Made some optimizations in OctTree and added a unit test for BoxesInSameRegion.

This commit is contained in:
William Moberg
2015-12-09 17:16:11 +01:00
parent 14bcb7ea0d
commit e580540143
3 changed files with 58 additions and 26 deletions
+4 -5
View File
@@ -25,9 +25,6 @@ public:
OctTree(const OctTree&& other) = delete;
OctTree& operator= (const OctTree& other) = delete;
//Collision test function. WTODO: Probably remove or relocate elsewhere, Collision system?
void Update(float dt, World* world, Camera* cam);
void AddDynamicObject(const AABB& box);
void AddStaticObject(const AABB& box);
@@ -36,10 +33,13 @@ public:
void ClearObjects();
void ClearDynamicObjects();
//Collision test function. WTODO: Probably remove or relocate elsewhere, Collision system?
void Update(float dt, World* world, Camera* cam);
//Returns true if the ray collides with something in the tree. Result is written to [data].
bool RayCollides(const Ray& ray, Output& data) const;
//Returns true if the box collides with something in the tree.
//On collision with a box, that box is written to [outBoxIntersected].
//Note: More efficient than calling BoxesInSameRegion from outside and testing there.
bool BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const;
private:
@@ -47,11 +47,10 @@ private:
//WTODO: Do -derived class from AABB- struct containing AABB, with a bool Tested, falsify at
//start of Collision test, set on check, don't check if set already. Solves duplicate boxes in tree.
//Store indices in the struct, pointing to grand ancestor list of boxes, need the same AABB not copies to save Tested.
//WTODO: Boxes collide with themselves? Fix somehow, maybe float epsilon stuff.
std::vector<AABB> m_StaticObjects;
std::vector<AABB> m_DynamicObjects;
AABB m_Box;
bool m_UpdatedOnce;
unsigned int m_BoxID;
glm::vec3 m_PrevPos;