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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@@ -0,0 +1,39 @@
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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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@@ -5,3 +5,4 @@
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#include <unordered_map>
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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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@@ -14,53 +12,93 @@ public:
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{
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float CollideDistance;
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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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|
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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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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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|
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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;
|
||||
std::vector<OctTree::ContainedObject>& m_DynamicObjectsRef;
|
||||
|
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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;
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
@@ -2,11 +2,30 @@
|
||||
#define Ray_h__
|
||||
|
||||
#include "../GLM.h"
|
||||
#include "Common.h"
|
||||
|
||||
struct Ray
|
||||
class Ray
|
||||
{
|
||||
glm::vec3 Origin;
|
||||
glm::vec3 Direction;
|
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public:
|
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Ray(const glm::vec3& origin, const glm::vec3& dir)
|
||||
: m_Origin(origin)
|
||||
, m_Direction(glm::normalize(dir))
|
||||
{
|
||||
DEBUG_IF(true) {
|
||||
if (glm::any(glm::isnan(m_Direction))) {
|
||||
LOG_WARNING("Ray Direction was set to the zero-vector, expect unknown side effects and/or crashes.");
|
||||
}
|
||||
}
|
||||
}
|
||||
const glm::vec3& Origin() const { return m_Origin; }
|
||||
const glm::vec3& Direction() const { return m_Direction; }
|
||||
//Sets the ray origin at parameter.
|
||||
void SetOrigin(const glm::vec3& origin) { m_Origin = origin; }
|
||||
//Normalizes the parameter and sets direction to it.
|
||||
void SetDirection(const glm::vec3& direction) { m_Direction = glm::normalize(direction); }
|
||||
private:
|
||||
glm::vec3 m_Origin;
|
||||
glm::vec3 m_Direction;
|
||||
};
|
||||
|
||||
#endif // Ray_h__
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
// Example:
|
||||
// DEBUG_IF(condition) {
|
||||
// // This code is executed only in debug mode and if condition is true.
|
||||
// }
|
||||
// NOTE: condition statement is not executed at all in release mode.
|
||||
#ifndef DEBUG_IF
|
||||
#ifndef DEBUG
|
||||
#define DEBUG_IF(c) if(c)
|
||||
#else
|
||||
#define DEBUG_IF(c) if(false)
|
||||
#endif
|
||||
#endif
|
||||
@@ -19,8 +19,6 @@
|
||||
#include "PlayerSystem.h"
|
||||
#include "Editor/EditorSystem.h"
|
||||
|
||||
class OctTree;
|
||||
|
||||
class Game
|
||||
{
|
||||
public:
|
||||
@@ -41,7 +39,6 @@ private:
|
||||
World* m_World;
|
||||
SystemPipeline* m_SystemPipeline;
|
||||
RenderQueueFactory* m_RenderQueueFactory;
|
||||
OctTree* m_OctTree;
|
||||
EventRelay<Game, Events::InputCommand> m_EInputCommand;
|
||||
bool debugOnInputCommand(const Events::InputCommand& e);
|
||||
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
#include "Collision/ETrigger.h"
|
||||
|
||||
struct KeyInput
|
||||
{
|
||||
@@ -26,6 +27,9 @@ public:
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &PlayerSystem::OnKeyDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PlayerSystem::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETouch, &PlayerSystem::OnTouch);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EEnter, &PlayerSystem::OnEnter);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELeave, &PlayerSystem::OnLeave);
|
||||
}
|
||||
|
||||
virtual void UpdateComponent(World* world, ComponentWrapper& player, double dt) override;
|
||||
@@ -39,6 +43,12 @@ private:
|
||||
bool OnKeyDown(const Events::KeyDown &event);
|
||||
EventRelay<PlayerSystem, Events::KeyUp> m_EKeyUp;
|
||||
bool OnKeyUp(const Events::KeyUp &event);
|
||||
EventRelay<PlayerSystem, Events::TriggerEnter> m_EEnter;
|
||||
bool OnEnter(const Events::TriggerEnter &event);
|
||||
EventRelay<PlayerSystem, Events::TriggerTouch> m_ETouch;
|
||||
bool PlayerSystem::OnTouch(const Events::TriggerTouch &event);
|
||||
EventRelay<PlayerSystem, Events::TriggerLeave> m_ELeave;
|
||||
bool PlayerSystem::OnLeave(const Events::TriggerLeave &event);
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -11,7 +11,8 @@
|
||||
#include "Rendering/RenderQueueFactory.h"
|
||||
|
||||
#include "OctTreeTestHardCodedTestWorld.h"
|
||||
#include "Core\Collision.h"
|
||||
#include "Collision/Collision.h"
|
||||
|
||||
|
||||
class Game
|
||||
{
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
|
||||
#include <vector>
|
||||
//last!
|
||||
//#include "OldOctTree.h"
|
||||
#define private public
|
||||
#include <Engine\Core\OctTree.h>
|
||||
|
||||
@@ -15,9 +16,9 @@ class HardcodedTestWorld : public World
|
||||
public:
|
||||
struct LinkOctTreeAndModel {
|
||||
EntityID entId;
|
||||
OctTree* child;
|
||||
OctTree::OctChild* child;
|
||||
glm::vec3 posxyz;
|
||||
LinkOctTreeAndModel(EntityID eId, OctTree* ch, glm::vec3 pos)
|
||||
LinkOctTreeAndModel(EntityID eId, OctTree::OctChild* ch, glm::vec3 pos)
|
||||
{
|
||||
entId = eId;
|
||||
child = ch;
|
||||
@@ -76,7 +77,7 @@ private:
|
||||
auto someAABB = AABB(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
//draw main box first
|
||||
AddBoxModel(someAABB.Center(), someAABB.HalfSize().x, &someOctTree, tempId);
|
||||
AddBoxModel(someAABB.Center(), someAABB.HalfSize().x, someOctTree.m_Root, tempId);
|
||||
|
||||
//add anotherbox in octTree
|
||||
auto anotherBox = AABB(glm::vec3(0.1f, 0.1f, 0.1f), glm::vec3(0.2f, 0.2f, 0.2f));
|
||||
@@ -84,15 +85,15 @@ private:
|
||||
someOctTree.AddDynamicObject(anotherBox);
|
||||
|
||||
//draw anotherbox and save it in anotherBoxTransformId
|
||||
AddBoxModel(anotherBox.Center(), anotherBox.HalfSize().x, &someOctTree, anotherBoxTransformId);
|
||||
AddBoxModel(anotherBox.Center(), anotherBox.HalfSize().x, someOctTree.m_Root, anotherBoxTransformId);
|
||||
|
||||
//draw the octTree
|
||||
for (size_t j = 0; j < 8; j++)
|
||||
{
|
||||
AddBoxModel(someOctTree.m_Children[j]->m_Box.Center(),
|
||||
someOctTree.m_Children[j]->m_Box.HalfSize().x, someOctTree.m_Children[j], tempId);
|
||||
AddBoxModel(someOctTree.m_Root->m_Children[j]->m_Box.Center(),
|
||||
someOctTree.m_Root->m_Children[j]->m_Box.HalfSize().x, someOctTree.m_Root->m_Children[j], tempId);
|
||||
|
||||
auto someChild = someOctTree.m_Children[j];
|
||||
auto someChild = someOctTree.m_Root->m_Children[j];
|
||||
|
||||
for (size_t i = 0; i < 8; i++)
|
||||
{
|
||||
@@ -103,24 +104,6 @@ private:
|
||||
}
|
||||
}//end CreateEnt
|
||||
|
||||
void AddBoxModel(const glm::vec3 ¢er, const float &halfSize, OctTree* child, EntityID &outEntityId) {
|
||||
World& world = *this;
|
||||
|
||||
EntityID entityDummyScene = world.CreateEntity();
|
||||
outEntityId = entityDummyScene;
|
||||
ComponentWrapper transform = world.AttachComponent(entityDummyScene, "Transform");
|
||||
transform["Position"] = center;
|
||||
transform["Scale"] = glm::vec3(1.0f, 1.0f, 1.0f)*halfSize*2.0f*0.97f;
|
||||
ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model");
|
||||
model["Resource"] = "Models/Core/UnitBox.obj";
|
||||
model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
if (child->m_DynamicObjects.size() != 0)
|
||||
model["Color"] = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
linkOM.emplace_back(entityDummyScene, child, center);
|
||||
//extra
|
||||
//allModels.push_back(model);
|
