OctTree differentiates between static/dynamic objects now. Added a general BoxesInSameRegion method.
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@@ -16,8 +16,21 @@ public:
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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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void AddBox(const AABB& box);
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void ClearBoxes();
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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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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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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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//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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//Returns true if the box collides with something in the tree.
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@@ -26,10 +39,12 @@ public:
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private:
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OctTree* m_Children[8];
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//TODO: Do derived class from 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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//TODO: Boxes collide with themselves? Fix somehow, maybe float epsilon stuff.
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std::vector<AABB> m_ContainingBoxes;
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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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inline bool hasChildren() const;
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+65
-17
@@ -88,10 +88,16 @@ bool OctTree::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const
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return true;
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}
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} else {
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for (const auto& objBox : m_ContainingBoxes) {
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if (Collision::AABBVsAABB(boxToTest, objBox)) {
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outBoxIntersected = objBox;
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return true;
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std::vector<std::vector<AABB>> objVectors = {
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m_StaticObjects,
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m_DynamicObjects
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};
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for (const auto& objVector : objVectors) {
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for (const auto& obj : objVector) {
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if (Collision::AABBVsAABB(boxToTest, obj)) {
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outBoxIntersected = obj;
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return true;
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}
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}
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}
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}
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@@ -121,13 +127,20 @@ bool OctTree::RayCollides(const Ray& ray, Output& data) const
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//Check against boxes in the node.
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float minDist = INFINITY;
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bool intersected = false;
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for (const auto& objBox : m_ContainingBoxes) {
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float dist;
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if (Collision::RayVsAABB(ray, objBox, dist)) {
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minDist = std::min(dist, minDist);
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intersected = true;
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std::vector<std::vector<AABB>> objVectors = {
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m_StaticObjects,
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m_DynamicObjects
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};
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for (const auto& objVector : objVectors) {
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for (const auto& obj : objVector) {
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float dist;
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if (Collision::RayVsAABB(ray, obj, dist)) {
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minDist = std::min(dist, minDist);
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intersected = true;
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}
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}
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}
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data.CollideDistance = minDist;
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return intersected;
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}
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@@ -135,26 +148,61 @@ bool OctTree::RayCollides(const Ray& ray, Output& data) const
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return false;
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}
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void OctTree::AddBox(const AABB& box)
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void OctTree::AddDynamicObject(const AABB& box)
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{
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if (hasChildren()) {
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for (auto i : childIndicesContainingBox(box)) {
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m_Children[i]->AddBox(box);
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m_Children[i]->AddDynamicObject(box);
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}
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} else {
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m_ContainingBoxes.push_back(box);
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m_DynamicObjects.push_back(box);
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}
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}
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//TODO: Only clear dynamic boxes, AddDynamic, AddStatic
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void OctTree::ClearBoxes()
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void OctTree::AddStaticObject(const AABB& box)
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{
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if (hasChildren()) {
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for (auto i : childIndicesContainingBox(box)) {
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m_Children[i]->AddStaticObject(box);
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}
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} else {
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m_StaticObjects.push_back(box);
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}
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}
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void OctTree::BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes) const
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{
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if (hasChildren()) {
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for (auto i : childIndicesContainingBox(box)) {
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m_Children[i]->BoxesInSameRegion(box, outBoxes);
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}
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} else {
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outBoxes.insert(outBoxes.end(), m_StaticObjects.begin(), m_StaticObjects.end());
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outBoxes.insert(outBoxes.end(), m_DynamicObjects.begin(), m_DynamicObjects.end());
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}
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}
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void OctTree::ClearObjects()
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{
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if (hasChildren()) {
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for (OctTree*& c : m_Children) {
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c->ClearBoxes();
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c->ClearObjects();
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}
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} else {
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m_ContainingBoxes.clear();
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m_DynamicObjects.clear();
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m_StaticObjects.clear();
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}
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}
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void OctTree::ClearDynamicObjects()
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{
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if (hasChildren()) {
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for (OctTree*& c : m_Children) {
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c->ClearObjects();
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}
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} else {
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m_DynamicObjects.clear();
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}
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}
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@@ -194,7 +242,7 @@ std::vector<int> OctTree::childIndicesContainingBox(const AABB& box) const
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case 2:
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{
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std::vector<int> ret;
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//Bit-hax to calculate the right 4 cildren containing the box.
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//Bit-hax to calculate the correct 4 children containing the box.
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//This works because of the childrens index determine what part of
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//the dimensions they are responsible for (which octant).
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bits.flip();
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@@ -92,12 +92,14 @@ BOOST_AUTO_TEST_CASE(octTest)
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glm::vec3 mini = glm::vec3(-1, -1, -1);
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glm::vec3 maxi = glm::vec3(1, 1, 1);
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OctTree tree(AABB(mini, maxi), 2);
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tree.AddBox(AABB(mini, -0.9f*maxi));
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tree.AddDynamicObject(AABB(mini, -0.9f*maxi));
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OctTree::Output data;
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glm::vec3 origin = 3.0f * mini;
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BOOST_CHECK(tree.RayCollides({origin , glm::normalize(mini - origin) }, data));
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tree.ClearBoxes();
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BOOST_CHECK(!tree.RayCollides({ origin , glm::normalize(mini - origin) }, data));
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bool rayIntersected = tree.RayCollides({ origin , glm::normalize(mini - origin) }, data);
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BOOST_CHECK(rayIntersected);
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tree.ClearDynamicObjects();
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rayIntersected = tree.RayCollides({ origin , glm::normalize(mini - origin) }, data);
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BOOST_CHECK(!rayIntersected);
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}
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BOOST_AUTO_TEST_SUITE_END()
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