Merge branch 'OctTree' of github.com:teamfisk/TacticalZ into OctTree
This commit is contained in:
+146
-138
@@ -6,153 +6,161 @@
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namespace Collision
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{
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bool RayAABBIntr(const Ray& ray, const AABB& box)
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{
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glm::vec3 w = 75.0f * ray.Direction;
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glm::vec3 v = glm::abs(w);
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glm::vec3 c = ray.Origin - box.Center() + w;
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glm::vec3 half = box.HalfSize();
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if (abs(c.x) > v.x + half.x) {
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return false;
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}
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if (abs(c.y) > v.y + half.y) {
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return false;
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}
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if (abs(c.z) > v.z + half.z) {
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return false;
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}
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//note: this one hasnt been delta adjusted like RayVsAABB has
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bool RayAABBIntr(const Ray& ray, const AABB& box)
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{
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glm::vec3 w = 75.0f * ray.Direction;
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glm::vec3 v = glm::abs(w);
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glm::vec3 c = ray.Origin - box.Center() + w;
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glm::vec3 half = box.HalfSize();
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if (abs(c.y*w.z - c.z*w.y) > half.y*v.z + half.z*v.y) {
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return false;
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}
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if (abs(c.x*w.z - c.z*w.x) > half.x*v.z + half.z*v.x) {
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return false;
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}
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return !(abs(c.x*w.y - c.y*w.x) > half.x*v.y + half.y*v.x);
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}
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bool RayVsAABB(const Ray& ray, const AABB& box)
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{
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float dummy;
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return RayVsAABB(ray, box, dummy);
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}
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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance)
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{
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glm::vec3 invdir = 1.0f / ray.Direction;
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float t1 = (box.MinCorner().x - ray.Origin.x)*invdir.x;
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float t2 = (box.MaxCorner().x - ray.Origin.x)*invdir.x;
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float t3 = (box.MinCorner().y - ray.Origin.y)*invdir.y;
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float t4 = (box.MaxCorner().y - ray.Origin.y)*invdir.y;
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float t5 = (box.MinCorner().z - ray.Origin.z)*invdir.z;
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float t6 = (box.MaxCorner().z - ray.Origin.z)*invdir.z;
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float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
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float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
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if (tmax < 0 || tmin > tmax)
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return false;
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outDistance = (tmin > 0) ? tmin : tmax;
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return true;
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}
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bool AABBVsAABB(const AABB& a, const AABB& b)
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{
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const glm::vec3& aCenter = a.Center();
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const glm::vec3& bCenter = b.Center();
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const glm::vec3& aHSize = a.HalfSize();
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const glm::vec3& bHSize = b.HalfSize();
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//Test will probably exit because of the X and Z axes more often, so test them first.
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if (abs(aCenter[0] - bCenter[0]) > (aHSize[0] + bHSize[0])) {
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return false;
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}
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if (abs(aCenter[2] - bCenter[2]) > (aHSize[2] + bHSize[2])) {
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return false;
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}
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return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1]));
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices)
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{
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for (int i = 0; i < modelIndices.size(); ++i) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
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glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
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glm::vec3 m = ray.Origin - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction, e2);
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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continue;
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if (abs(c.x) > v.x + half.x) {
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return false;
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}
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DetInv = 1.0f / DetInv;
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float u = glm::dot(m, DxE2) * DetInv;
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float v = glm::dot(ray.Direction, MxE1) * DetInv;
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if (u < 0 || v < 0 || 1 < u + v) {
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continue;
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if (abs(c.y) > v.y + half.y) {
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return false;
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}
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//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
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if (0 <= glm::dot(e2, MxE1) * DetInv) {
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return true;
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if (abs(c.z) > v.z + half.z) {
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return false;
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}
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}
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return false;
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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float& outDistance,
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float& outUCoord,
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float& outVCoord)
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{
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outDistance = INFINITY;
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bool hit = false;
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for (int i = 0; i < modelIndices.size(); ++i) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
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glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
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glm::vec3 m = ray.Origin - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction, e2);
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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continue;
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if (abs(c.y*w.z - c.z*w.y) > half.y*v.z + half.z*v.y) {
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return false;
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}
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float dist = glm::dot(e2, MxE1) * DetInv;
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if (dist >= outDistance) {
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continue;
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}
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float u = glm::dot(m, DxE2) * DetInv;
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float v = glm::dot(ray.Direction, MxE1) * DetInv;
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//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
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if (0 <= u && 0 <= v && u + v <= 1 && 0 <= dist) {
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outDistance = dist;
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outUCoord = u;
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outVCoord = v;
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hit = true;
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if (abs(c.x*w.z - c.z*w.x) > half.x*v.z + half.z*v.x) {