||||
}
|
||||
void createTestEntitiesTest2()
|
||||
{
|
||||
World& world = *this;
|
||||
@@ -131,4 +114,21 @@ private:
|
||||
ComponentWrapper model = world.AttachComponent(entityCollisionBox, "Model");
|
||||
model["Resource"] = "Models/Core/UnitBox.obj";
|
||||
}
|
||||
|
||||
void AddBoxModel(const glm::vec3 ¢er, const float &halfSize, OctTree::OctChild* child, EntityID &outEntityId) {
|
||||
World& world = *this;
|
||||
|
||||
EntityID entityDummyScene = world.CreateEntity();
|
||||
outEntityId = entityDummyScene;
|
||||
ComponentWrapper transform = world.AttachComponent(entityDummyScene, "Transform");
|
||||
transform["Position"] = center;
|
||||
transform["Scale"] = glm::vec3(1.0f, 1.0f, 1.0f)*halfSize*2.0f*0.97f;
|
||||
ComponentWrapper model = world.AttachComponent(entityDummyScene, "Model");
|
||||
model["Resource"] = "Models/Core/UnitBox.obj";
|
||||
model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
if (child->m_DynamicObjIndices.size() != 0)
|
||||
model["Color"] = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
linkOM.emplace_back(entityDummyScene, child, center);
|
||||
}
|
||||
};
|
||||
@@ -6,4 +6,6 @@
|
||||
<xs:include schemaLocation="Components/Test.xsd"/>
|
||||
<xs:include schemaLocation="Components/RaptorCopter.xsd"/>
|
||||
<xs:include schemaLocation="Components/Player.xsd"/>
|
||||
<xs:include schemaLocation="Components/AABB.xsd"/>
|
||||
<xs:include schemaLocation="Components/Trigger.xsd"/>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,4 @@
|
||||
<c:AABB>
|
||||
<BoxCenter X="0" Y="0" Z="0"/>
|
||||
<BoxSize X="1" Y="1" Z="1"/>
|
||||
</c:AABB>
|
||||
@@ -0,0 +1,14 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="AABB">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="BoxCenter" type="t:Vector" minOccurs="0"/>
|
||||
<xs:element name="BoxSize" type="t:Vector" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,2 @@
|
||||
<c:Trigger>
|
||||
</c:Trigger>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="Trigger">
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,122 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
|
||||
<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd" xmlns:c="components">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/DummyScene.obj</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-1.5"/>
|
||||
<Scale X="1" Y="1" Z="1"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/ScaleWidget.obj</Resource>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="1.5"/>
|
||||
<Scale X="2" Y="2" Z="2"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/RotationWidgetX.obj</Resource>
|
||||
</c:Model>
|
||||
<c:Trigger>
|
||||
</c:Trigger>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Player>
|
||||
<Velocity X="0" Y="0" Z="0"/>
|
||||
</c:Player>
|
||||
<c:Transform>
|
||||
<Position X="2.5"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||
</c:Model>
|
||||
<c:AABB>
|
||||
</c:AABB>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0"/>
|
||||
<Scale X="1" Y="1" Z="1"/>
|
||||
</c:Transform>
|
||||
<!--<c:Move>
|
||||
<Speed>1</Speed>
|
||||
<Direction X="-1"/>
|
||||
<Rotation Y="3.14"/>
|
||||
</c:Move>-->
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0"/>
|
||||
<Orientation X="0.0" Y="0" Z="1.0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitRaptor.obj</Resource>
|
||||
<Color R="1" G="0.4" B="0.8"/>
|
||||
</c:Model>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-0.01" Y="0.55"/>
|
||||
<Orientation X="0" Y="0" Z="-1"/>
|
||||
</c:Transform>
|
||||
<c:RaptorCopter>
|
||||
<Speed>20</Speed>
|
||||
<Axis Y="1"/>
|
||||
</c:RaptorCopter>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0"/>
|
||||
<Scale X="1.7" Y="0.03" Z="0.1"/>
|
||||
<Orientation X="0" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||
<Color R="1" G="0.4" B="0.8"/>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0"/>
|
||||
<Scale X="1.7" Y="0.03" Z="0.1"/>
|
||||
<Orientation X="0" Y="1.57" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||
<Color R="1" G="0.4" B="0.8"/>
|
||||
</c:Model>
|
||||
</Components>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
@@ -25,10 +25,13 @@
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="1.5"/>
|
||||
<Scale X="2" Y="2" Z="2"/>
|
||||
</c:Transform>
|
||||
<c:Model>
|
||||
<Resource>Models/RotationWidget.obj</Resource>
|
||||
</c:Model>
|
||||
<c:Trigger>
|
||||
</c:Trigger>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
@@ -42,6 +45,8 @@
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.obj</Resource>
|
||||
</c:Model>
|
||||
<c:AABB>
|
||||
</c:AABB>
|
||||
</Components>
|
||||
</Entity>
|
||||
<Entity>
|
||||
|
||||
@@ -69,6 +69,12 @@ file(GLOB SOURCE_FILES_GUI
|
||||
)
|
||||
source_group(GUI FILES ${SOURCE_FILES_GUI})
|
||||
|
||||
file(GLOB SOURCE_FILES_Collision
|
||||
"${INCLUDE_PATH}/Collision/*.h"
|
||||
"Collision/*.cpp"
|
||||
)
|
||||
source_group(Collision FILES ${SOURCE_FILES_Collision})
|
||||
|
||||
file(GLOB SOURCE_FILES_Editor
|
||||
"${INCLUDE_PATH}/Editor/*.h"
|
||||
"Editor/*.cpp"
|
||||
@@ -83,6 +89,7 @@ set(SOURCE_FILES
|
||||
${SOURCE_FILES_GUI}
|
||||
${SOURCE_FILES_Rendering}
|
||||
${SOURCE_FILES_Rendering_Util}
|
||||
${SOURCE_FILES_Collision}
|
||||
${CMAKE_SOURCE_DIR}/deps/include/imgui/imgui.cpp
|
||||
${CMAKE_SOURCE_DIR}/deps/include/imgui/imgui_draw.cpp
|
||||
${CMAKE_SOURCE_DIR}/deps/include/imgui/imgui_demo.cpp
|
||||
|
||||
@@ -0,0 +1,279 @@
|
||||
#include <algorithm>
|
||||
|
||||
#include "Collision/Collision.h"
|
||||
#include "Engine/GLM.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/Model.h"
|
||||
|
||||
namespace Collision
|
||||
{
|
||||
|
||||
//note: this one hasnt been delta adjusted like RayVsAABB has
|
||||
bool RayAABBIntr(const Ray& ray, const AABB& box)
|
||||
{
|
||||
glm::vec3 w = 75.0f * ray.Direction();
|
||||
glm::vec3 v = glm::abs(w);
|
||||
glm::vec3 c = ray.Origin() - box.Center() + w;
|
||||
glm::vec3 half = box.HalfSize();
|
||||
|
||||
if (abs(c.x) > v.x + half.x) {
|
||||
return false;
|
||||
}
|
||||
if (abs(c.y) > v.y + half.y) {
|
||||
return false;
|
||||
}
|
||||
if (abs(c.z) > v.z + half.z) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (abs(c.y*w.z - c.z*w.y) > half.y*v.z + half.z*v.y) {
|
||||
return false;
|
||||
}
|
||||
if (abs(c.x*w.z - c.z*w.x) > half.x*v.z + half.z*v.x) {
|
||||
return false;
|
||||
}
|
||||
return !(abs(c.x*w.y - c.y*w.x) > half.x*v.y + half.y*v.x);
|
||||
}
|
||||
|
||||
bool RayVsAABB(const Ray& ray, const AABB& box)
|
||||
{
|
||||
float dummy;
|
||||
return RayVsAABB(ray, box, dummy);
|
||||
}
|
||||
|
||||
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance)
|
||||
{
|
||||
glm::vec3 invdir = 1.0f / ray.Direction();
|
||||
glm::vec3 origin = ray.Origin();
|
||||
|
||||
float t1 = (box.MinCorner().x - origin.x)*invdir.x;
|
||||
float t2 = (box.MaxCorner().x - origin.x)*invdir.x;
|
||||
float t3 = (box.MinCorner().y - origin.y)*invdir.y;
|
||||
float t4 = (box.MaxCorner().y - origin.y)*invdir.y;
|
||||
float t5 = (box.MinCorner().z - origin.z)*invdir.z;
|
||||
float t6 = (box.MaxCorner().z - origin.z)*invdir.z;
|
||||
|
||||
float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
|
||||
float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
|
||||
|
||||
//if (tmax < 0 || tmin > tmax)
|
||||
//if tmin,tmax are almost the same (i.e. hitting exactly in the corner) then tmin might be slightly
|
||||
//greater than tmax becuase of floating-precision problems. fixed by adding a small delta to tmax
|
||||
if (tmax < 0 || tmin>(tmax + 0.0001f))
|
||||
return false;
|
||||
|
||||
outDistance = (tmin > 0) ? tmin : tmax;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AABBVsAABB(const AABB& a, const AABB& b)
|
||||
{
|
||||
const glm::vec3& aCenter = a.Center();
|
||||
const glm::vec3& bCenter = b.Center();
|
||||
const glm::vec3& aHSize = a.HalfSize();
|
||||
const glm::vec3& bHSize = b.HalfSize();
|
||||
//Test will probably exit because of the X and Z axes more often, so test them first.
