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