Merge remote-tracking branch 'origin/master' into AndersTest
# Conflicts: # include/Game/Game.h # src/Engine/Core/OctTree.cpp # src/Game/Game.cpp # src/Tests/CMakeLists.txt # src/Tests/OctTreeTest.cpp # src/Tests/WorldTest.cpp
This commit is contained in:
@@ -0,0 +1,59 @@
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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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#include "Core/AABB.h"
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#include "Engine/Rendering/RawModel.h"
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#include "Core/Entity.h"
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class World;
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struct ComponentWrapper;
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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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//Return true if the boxes are intersecting.
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//Also outputs the minimum translation that box [a] would need in order to resolve collision.
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bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
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bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon = 0.0001f);
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//Returns true if the entity has a boundingbox. Outputs the aabb in [outBox].
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bool GetEntityBox(World* world, EntityID entity, AABB& outBox, bool forceBoxFromModel = false);
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bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox);
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}
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#endif
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@@ -0,0 +1,31 @@
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#ifndef CollisionSystem_h__
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#define CollisionSystem_h__
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#include <GLFW/glfw3.h>
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#include <glm/common.hpp>
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EventBroker.h"
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#include "Core/EKeyUp.h"
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class CollisionSystem : public PureSystem
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{
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public:
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CollisionSystem(EventBroker* eventBroker)
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: PureSystem(eventBroker, "AABB")
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, zPress(false)
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{
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//TODO: Debug stuff, remove later.
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &CollisionSystem::OnKeyUp);
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}
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virtual void UpdateComponent(World* world, ComponentWrapper& cAABB, double dt) override;
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private:
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bool zPress;
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EventRelay<CollisionSystem, Events::KeyUp> m_EKeyUp;
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bool OnKeyUp(const Events::KeyUp &event);
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};
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#endif
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#ifndef Events_TriggerEnter_h__
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#define Events_TriggerEnter_h__
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#include "../Core/EventBroker.h"
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#include "../Core/Entity.h"
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namespace Events
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{
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/** Thrown once, when an entity is only touching a trigger. */
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struct TriggerTouch : Event
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{
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/** The id of the entity that touches the trigger. */
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EntityID Entity;
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/** The id of the trigger entity. */
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EntityID Trigger;
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};
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/** Thrown once, when an entity has completely left a trigger. */
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struct TriggerLeave : Event
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{
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/** The id of the entity that left the trigger. */
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EntityID Entity;
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/** The id of the trigger entity. */
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EntityID Trigger;
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};
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/** Thrown once, when an entity is completely contained inside a trigger. */
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struct TriggerEnter : Event
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{
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/** The id of the entity that entered the trigger. */
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EntityID Entity;
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/** The id of the trigger entity. */
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EntityID Trigger;
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};
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}
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#endif
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@@ -0,0 +1,38 @@
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#ifndef TriggerSystem_h__
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#define TriggerSystem_h__
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#include <glm/common.hpp>
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#include <unordered_set>
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#include "Core/System.h"
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#include "Core/EventBroker.h"
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#include "ETrigger.h"
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class AABB;
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class TriggerSystem : public PureSystem
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{
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public:
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TriggerSystem(EventBroker* eventBroker)
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: PureSystem(eventBroker, "Trigger")
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{}
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virtual void UpdateComponent(World* world, ComponentWrapper& collision, double dt) override;
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private:
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std::unordered_map<EntityID, std::unordered_set<EntityID>> m_EntitiesTouchingTrigger;
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std::unordered_map<EntityID, std::unordered_set<EntityID>> m_EntitiesCompletelyInTrigger;
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//True if leave event was thrown.
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bool throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId);
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template<typename Event>
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void publish(EntityID pId, EntityID tId)
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{
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Event e;
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e.Trigger = tId;
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e.Entity = pId;
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m_EventBroker->Publish(e);
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}
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};
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#endif
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@@ -4,4 +4,5 @@
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#include <map>
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#include <unordered_map>
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#include "Core/Util/Logging.h"
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#include "Core/Util/Logging.h"
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#include "Core/Util/IfDebug.h"
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@@ -9,6 +9,7 @@ public:
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AABB() = default;
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//No checks are made. Values in minPos must be less than values in maxPos, i.e. min.x < max.x, etc.
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AABB(const glm::vec3& minPos, const glm::vec3& maxPos);
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AABB(const glm::vec4& minPos, const glm::vec4& maxPos);
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//No checks are made. Size must consist of non-negative numbers.
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virtual void CreateFromCenter(const glm::vec3& center, const glm::vec3& size);
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virtual ~AABB();
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@@ -16,7 +17,7 @@ public:
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const glm::vec3& MinCorner() const { return m_MinCorner; }
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const glm::vec3& MaxCorner() const { return m_MaxCorner; }
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const glm::vec3& Center() const { return m_Center; }
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const glm::vec3& Size() const { return 2.0f * m_HalfSize; }
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const glm::vec3 Size() const { return 2.0f * m_HalfSize; }
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const glm::vec3& HalfSize() const { return m_HalfSize; }
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private:
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glm::vec3 m_MinCorner;
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@@ -1,17 +0,0 @@
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#ifndef Collision_h__
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#define Collision_h__
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#include "Core/Ray.h"
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#include "Core/AABB.h"
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namespace Collision
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{
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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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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
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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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@@ -20,7 +20,7 @@ public:
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~ComponentPoolForwardIterator() = default;
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ComponentPoolForwardIterator& operator=(const ComponentPoolForwardIterator& other) = default;
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ComponentPoolForwardIterator& operator++();
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ComponentPoolForwardIterator& operator++(int);
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ComponentPoolForwardIterator operator++(int);
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bool operator!=(const ComponentPoolForwardIterator& other) const;
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bool operator==(const ComponentPoolForwardIterator& other) const;
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ComponentWrapper operator*() const;
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@@ -253,7 +253,7 @@ public:
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}
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//Postfix increment i.e. iter++. Prefer pre-increment (++iter) for efficiency.