|
||||
if (abs(aCenter[0] - bCenter[0]) > (aHSize[0] + bHSize[0])) {
|
||||
return false;
|
||||
}
|
||||
if (abs(aCenter[2] - bCenter[2]) > (aHSize[2] + bHSize[2])) {
|
||||
return false;
|
||||
}
|
||||
return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1]));
|
||||
}
|
||||
|
||||
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation)
|
||||
{
|
||||
minimumTranslation = glm::vec3(0, 0, 0);
|
||||
const glm::vec3& aMax = a.MaxCorner();
|
||||
const glm::vec3& bMax = b.MaxCorner();
|
||||
const glm::vec3& aMin = a.MinCorner();
|
||||
const glm::vec3& bMin = b.MinCorner();
|
||||
const glm::vec3& bSize = b.Size();
|
||||
const glm::vec3& aSize = a.Size();
|
||||
float minOffset = INFINITY;
|
||||
float off;
|
||||
auto axisesIntersecting = glm::tvec3<bool, glm::highp>(false, false, false);
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
off = bMax[i] - aMin[i];
|
||||
if (off > 0 && off < bSize[i] + aSize[i]) {
|
||||
if (off < minOffset) {
|
||||
minimumTranslation = glm::vec3();
|
||||
minimumTranslation[i] = minOffset = off;
|
||||
}
|
||||
axisesIntersecting[i] = true;
|
||||
}
|
||||
off = aMax[i] - bMin[i];
|
||||
if (off > 0 && off < bSize[i] + aSize[i]) {
|
||||
if (off < minOffset) {
|
||||
minOffset = off;
|
||||
minimumTranslation = glm::vec3();
|
||||
minimumTranslation[i] = -off;
|
||||
}
|
||||
axisesIntersecting[i] = true;
|
||||
}
|
||||
}
|
||||
return glm::all(axisesIntersecting);
|
||||
}
|
||||
|
||||
bool RayVsModel(const Ray& ray,
|
||||
const std::vector<RawModel::Vertex>& modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices)
|
||||
{
|
||||
for (int i = 0; i < modelIndices.size(); ++i) {
|
||||
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
|
||||
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
|
||||
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
|
||||
glm::vec3 m = ray.Origin() - v0;
|
||||
glm::vec3 MxE1 = glm::cross(m, e1);
|
||||
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
|
||||
float DetInv = glm::dot(e1, DxE2);
|
||||
if (std::abs(DetInv) < FLT_EPSILON) {
|
||||
continue;
|
||||
}
|
||||
DetInv = 1.0f / DetInv;
|
||||
float u = glm::dot(m, DxE2) * DetInv;
|
||||
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
|
||||
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
||||
if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
|
||||
continue;
|
||||
}
|
||||
//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
|
||||
if (0 <= glm::dot(e2, MxE1) * DetInv) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool RayVsModel(const Ray& ray,
|
||||
const std::vector<RawModel::Vertex>& modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices,
|
||||
float& outDistance,
|
||||
float& outUCoord,
|
||||
float& outVCoord)
|
||||
{
|
||||
outDistance = INFINITY;
|
||||
bool hit = false;
|
||||
for (int i = 0; i < modelIndices.size(); ++i) {
|
||||
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
|
||||
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
|
||||
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
|
||||
glm::vec3 m = ray.Origin() - v0;
|
||||
glm::vec3 MxE1 = glm::cross(m, e1);
|
||||
glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
|
||||
float DetInv = glm::dot(e1, DxE2);
|
||||
if (std::abs(DetInv) < FLT_EPSILON) {
|
||||
continue;
|
||||
}
|
||||
DetInv = 1.0f / DetInv;
|
||||
float dist = glm::dot(e2, MxE1) * DetInv;
|
||||
if (dist >= outDistance) {
|
||||
continue;
|
||||
}
|
||||
float u = glm::dot(m, DxE2) * DetInv;
|
||||
float v = glm::dot(ray.Direction(), MxE1) * DetInv;
|
||||
|
||||
//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
|
||||
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
|
||||
if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) {
|
||||
outDistance = dist;
|
||||
outUCoord = u;
|
||||
outVCoord = v;
|
||||
hit = true;
|
||||
}
|
||||
}
|
||||
return hit;
|
||||
}
|
||||
|
||||
bool RayVsModel(const Ray& ray,
|
||||
const std::vector<RawModel::Vertex>& modelVertices,
|
||||
const std::vector<unsigned int>& modelIndices,
|
||||
glm::vec3& outHitPosition)
|
||||
{
|
||||
float u;
|
||||
float v;
|
||||
float dist;
|
||||
bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
|
||||
outHitPosition = ray.Origin() + dist * ray.Direction();
|
||||
return hit;
|
||||
}
|
||||
|
||||
bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon)
|
||||
{
|
||||
const glm::vec3& ma1 = first.MaxCorner();
|
||||
const glm::vec3& ma2 = first.MaxCorner();
|
||||
const glm::vec3& mi1 = second.MinCorner();
|
||||
const glm::vec3& mi2 = second.MinCorner();
|
||||
return (std::abs(ma1.x - ma2.x) < epsilon) &&
|
||||
(std::abs(mi1.x - mi2.x) < epsilon) &&
|
||||
(std::abs(ma1.z - ma2.z) < epsilon) &&
|
||||
(std::abs(mi1.z - mi2.z) < epsilon) &&
|
||||
(std::abs(ma1.y - ma2.y) < epsilon) &&
|
||||
(std::abs(mi1.y - mi2.y) < epsilon);
|
||||
}
|
||||
|
||||
bool attachAABBComponentFromModel(World* world, EntityID id)
|
||||
{
|
||||
if (!world->HasComponent(id, "Model")) {
|
||||
return false;
|
||||
}
|
||||
ComponentWrapper model = world->GetComponent(id, "Model");
|
||||
ComponentWrapper collision = world->AttachComponent(id, "AABB");
|
||||
Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
|
||||
if (modelRes == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
glm::mat4 modelMatrix = modelRes->m_Matrix;
|
||||
|
||||
glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
|
||||
glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
|
||||
for (const auto& v : modelRes->m_Vertices) {
|
||||
const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1);
|
||||
maxi.x = std::max(wPos.x, maxi.x);
|
||||
maxi.y = std::max(wPos.y, maxi.y);
|
||||
maxi.z = std::max(wPos.z, maxi.z);
|
||||
mini.x = std::min(wPos.x, mini.x);
|
||||
mini.y = std::min(wPos.y, mini.y);
|
||||
mini.z = std::min(wPos.z, mini.z);
|
||||
}
|
||||
collision["BoxCenter"] = 0.5f * (maxi + mini);
|
||||
collision["BoxSize"] = maxi - mini;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox)
|
||||
{
|
||||
ComponentWrapper& cTrans = world->GetComponent(AABBComponent.EntityID, "Transform");
|
||||
ComponentWrapper model = world->GetComponent(AABBComponent.EntityID, "Model");
|
||||
Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
|
||||
outBox.CreateFromCenter(AABBComponent["BoxCenter"], AABBComponent["BoxSize"]);
|
||||
glm::vec3 mini = outBox.MinCorner();
|
||||
glm::vec3 maxi = outBox.MaxCorner();
|
||||
|
||||
glm::mat4 modelMatrix = modelRes->m_Matrix *
|
||||
glm::translate(glm::mat4(), (glm::vec3)cTrans["Position"]) *
|
||||
glm::scale((glm::vec3)cTrans["Scale"]);
|
||||
|
||||
outBox = AABB(modelMatrix * glm::vec4(mini.x, mini.y, mini.z, 1),
|
||||
modelMatrix * glm::vec4(maxi.x, maxi.y, maxi.z, 1));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GetEntityBox(World* world, EntityID entity, AABB& outBox, bool forceBoxFromModel)
|
||||
{
|
||||
if (!world->HasComponent(entity, "AABB")) {
|
||||
if (forceBoxFromModel) {
|
||||
if (!attachAABBComponentFromModel(world, entity))
|
||||
return false;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
ComponentWrapper& cBox = world->GetComponent(entity, "AABB");
|
||||
return GetEntityBox(world, cBox, outBox);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
#include "Collision/Collision.h"
|
||||
#include "Collision/CollisionSystem.h"
|
||||
#include "Core/AABB.h"
|
||||
|
||||
void CollisionSystem::UpdateComponent(World * world, ComponentWrapper & cAABB, double dt)
|
||||
{
|
||||
//TODO: Update CollisionSystem system after PlayerSystem.
|
||||
|
||||
//Right now, cAABB is a component attached to any entity that should be collideable.
|
||||
AABB thisBox;
|
||||
if (!Collision::GetEntityBox(world, cAABB, thisBox)) {
|
||||
return;
|
||||
}
|
||||
//Press 'Z' to enable/disable collision.
