Basic collisions using Octree. Seems buggy over octree boundaries.
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@@ -54,7 +54,7 @@ OctTree::OctTree(const AABB& octTreeBounds, int subDivisions)
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glm::vec3 minPos, maxPos;
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const glm::vec3& parentMin = m_Box.MinCorner();
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const glm::vec3& parentMax = m_Box.MaxCorner();
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const glm::vec3& parentCenter = m_Box.Center();
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const glm::vec3& parentCenter = m_Box.Origin();
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std::bitset<3> bits(i);
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//If child is 4,5,6,7.
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if (bits.test(2)) {
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@@ -172,7 +172,7 @@ bool OctTree::RayCollides(const Ray& ray, Output& data) const
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std::vector<ChildInfo> childInfos;
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childInfos.reserve(8);
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for (int i = 0; i < 8; ++i) {
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childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Center()) });
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childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) });
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}
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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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@@ -279,7 +279,7 @@ void OctTree::ClearDynamicObjects()
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// z : - + - + - + - +
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int OctTree::childIndexContainingPoint(const glm::vec3& point) const
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{
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const glm::vec3& c = m_Box.Center();
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const glm::vec3& c = m_Box.Origin();
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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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