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MemoryPoolForwardIterator& operator++(int)
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MemoryPoolForwardIterator operator++(int)
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{
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MemoryPoolForwardIterator<T> copyIter(*this);
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operator++();
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@@ -3,9 +3,7 @@
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#include "Core/AABB.h"
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struct Ray;
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class World;
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class Camera;
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class Ray;
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class OctTree
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{
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@@ -13,54 +11,94 @@ public:
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struct Output
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{
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float CollideDistance;
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};
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};
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OctTree();
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~OctTree();
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//For the root OctTree, [octTreeBounds] should be a box containing the entire level.
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OctTree(const AABB& octTreeBounds, int subDivisions);
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//We should only ever need one OctTree in the game, and it should not need to be copied.
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//Define these if the OctTree suddenly needs to be copied, think of the children OctTree* ptrs.
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//We cannot copy the OctTree as of now, because of the recursive dynamic allocation.
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//Define these if the OctTree suddenly needs to be copied, think of the children OctChild* ptrs.
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OctTree(const OctTree& other) = delete;
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OctTree(const OctTree&& other) = delete;
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OctTree& operator= (const OctTree& other) = delete;
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//Collision test function. WTODO: Probably remove or relocate elsewhere, Collision system?
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void Update(float dt, World* world, Camera* cam);
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//Add a dynamic object (one that moves around) into the tree.
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void AddDynamicObject(const AABB& box);
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//Add a static object (that does not move) into the tree.
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void AddStaticObject(const AABB& box);
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void BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes) const;
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//Get the boxes that are in the same area as the input [box], the boxes are put in [outBoxes].
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void BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes);
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//Empty the tree of all objects, static and dynamic.
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void ClearObjects();
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//Empty the tree of all dynamic objects. Static objects remain in the tree.
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void ClearDynamicObjects();
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//Returns true if the ray collides with something in the tree. Result is written to [data].
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bool RayCollides(const Ray& ray, Output& data) const;
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bool RayCollides(const Ray& ray, Output& data);
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//Returns true if the box collides with something in the tree.
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//On collision with a box, that box is written to [outBoxIntersected].
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bool BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const;
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//Note: More efficient than calling BoxesInSameRegion from outside and testing there.
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bool BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected);
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private:
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OctTree* m_Children[8];
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//WTODO: Do -derived class from AABB- struct containing AABB, with a bool Tested, falsify at
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//start of Collision test, set on check, don't check if set already. Solves duplicate boxes in tree.
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//Store indices in the struct, pointing to grand ancestor list of boxes, need the same AABB not copies to save Tested.
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//WTODO: Boxes collide with themselves? Fix somehow, maybe float epsilon stuff.
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std::vector<AABB> m_StaticObjects;
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std::vector<AABB> m_DynamicObjects;
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AABB m_Box;
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struct OctChild; //Fwd declaration;
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struct ContainedObject
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{
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ContainedObject()
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: Box(AABB())
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, Checked(false)
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{}
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ContainedObject(AABB box)
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: Box(box)
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, Checked(false)
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{}
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AABB Box;
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bool Checked;
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};
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OctChild* m_Root;
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std::vector<ContainedObject> m_StaticObjects;
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std::vector<ContainedObject> m_DynamicObjects;
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bool m_UpdatedOnce;
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unsigned int m_BoxID;
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glm::vec3 m_PrevPos;
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glm::quat m_PrevOri;
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inline bool hasChildren() const;
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public:
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int childIndexContainingPoint(const glm::vec3& point) const;
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std::vector<int> childIndicesContainingBox(const AABB& box) const;
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void falsifyObjectChecks();
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struct OctChild
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{
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~OctChild();
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OctChild(const AABB& octTreeBounds,
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int subDivisions,
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std::vector<OctTree::ContainedObject>& staticObjects,
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std::vector<OctTree::ContainedObject>& dynamicObjects);
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OctChild(const OctChild& other) = delete;
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OctChild(const OctChild&& other) = delete;
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OctChild& operator= (const OctChild& other) = delete;
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void AddDynamicObject(const AABB& box);
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void AddStaticObject(const AABB& box);
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void BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes) const;
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void ClearObjects();
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void ClearDynamicObjects();
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bool RayCollides(const Ray& ray, Output& data) const;
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bool BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const;
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OctChild* m_Children[8];
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//Indices into the lists in OctTree.
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std::vector<int> m_StaticObjIndices;
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std::vector<int> m_DynamicObjIndices;
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AABB m_Box;
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//Reference to the lists in OctTree.
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std::vector<OctTree::ContainedObject>& m_StaticObjectsRef;
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std::vector<OctTree::ContainedObject>& m_DynamicObjectsRef;
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inline bool hasChildren() const;
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int childIndexContainingPoint(const glm::vec3& point) const;
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std::vector<int> childIndicesContainingBox(const AABB& box) const;
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};
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};
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#endif
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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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DEBUG_IF(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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@@ -0,0 +1,12 @@
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// Example:
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// DEBUG_IF(condition) {
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// // This code is executed only in debug mode and if condition is true.
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// }
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// NOTE: condition statement is not executed at all in release mode.
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#ifndef DEBUG_IF
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#ifndef DEBUG
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#define DEBUG_IF(c) if(c)
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#else
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#define DEBUG_IF(c) if(false)
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#endif
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#endif
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