|
||||
if (zPress) {
|
||||
return;
|
||||
}
|
||||
//Here, mover should be an object that moves, currently only players.
|
||||
for (auto& mover : *world->GetComponents("Player")) {
|
||||
if (cAABB.EntityID == mover.EntityID) {
|
||||
continue;
|
||||
}
|
||||
AABB otherBox;
|
||||
if (!Collision::GetEntityBox(world, mover.EntityID, otherBox)) {
|
||||
continue;
|
||||
}
|
||||
glm::vec3 resolveTranslation;
|
||||
if (Collision::AABBVsAABB(otherBox, thisBox, resolveTranslation)) {
|
||||
ComponentWrapper& trans = world->GetComponent(mover.EntityID, "Transform");
|
||||
//TODO: Special treatment if both are movers.
|
||||
trans["Position"] = (glm::vec3)trans["Position"] + resolveTranslation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool CollisionSystem::OnKeyUp(const Events::KeyUp & event)
|
||||
{
|
||||
if (event.KeyCode == GLFW_KEY_Z) {
|
||||
zPress = !zPress;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -0,0 +1,81 @@
|
||||
#include "Collision/TriggerSystem.h"
|
||||
#include "Collision/Collision.h"
|
||||
#include "Core/AABB.h"
|
||||
#include "Rendering/Model.h"
|
||||
|
||||
void TriggerSystem::UpdateComponent(World* world, ComponentWrapper& trigger, double dt)
|
||||
{
|
||||
//Currently only players can trigger things.
|
||||
auto players = world->GetComponents("Player");
|
||||
if (players == nullptr) {
|
||||
return;
|
||||
}
|
||||
EntityID tId = trigger.EntityID;
|
||||
AABB triggerBox;
|
||||
//The trigger *should* have a bounding box, or something, to test against so it can be triggered.
|
||||
if (!Collision::GetEntityBox(world, tId, triggerBox, true)) {
|
||||
return;
|
||||
}
|
||||
for (auto& pc : *players) {
|
||||
EntityID pId = pc.EntityID;
|
||||
AABB playerBox;
|
||||
//The player can't trigger anything without an AABB.
|
||||
if (!Collision::GetEntityBox(world, pId, playerBox, true)) {
|
||||
continue;
|
||||
}
|
||||
if (!Collision::AABBVsAABB(triggerBox, playerBox)) {
|
||||
//Entity is not touching the trigger,
|
||||
//Throw event if it was previously.
|
||||
if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[tId], pId, tId)) {
|
||||
continue;
|
||||
}
|
||||
//This only occurs if the entity was completely inside the trigger one frame,
|
||||
//then completely outside the trigger, e.g. when dying and respawning.
|
||||
throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[tId], pId, tId);
|
||||
} else {
|
||||
//Entity is at least touching the trigger.
|
||||
AABB completelyInsideBox;
|
||||
completelyInsideBox.CreateFromCenter(triggerBox.Center(), triggerBox.Size() - 2.0f * playerBox.Size());
|
||||
if (Collision::AABBVsAABB(completelyInsideBox, playerBox) &&
|
||||
glm::all(glm::greaterThan(triggerBox.Size(), playerBox.Size()))) {
|
||||
//Entity is completely inside the trigger.
|
||||
//If it was only touching before, it is erased.
|
||||
m_EntitiesTouchingTrigger[tId].erase(pId);
|
||||
std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
|
||||
if (completeSet.count(pId) == 0) {
|
||||
//If it wasn't completely in the trigger, throw Enter and add to the set.
|
||||
completeSet.insert(pId);
|
||||
publish<Events::TriggerEnter>(pId, tId);
|
||||
}
|
||||
} else {
|
||||
//Entity is only touching the trigger.
|
||||
std::unordered_set<EntityID>& touchSet = m_EntitiesTouchingTrigger[tId];
|
||||
std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
|
||||
const auto& it = completeSet.find(pId);
|
||||
//If it was completely inside before.
|
||||
if (it != completeSet.end()) {
|
||||
completeSet.erase(it);
|
||||
touchSet.insert(pId);
|
||||
//If it was completely outside before.
|
||||
} else if (touchSet.count(pId) == 0) {
|
||||
publish<Events::TriggerTouch>(pId, tId);
|
||||
touchSet.insert(pId);
|
||||
}
|
||||
//Else, it was touching the trigger last frame too and nothing is done.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId)
|
||||
{
|
||||
const auto& it = triggerSet.find(pId);
|
||||
if (it != triggerSet.end()) {
|
||||
//If it was in the trigger, but not anymore, throw leaveEvent and erase from the set.
|
||||
triggerSet.erase(it);
|
||||
publish<Events::TriggerLeave>(pId, tId);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -1,10 +1,25 @@
|
||||
#include "Core/AABB.h"
|
||||
#include "Common.h"
|
||||
|
||||
AABB::AABB(const glm::vec3& minPos, const glm::vec3& maxPos)
|
||||
: m_MinCorner(minPos)
|
||||
, m_MaxCorner(maxPos)
|
||||
, m_Center(0.5f * (maxPos + minPos))
|
||||
, m_HalfSize(0.5f * (maxPos - minPos))
|
||||
{
|
||||
DEBUG_IF(glm::any(glm::lessThan(m_MaxCorner, m_MinCorner))) {
|
||||
LOG_WARNING("AABB maxCorner coordinates are not greater than minCorner");
|
||||
m_MaxCorner.x = glm::max(m_MaxCorner.x, m_MinCorner.x);
|
||||
m_MinCorner.x = glm::min(m_MaxCorner.x, m_MinCorner.x);
|
||||
m_MaxCorner.y = glm::max(m_MaxCorner.y, m_MinCorner.y);
|
||||
m_MinCorner.y = glm::min(m_MaxCorner.y, m_MinCorner.y);
|
||||
m_MaxCorner.z = glm::max(m_MaxCorner.z, m_MinCorner.z);
|
||||
m_MinCorner.z = glm::min(m_MaxCorner.z, m_MinCorner.z);
|
||||
}
|
||||
}
|
||||
|
||||
AABB::AABB(const glm::vec4& minPos, const glm::vec4& maxPos)
|
||||
: AABB(glm::vec3(minPos), glm::vec3(maxPos))
|
||||
{}
|
||||
|
||||
void AABB::CreateFromCenter(const glm::vec3& center, const glm::vec3& size)
|
||||
|
||||
@@ -1,77 +0,0 @@
|
||||
#include "Core/Collision.h"
|
||||
#include "Engine/GLM.h"
|
||||
#include <algorithm>
|
||||
|
||||
namespace Collision
|
||||
{
|
||||
|
||||
bool RayAABBIntr(const Ray& ray, const AABB& box)
|
||||
{
|
||||
glm::vec3 w = 75.0f * ray.Direction;
|
||||
glm::vec3 v = glm::abs(w);
|
||||
glm::vec3 c = ray.Origin - box.Center() + w;
|
||||
glm::vec3 half = box.HalfSize();
|
||||
|
||||
if (abs(c.x) > v.x + half.x) {
|
||||
return false;
|
||||
}
|
||||
if (abs(c.y) > v.y + half.y) {
|
||||
return false;
|
||||
}
|
||||
if (abs(c.z) > v.z + half.z) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (abs(c.y*w.z - c.z*w.y) > half.y*v.z + half.z*v.y) {
|
||||
return false;
|
||||
}
|
||||
if (abs(c.x*w.z - c.z*w.x) > half.x*v.z + half.z*v.x) {
|
||||
return false;
|
||||
}
|
||||
return !(abs(c.x*w.y - c.y*w.x) > half.x*v.y + half.y*v.x);
|
||||
}
|
||||
|
||||
bool RayVsAABB(const Ray& ray, const AABB& box)
|
||||
{
|
||||
float dummy;
|
||||
return RayVsAABB(ray, box, dummy);
|
||||
}
|
||||
|
||||
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance)
|
||||
{
|
||||
glm::vec3 invdir = 1.0f / ray.Direction;
|
||||
|
||||
float t1 = (box.MinCorner().x - ray.Origin.x)*invdir.x;
|
||||
float t2 = (box.MaxCorner().x - ray.Origin.x)*invdir.x;
|
||||
float t3 = (box.MinCorner().y - ray.Origin.y)*invdir.y;
|
||||
float t4 = (box.MaxCorner().y - ray.Origin.y)*invdir.y;
|
||||
float t5 = (box.MinCorner().z - ray.Origin.z)*invdir.z;
|
||||
float t6 = (box.MaxCorner().z - ray.Origin.z)*invdir.z;
|
||||
|
||||
float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
|
||||
float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
|
||||
|
||||
if (tmax < 0 || tmin > tmax)
|
||||
return false;
|
||||
|
||||
outDistance = (tmin > 0) ? tmin : tmax;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AABBVsAABB(const AABB& a, const AABB& b)
|
||||
{
|
||||
const glm::vec3& aCenter = a.Center();
|
||||
const glm::vec3& bCenter = b.Center();
|
||||
const glm::vec3& aHSize = a.HalfSize();
|
||||
const glm::vec3& bHSize = b.HalfSize();
|
||||
//Test will probably exit because of the X and Z axes more often, so test them first.
