Merging octTreeTests a bit
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@@ -1,6 +1,6 @@
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#include "OctTreeTestGameClass.h"
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Game::Game(int argc, char* argv[])
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Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worldSize), 2)
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{
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ResourceManager::RegisterType<ConfigFile>("ConfigFile");
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ResourceManager::RegisterType<Model>("Model");
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@@ -57,31 +57,100 @@ void Game::Tick()
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m_Renderer->Update(dt);
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m_EventBroker->Swap();
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//movement
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minPos.x += 0.001f;
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//frameCounter++;
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//if (frameCounter > 50) {
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// m_World->createTestEntities(AABB(minPos, glm::vec3(0.1f, 0.4f, 0.6f)));
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// frameCounter = 0;
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//}
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//auto transf = m_World->GetComponent(m_World->OctTreeEntityIdSaved, "Transform");
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//((glm::vec3&)transf["Position"]).x += 0.001f;
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#define TEST2
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#ifdef TEST1
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//add/move the trigger box
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auto pos = m_Renderer->Camera()->Forward() + m_Renderer->Camera()->Position();
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AABB boxi;
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boxi.CreateFromCenter(pos, maxPos - minPos);
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frameCounter++;
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if (frameCounter > 50) {
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m_World->someOctTree.ClearDynamicObjects();
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m_World->someOctTree.AddDynamicObject(boxi);
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frameCounter = 0;
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}
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ComponentWrapper transform = m_World->GetComponent(m_World->anotherBoxTransformId, "Transform");
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transform["Position"] = boxi.Center();
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//for (auto oneModel : m_World->allModels)
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//{
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//check all children again in the tree if they have a box in them or not, and colormark them if they do
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//contentboxarna får man ut - inte childboxarna!
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std::vector<int> boxIndex;
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boxIndex = m_World->someOctTree.childIndicesContainingBox(boxi);
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//}
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for (auto& oneLinkedObject : m_World->linkOM)
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{
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ComponentWrapper model = m_World->GetComponent(oneLinkedObject.entId, "Model");
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model["Color"] = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
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if (oneLinkedObject.child->m_DynamicObjects.size() != 0) {
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model["Color"] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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//next check if the childIndicesContainingBox method returns the correct boxes
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//REQUIRED: childIndicesContainingBox must be public to test this!
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for each (auto someBoxIndex in boxIndex)
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{
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glm::vec3 pos = m_World->someOctTree.m_Children[someBoxIndex]->m_Box.Center();
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if (abs(pos.x - oneLinkedObject.posxyz.x) < 0.005f &&
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abs(pos.y - oneLinkedObject.posxyz.y) < 0.005f &&
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abs(pos.z - oneLinkedObject.posxyz.z) < 0.005f) {
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model["Color"] = glm::vec4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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}
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}
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m_RenderQueueFactory->Update(m_World);
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//wireframe
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#endif
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#ifdef TEST2
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//only add 1 for now...
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//grey box
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AABB aabb;
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aabb.CreateFromCenter(glm::vec3(0.f, 2.f, 0.f), glm::vec3(1.f, 1.f, 1.f));
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const glm::vec4 redCol = glm::vec4(1, 0.2f, 0, 1);
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const glm::vec4 greenCol = glm::vec4(0.1f, 1.0f, 0.25f, 1);
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const glm::vec3 boxSize = 0.1f*glm::vec3(1.0f, 1.0f, 1.0f);
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if (!m_UpdatedOnce) {
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someOctTree.AddStaticObject(aabb);
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m_BoxID = m_World->CreateEntity();
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ComponentWrapper transform = m_World->AttachComponent(m_BoxID, "Transform");
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transform["Scale"] = boxSize;
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ComponentWrapper model = m_World->AttachComponent(m_BoxID, "Model");
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model["Resource"] = "Models/Core/UnitBox.obj";
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m_UpdatedOnce = true;
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m_World->createTestEntitiesTest2();
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}
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//red box
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AABB redBox;
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auto boxPos = m_Renderer->Camera()->Position() + 1.2f*m_Renderer->Camera()->Forward();
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redBox.CreateFromCenter(boxPos, boxSize);
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ComponentWrapper transform = m_World->GetComponent(m_BoxID, "Transform");
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transform["Position"] = boxPos;
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ComponentWrapper model = m_World->GetComponent(m_BoxID, "Model");
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if (someOctTree.BoxCollides(redBox, AABB())) {
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//if (Collision::AABBVsAABB(redBox, aabb)) {
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m_Renderer->Camera()->SetPosition(m_PrevPos);
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m_Renderer->Camera()->SetOrientation(m_PrevOri);
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model["Color"] = greenCol;
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}
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else {
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model["Color"] = redCol;
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}
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m_PrevPos = m_Renderer->Camera()->Position();
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m_PrevOri = m_Renderer->Camera()->Orientation();
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someOctTree.ClearObjects();
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m_RenderQueueFactory->Update(m_World);
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#endif
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m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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