Merge branch 'OctTree' of github.com:teamfisk/TacticalZ into OctTree
This commit is contained in:
@@ -7,12 +7,16 @@ class AABB
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{
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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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//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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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& HalfSize() const { return m_HalfSize; }
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private:
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glm::vec3 m_MinCorner;
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@@ -20,17 +20,21 @@ public:
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void ClearBoxes();
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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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//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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private:
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OctTree* m_Children[8];
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std::vector<AABB> m_ContainingBoxes;
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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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AABB m_Box;
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bool rayCollides(const Ray& ray, Output& data) const;
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inline bool hasChildren() const;
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int childIndexContainingPoint(const glm::vec3& point) const;
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std::vector<int> childIndicesContainingBox(const AABB& box) const;
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};
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#endif
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@@ -7,5 +7,13 @@ AABB::AABB(const glm::vec3& minPos, const glm::vec3& maxPos)
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, m_HalfSize(0.5f * (maxPos - minPos))
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{}
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void AABB::CreateFromCenter(const glm::vec3& center, const glm::vec3& size)
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{
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m_Center = center;
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m_HalfSize = 0.5f * size;
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m_MinCorner = m_Center - m_HalfSize;
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m_MaxCorner = m_Center + m_HalfSize;
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}
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AABB::~AABB()
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{}
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+57
-39
@@ -85,14 +85,25 @@ OctTree::~OctTree()
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}
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}
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bool OctTree::RayCollides(const Ray& ray, Output& data) const
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bool OctTree::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const
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{
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data.CollideDistance = -1;
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return rayCollides(ray, data);
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if (hasChildren()) {
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for (int i : childIndicesContainingBox(boxToTest)) {
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if (m_Children[i]->BoxCollides(boxToTest, outBoxIntersected))
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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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}
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}
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}
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return false;
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}
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//Currently all Nodes must have exactly 0 or 8 children, and objectdata should only exist in the last bottom nodes.
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bool OctTree::rayCollides(const Ray& ray, Output& data) const
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bool OctTree::RayCollides(const Ray& ray, Output& data) const
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{
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//If the node AABB is missed, everything it contains is missed.
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if (Collision::RayAABBIntr(ray, m_Box)) {
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@@ -107,7 +118,7 @@ bool OctTree::rayCollides(const Ray& ray, Output& data) const
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std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
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//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
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for (const ChildInfo& info : childInfos) {
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if (m_Children[info.Index]->rayCollides(ray, data)) {
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if (m_Children[info.Index]->RayCollides(ray, data)) {
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return true;
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}
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}
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@@ -133,39 +144,8 @@ bool OctTree::rayCollides(const Ray& ray, Output& data) const
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void OctTree::AddBox(const AABB& box)
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{
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if (hasChildren()) {
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int minInd = childIndexContainingPoint(box.MinCorner());
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int maxInd = childIndexContainingPoint(box.MaxCorner());
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//Because of the predictable ordering of the child indices,
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//the number of bits set when xor:ing the indices will determine the number of children containing the box.
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std::bitset<3> bits(minInd ^ maxInd);
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switch (bits.count()) {
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case 0: //Box contained completely in one child.
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m_Children[minInd]->AddBox(box);
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break;
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case 1: //Two children.
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m_Children[minInd]->AddBox(box);
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m_Children[maxInd]->AddBox(box);
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break;
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case 2: //Four children.
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//Bit-hax to calculate the right 4 cildren 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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//At this point the bits necessarily have exactly one bit set.
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for (int c = 0; c < 8; ++c) {
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//If the child index have the same bit set as the bits, add box to it.
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if (bits.to_ulong() & c) {
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m_Children[c]->AddBox(box);
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}
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}
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break;
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case 3: //Eight children.
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for (OctTree*& c : m_Children) {
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c->AddBox(box);
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}
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break;
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default:
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break;
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for (auto i : childIndicesContainingBox(box)) {
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m_Children[i]->AddBox(box);
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}
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}
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else {
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@@ -205,6 +185,44 @@ int OctTree::childIndexContainingPoint(const glm::vec3& point) const
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return (1 << 2) * (point.x >= c.x) | (1 << 1) * (point.y >= c.y) | (point.z >= c.z);
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}
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std::vector<int> OctTree::childIndicesContainingBox(const AABB& box) const
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{
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int minInd = childIndexContainingPoint(box.MinCorner());
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int maxInd = childIndexContainingPoint(box.MaxCorner());
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//Because of the predictable ordering of the child indices,
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//the number of bits set when xor:ing the indices will determine the number of children containing the box.
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std::bitset<3> bits(minInd ^ maxInd);
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switch (bits.count()) {
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//Box contained completely in one child.
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case 0:
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return{ minInd };
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//Two children.
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case 1:
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return{ minInd, maxInd };
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//Four children.
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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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//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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//At this point the bits necessarily have exactly one bit set.
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for (int c = 0; c < 8; ++c) {
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//If the child index have the same bit set as the bits, add box to it.
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if (bits.to_ulong() & c) {
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ret.push_back(c);
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}
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}
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return ret;
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}
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case 3: //Eight children.
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return{ 0,1,2,3,4,5,6,7 };
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default:
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return std::vector<int>();
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}
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}
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inline bool OctTree::hasChildren() const
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{
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return m_Children[0] != nullptr;
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