|
||||
if (abs(aCenter[0] - bCenter[0]) > (aHSize[0] + bHSize[0])) {
|
||||
return false;
|
||||
}
|
||||
if (abs(aCenter[2] - bCenter[2]) > (aHSize[2] + bHSize[2])) {
|
||||
return false;
|
||||
}
|
||||
return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1]));
|
||||
}
|
||||
|
||||
}
|
||||
@@ -19,7 +19,7 @@ bool ComponentPoolForwardIterator::operator!=(const ComponentPoolForwardIterator
|
||||
return m_MemoryPoolIterator != other.m_MemoryPoolIterator;
|
||||
}
|
||||
|
||||
ComponentPoolForwardIterator& ComponentPoolForwardIterator::operator++(int)
|
||||
ComponentPoolForwardIterator ComponentPoolForwardIterator::operator++(int)
|
||||
{
|
||||
ComponentPoolForwardIterator copyIter(*this);
|
||||
operator++();
|
||||
|
||||
+149
-83
@@ -3,9 +3,7 @@
|
||||
#include <bitset>
|
||||
|
||||
#include "Core/OctTree.h"
|
||||
#include "Core/Collision.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/Camera.h"
|
||||
#include "Collision/Collision.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
@@ -28,11 +26,79 @@ OctTree::OctTree()
|
||||
{}
|
||||
|
||||
OctTree::OctTree(const AABB& octTreeBounds, int subDivisions)
|
||||
: m_Box(octTreeBounds)
|
||||
: m_Root(new OctChild(octTreeBounds, subDivisions, m_StaticObjects, m_DynamicObjects))
|
||||
, m_UpdatedOnce(false)
|
||||
{}
|
||||
|
||||
OctTree::~OctTree()
|
||||
{
|
||||
delete m_Root;
|
||||
}
|
||||
|
||||
void OctTree::AddDynamicObject(const AABB& box)
|
||||
{
|
||||
m_Root->AddDynamicObject(box);
|
||||
m_DynamicObjects.push_back(box);
|
||||
}
|
||||
|
||||
void OctTree::AddStaticObject(const AABB& box)
|
||||
{
|
||||
m_Root->AddStaticObject(box);
|
||||
m_StaticObjects.push_back(box);
|
||||
}
|
||||
|
||||
void OctTree::BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes)
|
||||
{
|
||||
falsifyObjectChecks();
|
||||
m_Root->BoxesInSameRegion(box, outBoxes);
|
||||
}
|
||||
|
||||
void OctTree::ClearObjects()
|
||||
{
|
||||
m_StaticObjects.clear();
|
||||
m_DynamicObjects.clear();
|
||||
m_Root->ClearObjects();
|
||||
}
|
||||
|
||||
void OctTree::ClearDynamicObjects()
|
||||
{
|
||||
m_DynamicObjects.clear();
|
||||
m_Root->ClearDynamicObjects();
|
||||
}
|
||||
|
||||
bool OctTree::RayCollides(const Ray& ray, Output& data)
|
||||
{
|
||||
falsifyObjectChecks();
|
||||
data.CollideDistance = -1;
|
||||
return m_Root->RayCollides(ray, data);
|
||||
}
|
||||
|
||||
bool OctTree::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected)
|
||||
{
|
||||
falsifyObjectChecks();
|
||||
return m_Root->BoxCollides(boxToTest, outBoxIntersected);
|
||||
}
|
||||
|
||||
void OctTree::falsifyObjectChecks()
|
||||
{
|
||||
for (auto& obj : m_StaticObjects) {
|
||||
obj.Checked = false;
|
||||
}
|
||||
for (auto& obj : m_DynamicObjects) {
|
||||
obj.Checked = false;
|
||||
}
|
||||
}
|
||||
|
||||
OctTree::OctChild::OctChild(const AABB& octTreeBounds,
|
||||
int subDivisions,
|
||||
std::vector<ContainedObject>& staticObjects,
|
||||
std::vector<ContainedObject>& dynamicObjects)
|
||||
: m_Box(octTreeBounds)
|
||||
, m_StaticObjectsRef(staticObjects)
|
||||
, m_DynamicObjectsRef(dynamicObjects)
|
||||
{
|
||||
if (subDivisions == 0) {
|
||||
for (OctTree*& c : m_Children) {
|
||||
for (OctChild*& c : m_Children) {
|
||||
c = nullptr;
|
||||
}
|
||||
} else {
|
||||
@@ -68,14 +134,14 @@ OctTree::OctTree(const AABB& octTreeBounds, int subDivisions)
|
||||
minPos.z = parentMin.z;
|
||||
maxPos.z = parentCenter.z;
|
||||
}
|
||||
m_Children[i] = new OctTree(AABB(minPos, maxPos), subDivisions);
|
||||
m_Children[i] = new OctChild(AABB(minPos, maxPos), subDivisions, m_StaticObjectsRef, m_DynamicObjectsRef);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
OctTree::~OctTree()
|
||||
OctTree::OctChild::~OctChild()
|
||||
{
|
||||
for (OctTree*& c : m_Children) {
|
||||
for (OctChild*& c : m_Children) {
|
||||
if (c != nullptr) {
|
||||
delete c;
|
||||
c = nullptr;
|
||||
@@ -83,47 +149,7 @@ OctTree::~OctTree()
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
bool OctTree::OctChild::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (int i : childIndicesContainingBox(boxToTest)) {
|
||||
@@ -131,23 +157,32 @@ bool OctTree::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const
|
||||
return true;
|
||||
}
|
||||
} else {
|
||||
std::vector<std::vector<AABB>> objVectors = {
|
||||
m_StaticObjects,
|
||||
m_DynamicObjects
|
||||
};
|
||||
for (const auto& objVector : objVectors) {
|
||||
for (const auto& obj : objVector) {
|
||||
if (Collision::AABBVsAABB(boxToTest, obj)) {
|
||||
outBoxIntersected = obj;
|
||||
for (int i : m_StaticObjIndices) {
|
||||
if (!m_StaticObjectsRef[i].Checked) {
|
||||
const AABB& objBox = m_StaticObjectsRef[i].Box;
|
||||
if (Collision::AABBVsAABB(boxToTest, objBox)) {
|
||||
outBoxIntersected = objBox;
|
||||
return true;
|
||||
}
|
||||
m_StaticObjectsRef[i].Checked = true;
|
||||
}
|
||||
}
|
||||
for (int i : m_DynamicObjIndices) {
|
||||
if (!m_DynamicObjectsRef[i].Checked) {
|
||||
const AABB& objBox = m_DynamicObjectsRef[i].Box;
|
||||
if (!Collision::IsSameBoxProbably(boxToTest, objBox) &&
|
||||
Collision::AABBVsAABB(boxToTest, objBox)) {
|
||||
outBoxIntersected = objBox;
|
||||
return true;
|
||||
}
|
||||
m_DynamicObjectsRef[i].Checked = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool OctTree::RayCollides(const Ray& ray, Output& data) const
|
||||
bool OctTree::OctChild::RayCollides(const Ray& ray, Output& data) const
|
||||
{
|
||||
//If the node AABB is missed, everything it contains is missed.
|
||||
if (Collision::RayAABBIntr(ray, m_Box)) {
|
||||
@@ -157,7 +192,7 @@ bool OctTree::RayCollides(const Ray& ray, Output& data) const
|
||||
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()) });
|
||||
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.
|
||||
@@ -170,18 +205,25 @@ bool OctTree::RayCollides(const Ray& ray, Output& data) const
|
||||
//Check against boxes in the node.
|
||||
float minDist = INFINITY;
|
||||
bool intersected = false;
|
||||
std::vector<std::vector<AABB>> objVectors = {
|
||||
m_StaticObjects,
|
||||
m_DynamicObjects
|
||||
};
|
||||
for (const auto& objVector : objVectors) {
|
||||
for (const auto& obj : objVector) {
|
||||
for (int i : m_StaticObjIndices) {
|
||||
float dist;
|
||||
if (Collision::RayVsAABB(ray, obj, dist)) {
|
||||
//If we haven't tested against this object before, and the ray hits.
|
||||
if (!m_StaticObjectsRef[i].Checked &&
|
||||
Collision::RayVsAABB(ray, m_StaticObjectsRef[i].Box, dist)) {
|
||||
minDist = std::min(dist, minDist);
|
||||
intersected = true;
|
||||
}
|
||||
m_StaticObjectsRef[i].Checked = true;
|
||||
}
|
||||
for (int i : m_DynamicObjIndices) {
|
||||
float dist;
|
||||
//If we haven't tested against this object before, and the ray hits.
