Made some optimizations in OctTree and added a unit test for BoxesInSameRegion.
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@@ -25,9 +25,6 @@ public:
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OctTree(const OctTree&& other) = delete;
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OctTree& operator= (const OctTree& other) = delete;
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//Collision test function. WTODO: Probably remove or relocate elsewhere, Collision system?
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void Update(float dt, World* world, Camera* cam);
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void AddDynamicObject(const AABB& box);
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void AddStaticObject(const AABB& box);
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@@ -36,10 +33,13 @@ public:
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void ClearObjects();
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void ClearDynamicObjects();
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//Collision test function. WTODO: Probably remove or relocate elsewhere, Collision system?
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void Update(float dt, World* world, Camera* cam);
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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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//Note: More efficient than calling BoxesInSameRegion from outside and testing there.
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bool BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const;
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private:
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@@ -47,11 +47,10 @@ private:
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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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bool m_UpdatedOnce;
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unsigned int m_BoxID;
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glm::vec3 m_PrevPos;
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+34
-21
@@ -21,6 +21,16 @@ bool isFirstLower(const ChildInfo& first, const ChildInfo& second)
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return first.Distance < second.Distance;
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}
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bool isSameBoxProbably(const AABB& first, const AABB& second)
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{
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const float EPS = 0.0001f;
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const auto& ma = first.MaxCorner();
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const auto& mi = first.MinCorner();
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return (std::abs(ma.x - mi.x) < EPS) &&
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(std::abs(ma.z - mi.z) < EPS) &&
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(std::abs(ma.y - mi.y) < EPS);
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}
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}
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OctTree::OctTree()
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@@ -131,16 +141,18 @@ 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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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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for (const auto& obj : m_StaticObjects) {
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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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for (const auto& obj : m_DynamicObjects) {
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//If there is a collision and it is not testing against itself.
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if (!isSameBoxProbably(boxToTest, obj) &&
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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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@@ -170,17 +182,18 @@ 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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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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for (const auto& obj : m_StaticObjects) {
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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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for (const auto& obj : m_DynamicObjects) {
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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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@@ -16,5 +16,25 @@ BOOST_AUTO_TEST_CASE(octTreeTest2)
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}
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BOOST_AUTO_TEST_CASE(octSameRegionTest)
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{
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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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AABB firstQuadrant(mini, 0.8f*mini);
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tree.AddStaticObject(firstQuadrant);
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AABB testBox(0.9f*mini, 0.8f*mini);
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std::vector<AABB> region;
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tree.BoxesInSameRegion(testBox, region);
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BOOST_REQUIRE(region.size() == 1);
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AABB& box = region[0];
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BOOST_CHECK_CLOSE_FRACTION(box.Center().x, firstQuadrant.Center().x, 0.00001f);
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BOOST_CHECK_CLOSE_FRACTION(box.Center().y, firstQuadrant.Center().y, 0.00001f);
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BOOST_CHECK_CLOSE_FRACTION(box.Center().z, firstQuadrant.Center().z, 0.00001f);
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BOOST_CHECK_CLOSE_FRACTION(box.HalfSize().x, firstQuadrant.HalfSize().x, 0.00001f);
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BOOST_CHECK_CLOSE_FRACTION(box.HalfSize().y, firstQuadrant.HalfSize().y, 0.00001f);
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BOOST_CHECK_CLOSE_FRACTION(box.HalfSize().z, firstQuadrant.HalfSize().z, 0.00001f);
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}
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BOOST_AUTO_TEST_SUITE_END()
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