Removed old relics from OctTree testing in OctTree.

This commit is contained in:
William Moberg
2015-12-16 17:08:55 +01:00
parent 6d1cbd928e
commit a23d69af9a
2 changed files with 2 additions and 54 deletions
+2 -6
View File
@@ -4,8 +4,6 @@
#include "Core/AABB.h"
struct Ray;
class World;
class Camera;
class OctTree
{
@@ -20,8 +18,8 @@ public:
//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.
//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;
@@ -36,8 +34,6 @@ public:
//Empty the tree of all dynamic objects. Static objects remain in the tree.
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);
//Returns true if the box collides with something in the tree.
-48
View File
@@ -4,8 +4,6 @@
#include "Core/OctTree.h"
#include "Collision/Collision.h"
#include "Core/World.h"
#include "Rendering/Camera.h"
namespace
{
@@ -151,52 +149,6 @@ OctTree::OctChild::~OctChild()
}
}
void OctTree::Update(float dt, World* world, Camera* cam)
{
for (ComponentWrapper& c : *world->GetComponents("Collision")) {
AABB aabb;
aabb.CreateFromCenter(c["BoxCenter"], c["BoxSize"]);
AddDynamicObject(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::vec4 blueCol = glm::vec4(0.1f, 0.05f, 0.95f, 1);
const glm::vec4 cyanCol = glm::vec4(0.1f, 0.9f, 0.85f, 1);
const glm::vec3 boxSize = 0.05f*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");
bool collBox = BoxCollides(box, AABB());
if (collBox) {
cam->SetPosition(m_PrevPos);
cam->SetOrientation(m_PrevOri);
bool collRay = RayCollides({ cam->Position(), cam->Forward() }, Output());
model["Color"] = collRay ? cyanCol : greenCol;
} else if (RayCollides({ cam->Position(), cam->Forward() }, Output())) {
model["Color"] = blueCol;
} else {
model["Color"] = redCol;
}
m_PrevPos = cam->Position();
m_PrevOri = cam->Orientation();
ClearDynamicObjects();
}
bool OctTree::OctChild::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const
{
if (hasChildren()) {