|
||||
if (!m_DynamicObjectsRef[i].Checked &&
|
||||
Collision::RayVsAABB(ray, m_DynamicObjectsRef[i].Box, dist)) {
|
||||
minDist = std::min(dist, minDist);
|
||||
intersected = true;
|
||||
}
|
||||
m_DynamicObjectsRef[i].Checked = true;
|
||||
}
|
||||
|
||||
data.CollideDistance = minDist;
|
||||
@@ -192,60 +234,84 @@ bool OctTree::RayCollides(const Ray& ray, Output& data) const
|
||||
}
|
||||
|
||||
|
||||
void OctTree::AddDynamicObject(const AABB& box)
|
||||
void OctTree::OctChild::AddDynamicObject(const AABB& box)
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (auto i : childIndicesContainingBox(box)) {
|
||||
m_Children[i]->AddDynamicObject(box);
|
||||
}
|
||||
} else {
|
||||
m_DynamicObjects.push_back(box);
|
||||
//Since it hasn't been added yet to the real object list, the index is after the last =size.
|
||||
m_DynamicObjIndices.push_back((int)m_DynamicObjectsRef.size());
|
||||
}
|
||||
}
|
||||
|
||||
void OctTree::AddStaticObject(const AABB& box)
|
||||
void OctTree::OctChild::AddStaticObject(const AABB& box)
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (auto i : childIndicesContainingBox(box)) {
|
||||
m_Children[i]->AddStaticObject(box);
|
||||
}
|
||||
} else {
|
||||
m_StaticObjects.push_back(box);
|
||||
//Since it hasn't been added yet to the real object list, the index is after the last =size.
|
||||
m_StaticObjIndices.push_back((int)m_StaticObjectsRef.size());
|
||||
}
|
||||
}
|
||||
|
||||
void OctTree::BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes) const
|
||||
void OctTree::OctChild::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());
|
||||
size_t startIndex = outBoxes.size();
|
||||
int numDuplicates = 0;
|
||||
outBoxes.resize(outBoxes.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
|
||||
for (size_t i = 0; i < m_StaticObjIndices.size(); ++i){
|
||||
ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
|
||||
if (obj.Checked) {
|
||||
++numDuplicates;
|
||||
} else {
|
||||
obj.Checked = true;
|
||||
outBoxes[startIndex + i - numDuplicates] = obj.Box;
|
||||
}
|
||||
}
|
||||
for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
|
||||
ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
|
||||
if (obj.Checked) {
|
||||
++numDuplicates;
|
||||
} else {
|
||||
obj.Checked = true;
|
||||
outBoxes[startIndex + i - numDuplicates] = obj.Box;
|
||||
}
|
||||
}
|
||||
for (size_t i = 0; i < numDuplicates; ++i) {
|
||||
outBoxes.pop_back();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OctTree::ClearObjects()
|
||||
void OctTree::OctChild::ClearObjects()
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (OctTree*& c : m_Children) {
|
||||
for (OctChild*& c : m_Children) {
|
||||
c->ClearObjects();
|
||||
}
|
||||
} else {
|
||||
m_DynamicObjects.clear();
|
||||
m_StaticObjects.clear();
|
||||
m_DynamicObjIndices.clear();
|
||||
m_StaticObjIndices.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void OctTree::ClearDynamicObjects()
|
||||
void OctTree::OctChild::ClearDynamicObjects()
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (OctTree*& c : m_Children) {
|
||||
for (OctChild*& c : m_Children) {
|
||||
c->ClearObjects();
|
||||
}
|
||||
} else {
|
||||
m_DynamicObjects.clear();
|
||||
m_DynamicObjIndices.clear();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -261,13 +327,13 @@ void OctTree::ClearDynamicObjects()
|
||||
// x : - - - - + + + +
|
||||
// y : - - + + - - + +
|
||||
// z : - + - + - + - +
|
||||
int OctTree::childIndexContainingPoint(const glm::vec3& point) const
|
||||
int OctTree::OctChild::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
|
||||
std::vector<int> OctTree::OctChild::childIndicesContainingBox(const AABB& box) const
|
||||
{
|
||||
int minInd = childIndexContainingPoint(box.MinCorner());
|
||||
int maxInd = childIndexContainingPoint(box.MaxCorner());
|
||||
@@ -305,7 +371,7 @@ std::vector<int> OctTree::childIndicesContainingBox(const AABB& box) const
|
||||
}
|
||||
}
|
||||
|
||||
inline bool OctTree::hasChildren() const
|
||||
inline bool OctTree::OctChild::hasChildren() const
|
||||
{
|
||||
return m_Children[0] != nullptr;
|
||||
}
|
||||
@@ -1,4 +1,6 @@
|
||||
#include "Game.h"
|
||||
#include "Collision/TriggerSystem.h"
|
||||
#include "Collision/CollisionSystem.h"
|
||||
|
||||
Game::Game(int argc, char* argv[])
|
||||
{
|
||||
@@ -53,6 +55,8 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<RaptorCopterSystem>();
|
||||
m_SystemPipeline->AddSystem<PlayerSystem>();
|
||||
m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
|
||||
m_SystemPipeline->AddSystem<CollisionSystem>();
|
||||
m_SystemPipeline->AddSystem<TriggerSystem>();
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
|
||||
|
||||
@@ -16,7 +16,7 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
|
||||
} else {
|
||||
m_Direction.x = 0;
|
||||
}
|
||||
m_EventBroker->Process<PlayerSystem>();
|
||||
|
||||
ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
|
||||
(glm::vec3&)player["Velocity"] = m_Speed * float(dt) * m_Direction;
|
||||
(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
|
||||
@@ -55,3 +55,21 @@ bool PlayerSystem::OnKeyUp(const Events::KeyUp & event)
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool PlayerSystem::OnTouch(const Events::TriggerTouch &event)
|
||||
{
|
||||
LOG_INFO("Player entity %i touched widget (entity %i).", event.Entity, event.Trigger);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool PlayerSystem::OnEnter(const Events::TriggerEnter &event)
|
||||
{
|
||||
LOG_INFO("Player entity %i entered widget (entity %i).", event.Entity, event.Trigger);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool PlayerSystem::OnLeave(const Events::TriggerLeave &event)
|
||||
{
|
||||
LOG_INFO("Player entity %i left widget (entity %i).", event.Entity, event.Trigger);
|
||||
return false;
|
||||
}
|
||||
@@ -12,7 +12,7 @@ include_directories(
|
||||
)
|
||||
|
||||
file(GLOB SOURCE_FILES
|
||||
"${INCLUDE_PATH}/Tests/*.h"
|
||||
"*.h"
|
||||
"*.cpp"
|
||||
)
|
||||
|
||||
|
||||
+131
-17
@@ -3,11 +3,19 @@
|
||||
#include <boost/test/execution_monitor.hpp>
|
||||
using boost::unit_test_framework::test_suite;
|
||||
using boost::unit_test_framework::test_case;
|
||||
#include <Engine\Core\Collision.h>
|
||||
#include "Engine/Collision/Collision.h"
|
||||
#include "Engine/Core/AABB.h"
|
||||
#include "Engine/Core/Ray.h"
|
||||
#include <stdlib.h>//srand
|
||||
#include "Engine/Core/OctTree.h"
|
||||
//vs model
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
|
||||
//ray vs model
|
||||
#include "Engine\Core\ResourceManager.h"
|
||||
#include "Engine\Rendering\Model.h"
|
||||
#include "Engine\Core\Ray.h"
|
||||
|
||||
//vs memleaks
|
||||
//#define _CRTDBG_MAP_ALLOC
|
||||
@@ -16,6 +24,20 @@ using boost::unit_test_framework::test_case;
|
||||
//#define DEBUG_CLIENTBLOCK new( _CLIENT_BLOCK, __FILE__, __LINE__)
|
||||
//#define new DEBUG_CLIENTBLOCK
|
||||
|
||||
void RayTest(std::string fileName) {
|
||||
//simple box test
|
||||
Ray ray(glm::vec3(-50, 0, 0), glm::vec3(1, 0, 0));
|
||||
//using a rawmodel here, else we have to init the renderingsystem
|
||||
ResourceManager::RegisterType<RawModel>("RawModel");
|
||||
auto unitBox = ResourceManager::Load<RawModel>(fileName);
|
||||
BOOST_REQUIRE(unitBox != nullptr);
|
||||
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
BOOST_CHECK(hit);
|
||||
ray.SetDirection(glm::vec3(-1, 0, 0));
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
BOOST_CHECK(!hit);
