OctTree can check if a box collides with a box in the OctTree.

This commit is contained in:
William Moberg
2015-12-08 17:12:58 +01:00
parent 32d2aa6a93
commit a7fb77d998
2 changed files with 65 additions and 43 deletions
+6 -2
View File
@@ -20,17 +20,21 @@ public:
void ClearBoxes(); void ClearBoxes();
//Returns true if the ray collides with something in the tree. Result is written to [data]. //Returns true if the ray collides with something in the tree. Result is written to [data].
bool RayCollides(const Ray& ray, Output& data) const; 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].
bool BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const;
private: private:
OctTree* m_Children[8]; OctTree* m_Children[8];
std::vector<AABB> m_ContainingBoxes;
//TODO: Do derived class from AABB with a bool Tested, falsify at //TODO: Do derived class from 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. //start of Collision test, set on check, don't check if set already. Solves duplicate boxes in tree.
//TODO: Boxes collide with themselves? Fix somehow, maybe float epsilon stuff.
std::vector<AABB> m_ContainingBoxes;
AABB m_Box; AABB m_Box;
bool rayCollides(const Ray& ray, Output& data) const;
inline bool hasChildren() const; inline bool hasChildren() const;
int childIndexContainingPoint(const glm::vec3& point) const; int childIndexContainingPoint(const glm::vec3& point) const;
std::vector<int> childIndicesContainingBox(const AABB& box) const;
}; };
#endif #endif
+57 -39
View File
@@ -80,14 +80,25 @@ OctTree::~OctTree()
} }
} }
bool OctTree::RayCollides(const Ray& ray, Output& data) const bool OctTree::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const
{ {
data.CollideDistance = -1; if (hasChildren()) {
return rayCollides(ray, data); for (int i : childIndicesContainingBox(boxToTest)) {
if (m_Children[i]->BoxCollides(boxToTest, outBoxIntersected))
return true;
}
} else {
for (const auto& objBox : m_ContainingBoxes) {
if (Collision::AABBVsAABB(boxToTest, objBox)) {
outBoxIntersected = objBox;
return true;
}
}
}
return false;
} }
//Currently all Nodes must have exactly 0 or 8 children, and objectdata should only exist in the last bottom nodes. bool OctTree::RayCollides(const Ray& ray, Output& data) const
bool OctTree::rayCollides(const Ray& ray, Output& data) const
{ {
//If the node AABB is missed, everything it contains is missed. //If the node AABB is missed, everything it contains is missed.
if (Collision::RayAABBIntr(ray, m_Box)) { if (Collision::RayAABBIntr(ray, m_Box)) {
@@ -102,7 +113,7 @@ bool OctTree::rayCollides(const Ray& ray, Output& data) const
std::sort(childInfos.begin(), childInfos.end(), isFirstLower); 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. //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) { for (const ChildInfo& info : childInfos) {
if (m_Children[info.Index]->rayCollides(ray, data)) { if (m_Children[info.Index]->RayCollides(ray, data)) {
return true; return true;
} }
} }
@@ -127,39 +138,8 @@ bool OctTree::rayCollides(const Ray& ray, Output& data) const
void OctTree::AddBox(const AABB& box) void OctTree::AddBox(const AABB& box)
{ {
if (hasChildren()) { if (hasChildren()) {
int minInd = childIndexContainingPoint(box.MinCorner()); for (auto i : childIndicesContainingBox(box)) {
int maxInd = childIndexContainingPoint(box.MaxCorner()); m_Children[i]->AddBox(box);
//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()) {
case 0: //Box contained completely in one child.
m_Children[minInd]->AddBox(box);
break;
case 1: //Two children.
m_Children[minInd]->AddBox(box);
m_Children[maxInd]->AddBox(box);
break;
case 2: //Four children.
//Bit-hax to calculate the right 4 cildren 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) {
m_Children[c]->AddBox(box);
}
}
break;
case 3: //Eight children.
for (OctTree*& c : m_Children) {
c->AddBox(box);
}
break;
default:
break;
} }
} else { } else {
m_ContainingBoxes.push_back(box); m_ContainingBoxes.push_back(box);
@@ -196,6 +176,44 @@ int OctTree::childIndexContainingPoint(const glm::vec3& point) const
return (1 << 2) * (point.x >= c.x) | (1 << 1) * (point.y >= c.y) | (point.z >= c.z); 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 right 4 cildren 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 inline bool OctTree::hasChildren() const
{ {
return m_Children[0] != nullptr; return m_Children[0] != nullptr;