
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size = glm::vec3(rand() % MAXSIZE, rand() % MAXSIZE, rand() % MAXSIZE);
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aabb.CreateFromCenter(center, size);
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tree.AddDynamicObject(aabb);
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}
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for (int fl = 0; fl < NUM_FUNCTION_LOOPS; ++fl) {
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xTest(tree);
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}
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tree.ClearDynamicObjects();
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}
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tree.ClearObjects();
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}
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}
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BOOST_AUTO_TEST_CASE(octRegionPerfTestWithDuplicates)
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{
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TestLoop<Old::OctTree>(RegionTest<Old::OctTree>);
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BOOST_CHECK(true);
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}
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BOOST_AUTO_TEST_CASE(octRegionPerfTestNoDuplicates)
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{
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TestLoop<OctTree>(RegionTest<OctTree>);
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BOOST_CHECK(true);
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}
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BOOST_AUTO_TEST_CASE(octBoxPerfTestWithDuplicates)
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{
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TestLoop<Old::OctTree>(BoxTest<Old::OctTree>);
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BOOST_CHECK(true);
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}
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BOOST_AUTO_TEST_CASE(octBoxPerfTestNoDuplicates)
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{
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TestLoop<OctTree>(BoxTest<OctTree>);
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BOOST_CHECK(true);
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}
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BOOST_AUTO_TEST_CASE(octRayPerfTestWithDuplicates)
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{
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TestLoop<Old::OctTree>(RayTest<Old::OctTree>);
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BOOST_CHECK(true);
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}
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BOOST_AUTO_TEST_CASE(octRayPerfTestNoDuplicates)
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{
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TestLoop<OctTree>(RayTest<OctTree>);
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BOOST_CHECK(true);
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}
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BOOST_AUTO_TEST_CASE(octNopPerfTestWithDuplicates)
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{
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TestLoop<Old::OctTree>(NopTest<Old::OctTree>);
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BOOST_CHECK(true);
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}
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BOOST_AUTO_TEST_CASE(octNopPerfTestNoDuplicates)
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{
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TestLoop<OctTree>(NopTest<OctTree>);
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BOOST_CHECK(true);
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}
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BOOST_AUTO_TEST_SUITE_END()
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@@ -0,0 +1,328 @@
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#include <vector>
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#include <algorithm>
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#include <bitset>
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#include "OldOctTree.h"
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#include "Core/Collision.h"
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#include "Core/World.h"
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#include "Rendering/Camera.h"
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namespace Old
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{
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namespace
|
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{
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//To be able to sort nodes based on distance to ray origin.
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struct ChildInfo
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{
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int Index;
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float Distance;
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};
|
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bool isFirstLower(const ChildInfo& first, const ChildInfo& second)
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{
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return first.Distance < second.Distance;
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}
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||||
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bool isSameBoxProbably(const AABB& first, const AABB& second)
|
||||
{
|
||||
const float EPS = 0.0001f;
|
||||
const auto& ma = first.MaxCorner();
|
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const auto& mi = first.MinCorner();
|
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return (std::abs(ma.x - mi.x) < EPS) &&
|
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(std::abs(ma.z - mi.z) < EPS) &&
|
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(std::abs(ma.y - mi.y) < EPS);
|
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}
|
||||
|
||||
}
|
||||
|
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OctTree::OctTree()
|
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: OctTree(AABB(), 0)
|
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{}
|
||||
|
||||
OctTree::OctTree(const AABB& octTreeBounds, int subDivisions)
|
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: m_Box(octTreeBounds)
|
||||
, m_UpdatedOnce(false)
|
||||
{
|
||||
if (subDivisions == 0) {
|
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for (OctTree*& c : m_Children) {
|
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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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
#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.
|
||||
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
|
||||
Reference in New Issue
Block a user