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(collisionTests)
|
||||
|
||||
BOOST_AUTO_TEST_CASE(collisionTest)
|
||||
@@ -25,7 +47,6 @@ BOOST_AUTO_TEST_CASE(collisionTest)
|
||||
|
||||
//fixed seed
|
||||
srand(2);
|
||||
Ray ray;
|
||||
AABB someAABB;
|
||||
glm::vec3 minPos;
|
||||
glm::vec3 maxPos;
|
||||
@@ -33,12 +54,10 @@ BOOST_AUTO_TEST_CASE(collisionTest)
|
||||
int test = 0;
|
||||
for (size_t i = 0; i < 10; i++)
|
||||
{
|
||||
ray.Origin.x = rand() % 100;
|
||||
ray.Origin.y = rand() % 100;
|
||||
ray.Origin.z = rand() % 100;
|
||||
ray.Direction.x = rand() % 100;
|
||||
ray.Direction.y = rand() % 100;
|
||||
ray.Direction.z = rand() % 100;
|
||||
Ray ray(
|
||||
glm::vec3(rand() % 100, rand() % 100, rand() % 100),
|
||||
glm::vec3(rand() % 100, rand() % 100, rand() % 100)
|
||||
);
|
||||
minPos.x = rand() % 100;
|
||||
minPos.y = rand() % 100;
|
||||
minPos.z = rand() % 100;
|
||||
@@ -59,7 +78,6 @@ BOOST_AUTO_TEST_CASE(collisionTest2)
|
||||
{
|
||||
//fixed seed
|
||||
srand(2);
|
||||
Ray ray;
|
||||
AABB someAABB;
|
||||
glm::vec3 minPos;
|
||||
glm::vec3 maxPos;
|
||||
@@ -67,12 +85,10 @@ BOOST_AUTO_TEST_CASE(collisionTest2)
|
||||
int test = 0;
|
||||
for (size_t i = 0; i < 1000000; i++)
|
||||
{
|
||||
ray.Origin.x = rand() % 100;
|
||||
ray.Origin.y = rand() % 100;
|
||||
ray.Origin.z = rand() % 100;
|
||||
ray.Direction.x = rand() % 100;
|
||||
ray.Direction.y = rand() % 100;
|
||||
ray.Direction.z = rand() % 100;
|
||||
Ray ray(
|
||||
glm::vec3(rand() % 100, rand() % 100, rand() % 100),
|
||||
glm::vec3(rand() % 100, rand() % 100, rand() % 100)
|
||||
);
|
||||
minPos.x = rand() % 100;
|
||||
minPos.y = rand() % 100;
|
||||
minPos.z = rand() % 100;
|
||||
@@ -87,6 +103,104 @@ BOOST_AUTO_TEST_CASE(collisionTest2)
|
||||
BOOST_CHECK(test >= 0);
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(rayVsModelTest)
|
||||
{
|
||||
//simple box test
|
||||
RayTest("Models/Core/UnitCube.obj");
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(rayVsModelTest2)
|
||||
{
|
||||
//advanced test, this will check so rayVSAABB and rayVsModel(with boxmodel) gives the same result (hit/miss)
|
||||
//testing with different seeds
|
||||
// srand(7676762);
|
||||
// srand(7676462);
|
||||
// srand(7462);
|
||||
srand(72);
|
||||
AABB someAABB;
|
||||
glm::vec3 minPos;
|
||||
glm::vec3 maxPos;
|
||||
bool z;
|
||||
int test = 0;
|
||||
//min/max is the same as the rawmodels boundaries ofcourse
|
||||
minPos = glm::vec3(-0.5f, -0.5f, -0.5f);
|
||||
maxPos = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
someAABB = AABB(minPos, maxPos);
|
||||
//using a rawmodel here, else we have to init the renderingsystem
|
||||
ResourceManager::RegisterType<RawModel>("RawModel");
|
||||
auto unitBox = ResourceManager::Load<RawModel>("Models/Core/UnitCube.obj");
|
||||
BOOST_CHECK(unitBox != nullptr);
|
||||
|
||||
for (size_t i = 0; i < 1000000; i++)
|
||||
{
|
||||
Ray ray(
|
||||
glm::vec3(-2, 0, 0),
|
||||
glm::vec3(rand() % 100, rand() % 100, rand() % 100)
|
||||
);
|
||||
//if we normalize the ray.direction when its 0,0,0 then we get nan,nan,nan - thus we have this check to prevent that
|
||||
if (glm::any(glm::isnan(ray.Direction())))
|
||||
continue;
|
||||
|
||||
z = Collision::RayVsAABB(ray, someAABB);
|
||||
if (z) {
|
||||
//hit
|
||||
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
if (!hit) {
|
||||
//if rayvsaabb hit but rayvvmodel didnt hit, we get to here
|
||||
glm::vec3 outtttttttt;
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices, outtttttttt);
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
}
|
||||
else {
|
||||
hit = hit;
|
||||
}
|
||||
BOOST_CHECK(hit);
|
||||
}
|
||||
////breakpoint test
|
||||
//if (!z) {
|
||||
// z = z;
|
||||
//}
|
||||
//
|
||||
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
////breakpoint test
|
||||
//if (!hit) {
|
||||
// hit = hit;
|
||||
//}
|
||||
if (hit) {
|
||||
//hit
|
||||
z = Collision::RayVsAABB(ray, someAABB);
|
||||
if (!z) {
|
||||
//if rayvsmodel hit but rayvsaabb didnt hit then we get to here
|
||||
z = Collision::RayVsAABB(ray, someAABB);
|
||||
glm::vec3 outtttttttt;
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices, outtttttttt);
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
}
|
||||
else {
|
||||
z = z;
|
||||
}
|
||||
BOOST_CHECK(hit);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
BOOST_AUTO_TEST_CASE(rayVsModelTest3)
|
||||
{
|
||||
//simple test
|
||||
RayTest("Models/Core/UnitSphere.obj");
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(rayVsModelTest4)
|
||||
{
|
||||
//simple test
|
||||
RayTest("Models/Core/UnitCylinder.obj");
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(rayVsModelTest5)
|
||||
{
|
||||
//simple test
|
||||
RayTest("Models/Core/UnitRaptor.obj");
|
||||
}
|
||||
BOOST_AUTO_TEST_CASE(octTest)
|
||||
{
|
||||
glm::vec3 mini = glm::vec3(-1, -1, -1);
|
||||
@@ -95,10 +209,10 @@ BOOST_AUTO_TEST_CASE(octTest)
|
||||
tree.AddDynamicObject(AABB(mini, -0.9f*maxi));
|
||||
OctTree::Output data;
|
||||
glm::vec3 origin = 3.0f * mini;
|
||||
bool rayIntersected = tree.RayCollides({ origin , glm::normalize(mini - origin) }, data);
|
||||
bool rayIntersected = tree.RayCollides(Ray(origin , mini - origin), data);
|
||||
BOOST_CHECK(rayIntersected);
|
||||
tree.ClearDynamicObjects();
|
||||
rayIntersected = tree.RayCollides({ origin , glm::normalize(mini - origin) }, data);
|
||||
rayIntersected = tree.RayCollides(Ray(origin, mini - origin), data);
|
||||
BOOST_CHECK(!rayIntersected);
|
||||
}
|
||||
|
||||
|
||||
+147
-35
@@ -2,47 +2,159 @@
|
||||
using boost::unit_test_framework::test_suite;
|
||||
using boost::unit_test_framework::test_case;
|
||||
#include <stdlib.h>//srand
|
||||
#include "OctTreeTestGameClass.h"
|
||||
//HACK! Needed for white box testing
|
||||
//else we would have to "open up" the octTree class more with get/sets, public methods, etc. which is not good encapsulation-wise
|
||||
//friend class and refactoringIntoNewClass is some extra work and needs to be updated when the original class is updated, and can contain bugs that
|
||||
//isnt in the original class
|
||||
//Reflection-inspection seems to be only available for C#
|
||||
//http://stackoverflow.com/questions/6778496/how-to-do-unit-testing-on-private-members-and-methods-of-c-classes
|
||||
//http://stackoverflow.com/questions/3676664/unit-testing-of-private-methods
|
||||
#define private public
|
||||
#include <Engine\Core\OctTree.h>
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(octTreeTests)
|
||||
#include "Engine/Core/OctTree.h"
|
||||
#include "Engine/Core/Ray.h"
|
||||
#include "OldOctTree.h"
|
||||
|
||||
BOOST_AUTO_TEST_CASE(octTreeTest)
|
||||
BOOST_AUTO_TEST_SUITE(octTreeTestsW)
|
||||
|
||||
BOOST_AUTO_TEST_CASE(octSameRegionTest)
|
||||
{
|
||||
//white box testing
|
||||
//http://softwaretestingfundamentals.com/differences-between-black-box-testing-and-white-box-testing/
|
||||
//http://technologyconversations.com/2013/12/11/black-box-vs-white-box-testing/
|
||||
|
||||
//simple AABB constructor check
|
||||
auto minCorner = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
auto maxCorner = glm::vec3(1.0f, 1.0f, 1.0f);
|
||||
auto someAABB = AABB(minCorner,maxCorner);
|
||||
BOOST_CHECK(someAABB.MinCorner() == minCorner);
|
||||
BOOST_CHECK(someAABB.MaxCorner() == maxCorner);
|
||||
BOOST_CHECK(someAABB.Center() == 0.5f * (minCorner + maxCorner));
|
||||
|
||||
//simple OctTree constructor check
