Basic collisions using Octree. Seems buggy over octree boundaries.

This commit is contained in:
2016-01-13 15:34:43 +01:00
parent 8ed4ba1219
commit d6ef527f25
33 changed files with 290 additions and 267 deletions
+3 -3
View File
@@ -54,7 +54,7 @@ OctTree::OctTree(const AABB& octTreeBounds, int subDivisions)
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();
const glm::vec3& parentCenter = m_Box.Origin();
std::bitset<3> bits(i);
//If child is 4,5,6,7.
if (bits.test(2)) {
@@ -172,7 +172,7 @@ 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.Origin()) });
}
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.
@@ -279,7 +279,7 @@ void OctTree::ClearDynamicObjects()
// z : - + - + - + - +
int OctTree::childIndexContainingPoint(const glm::vec3& point) const
{
const glm::vec3& c = m_Box.Center();
const glm::vec3& c = m_Box.Origin();
return (1 << 2) * (point.x >= c.x) | (1 << 1) * (point.y >= c.y) | (point.z >= c.z);
}