|
||||
OctTree someOctTree(someAABB, 5);
|
||||
BOOST_CHECK(someOctTree.m_Children[0] != nullptr);
|
||||
|
||||
//simple destructor check in the end, just look for memleaks, then it didnt clear the AABB structure
|
||||
glm::vec3 mini = glm::vec3(-1, -1, -1);
|
||||
glm::vec3 maxi = glm::vec3(1, 1, 1);
|
||||
OctTree tree(AABB(mini, maxi), 2);
|
||||
AABB firstQuadrant(mini, 0.8f*mini);
|
||||
tree.AddStaticObject(firstQuadrant);
|
||||
AABB testBox(0.9f*mini, 0.8f*mini);
|
||||
std::vector<AABB> region;
|
||||
tree.BoxesInSameRegion(testBox, region);
|
||||
BOOST_REQUIRE(region.size() == 1);
|
||||
AABB& box = region[0];
|
||||
BOOST_CHECK_CLOSE_FRACTION(box.Center().x, firstQuadrant.Center().x, 0.00001f);
|
||||
BOOST_CHECK_CLOSE_FRACTION(box.Center().y, firstQuadrant.Center().y, 0.00001f);
|
||||
BOOST_CHECK_CLOSE_FRACTION(box.Center().z, firstQuadrant.Center().z, 0.00001f);
|
||||
BOOST_CHECK_CLOSE_FRACTION(box.HalfSize().x, firstQuadrant.HalfSize().x, 0.00001f);
|
||||
BOOST_CHECK_CLOSE_FRACTION(box.HalfSize().y, firstQuadrant.HalfSize().y, 0.00001f);
|
||||
BOOST_CHECK_CLOSE_FRACTION(box.HalfSize().z, firstQuadrant.HalfSize().z, 0.00001f);
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(octTreeTest2)
|
||||
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 = 300;
|
||||
const int NUM_FUNCTION_LOOPS = 25;
|
||||
const int TESTS = 0; //10
|
||||
|
||||
template<typename Tree>
|
||||
void RegionTest(Tree& tree)
|
||||
{
|
||||
//octtree ritningen osv
|
||||
//Game game(0, nullptr);
|
||||
//while (game.Running()) {
|
||||
// game.Tick();
|
||||
//}
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
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()
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
#include <boost/test/unit_test.hpp>
|
||||
using boost::unit_test_framework::test_suite;
|
||||
using boost::unit_test_framework::test_case;
|
||||
#include <stdlib.h>//srand
|
||||
|
||||
//#define private public//HACK! Needed for white box testing
|
||||
//#include "Engine/Core/OctTree.h"
|
||||
//#include "OldOctTree.h"
|
||||
//friend class and refactoringIntoNewClass is some extra work and needs to be updated when the original class is updated, and can contain bugs that
|
||||
//isnt in the original class
|
||||
//Reflection-inspection seems to be only available for C#
|
||||
//http://stackoverflow.com/questions/6778496/how-to-do-unit-testing-on-private-members-and-methods-of-c-classes
|
||||
//http://stackoverflow.com/questions/3676664/unit-testing-of-private-methods
|
||||
|
||||
#include "OctTreeTestGameClass.h"
|
||||
|
||||
#define private public//HACK! Needed for white box testing
|
||||
#include <Engine\Core\OctTree.h>
|
||||
//else we would have to "open up" the octTree class more with get/sets, public methods, etc. which is not good encapsulation-wise
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(octTreeTestsA)
|
||||
|
||||
BOOST_AUTO_TEST_CASE(octTreeTest)
|
||||
{
|
||||
//white box testing
|
||||
//http://softwaretestingfundamentals.com/differences-between-black-box-testing-and-white-box-testing/
|
||||
//http://technologyconversations.com/2013/12/11/black-box-vs-white-box-testing/
|
||||
|
||||
//simple AABB constructor check
|
||||
auto minCorner = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
auto maxCorner = glm::vec3(1.0f, 1.0f, 1.0f);
|
||||
auto someAABB = AABB(minCorner, maxCorner);
|
||||
BOOST_CHECK(someAABB.MinCorner() == minCorner);
|
||||
BOOST_CHECK(someAABB.MaxCorner() == maxCorner);
|
||||
BOOST_CHECK(someAABB.Center() == 0.5f * (minCorner + maxCorner));
|
||||
|
||||
//simple OctTree constructor check
|
||||
//OctTree someOctTree(someAABB, 5);
|
||||
//BOOST_CHECK(someOctTree.m_Children[0] != nullptr);
|
||||
|
||||
//simple destructor check in the end, just look for memleaks, then it didnt clear the AABB structure
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(octTreeTest2)
|
||||
{
|
||||
//octtree ritningen osv
|
||||
Game game(0, nullptr);
|
||||
while (game.Running()) {
|
||||
game.Tick();
|
||||
}
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_SUITE_END()
|
||||
@@ -57,7 +57,7 @@ void Game::Tick()
|
||||
m_Renderer->Update(dt);
|
||||
m_EventBroker->Swap();
|
||||
|
||||
#define TEST2
|
||||
#define TEST1
|
||||
//this draws the octTree and you can set the cube inside it and see what boxes in the tree that it belongs to
|
||||
#ifdef TEST1
|
||||
if (!m_UpdatedOnce) {
|
||||
@@ -81,13 +81,13 @@ void Game::Tick()
|
||||
//check all children again in the tree if they have a box in them or not, and colormark them if they do
|
||||
//contentboxarna får man ut - inte childboxarna!
|
||||
std::vector<int> boxIndex;
|
||||
boxIndex = m_World->someOctTree.childIndicesContainingBox(boxi);
|
||||
boxIndex = m_World->someOctTree.m_Root->childIndicesContainingBox(boxi);
|
||||
|
||||
for (auto& oneLinkedObject : m_World->linkOM)
|
||||
{
|
||||
ComponentWrapper model = m_World->GetComponent(oneLinkedObject.entId, "Model");
|
||||
model["Color"] = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
if (oneLinkedObject.child->m_DynamicObjects.size() != 0) {
|
||||
if (oneLinkedObject.child->m_DynamicObjIndices.size() != 0) {
|
||||
model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
@@ -95,7 +95,7 @@ void Game::Tick()
|
||||
//REQUIRED: childIndicesContainingBox must be public to test this!
|
||||
for each (auto someBoxIndex in boxIndex)
|
||||
{
|
||||
glm::vec3 pos = m_World->someOctTree.m_Children[someBoxIndex]->m_Box.Center();
|
||||
glm::vec3 pos = m_World->someOctTree.m_Root->m_Children[someBoxIndex]->m_Box.Center();
|
||||
if (abs(pos.x - oneLinkedObject.posxyz.x) < 0.005f &&
|
||||
abs(pos.y - oneLinkedObject.posxyz.y) < 0.005f &&
|
||||
abs(pos.z - oneLinkedObject.posxyz.z) < 0.005f) {
|
||||
@@ -122,7 +122,7 @@ void Game::Tick()
|
||||
aabb.CreateFromCenter(glm::vec3(0, 2.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
if (m_UpdatedOnce) {
|
||||
auto test = someOctTree.childIndicesContainingBox(aabb);
|
||||
//auto test = someOctTree.childIndicesContainingBox(aabb);
|
||||
std::vector<AABB> test2;
|
||||
someOctTree.BoxesInSameRegion(aabb, test2);
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
#include <boost/test/execution_monitor.hpp>
|
||||
using boost::unit_test_framework::test_suite;
|
||||
using boost::unit_test_framework::test_case;
|
||||
#include <Engine\Core\Collision.h>
|
||||
#include "Engine/Collision/Collision.h"
|
||||
#include "Engine/Core/AABB.h"
|
||||
#include "Engine/Core/Ray.h"
|
||||
#include <stdlib.h>//srand
|
||||
|
||||
@@ -0,0 +1,328 @@
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
#include <bitset>
|
||||
|
||||
#include "OldOctTree.h"
|
||||
#include "Collision/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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
#ifndef OldOctTree_h__
|
||||
#define OldOctTree_h__
|
||||
|
||||
#include "Core/AABB.h"
|
||||
|
||||
class 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
|
||||
@@ -63,9 +63,9 @@ BOOST_AUTO_TEST_CASE(WorldTestMultipleAllocations, * utf::tolerance(0.00001))
|
||||
}
|
||||
|
||||
// Loop through them and check data
|
||||
//int i = 0;
|
||||
//for (auto& c : w.GetComponents("Test")) {
|
||||
// BOOST_TEST((int)c["TestInteger"] == i);
|
||||
// i++;
|
||||
//}
|
||||
int i = 0;
|
||||
for (auto& c : *w.GetComponents("Test")) {
|
||||
BOOST_TEST((int)c["TestInteger"] == i);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user