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return false;
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}
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return !(abs(c.x*w.y - c.y*w.x) > half.x*v.y + half.y*v.x);
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}
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return hit;
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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glm::vec3& outHitPosition)
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{
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float u;
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float v;
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float dist;
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bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
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outHitPosition = ray.Origin + dist * ray.Direction;
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return hit;
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}
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bool RayVsAABB(const Ray& ray, const AABB& box)
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{
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float dummy;
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return RayVsAABB(ray, box, dummy);
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}
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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance)
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{
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glm::vec3 invdir = 1.0f / ray.Direction;
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float t1 = (box.MinCorner().x - ray.Origin.x)*invdir.x;
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float t2 = (box.MaxCorner().x - ray.Origin.x)*invdir.x;
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float t3 = (box.MinCorner().y - ray.Origin.y)*invdir.y;
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float t4 = (box.MaxCorner().y - ray.Origin.y)*invdir.y;
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float t5 = (box.MinCorner().z - ray.Origin.z)*invdir.z;
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float t6 = (box.MaxCorner().z - ray.Origin.z)*invdir.z;
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float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
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float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
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//if (tmax < 0 || tmin > tmax)
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//if tmin,tmax are almost the same (i.e. hitting exactly in the corner) then tmin might be slightly
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//greater than tmax becuase of floating-precision problems. fixed by adding a small delta to tmax
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if (tmax < 0 || tmin>(tmax + 0.0001f))
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return false;
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outDistance = (tmin > 0) ? tmin : tmax;
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return true;
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}
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bool AABBVsAABB(const AABB& a, const AABB& b)
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{
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const glm::vec3& aCenter = a.Center();
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const glm::vec3& bCenter = b.Center();
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const glm::vec3& aHSize = a.HalfSize();
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const glm::vec3& bHSize = b.HalfSize();
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//Test will probably exit because of the X and Z axes more often, so test them first.
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if (abs(aCenter[0] - bCenter[0]) > (aHSize[0] + bHSize[0])) {
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return false;
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}
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if (abs(aCenter[2] - bCenter[2]) > (aHSize[2] + bHSize[2])) {
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return false;
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}
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return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1]));
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices)
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{
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for (int i = 0; i < modelIndices.size(); ++i) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
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glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
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glm::vec3 m = ray.Origin - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction, e2);
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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continue;
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}
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DetInv = 1.0f / DetInv;
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float u = glm::dot(m, DxE2) * DetInv;
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float v = glm::dot(ray.Direction, MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
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continue;
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}
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//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
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if (0 <= glm::dot(e2, MxE1) * DetInv) {
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return true;
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}
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}
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return false;
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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float& outDistance,
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float& outUCoord,
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float& outVCoord)
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{
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outDistance = INFINITY;
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bool hit = false;
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for (int i = 0; i < modelIndices.size(); ++i) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
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glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
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glm::vec3 m = ray.Origin - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction, e2);//pVec
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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continue;
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}
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DetInv = 1.0f / DetInv;
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float dist = glm::dot(e2, MxE1) * DetInv;
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if (dist >= outDistance) {
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continue;
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}
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float u = glm::dot(m, DxE2) * DetInv;
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float v = glm::dot(ray.Direction, MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
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if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) {
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outDistance = dist;
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outUCoord = u;
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outVCoord = v;
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hit = true;
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}
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}
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return hit;
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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glm::vec3& outHitPosition)
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{
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float u;
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float v;
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||||
float dist;
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bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
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outHitPosition = ray.Origin + dist * ray.Direction;
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return hit;
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}
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bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon)
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{
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+56
-20
@@ -10,6 +10,7 @@ using boost::unit_test_framework::test_case;
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#include "Engine/Core/OctTree.h"
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//vs model
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||||
#include <sstream>
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#include <string>
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||||
//ray vs model
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#include "Engine\Core\ResourceManager.h"
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@@ -23,6 +24,22 @@ using boost::unit_test_framework::test_case;
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//#define DEBUG_CLIENTBLOCK new( _CLIENT_BLOCK, __FILE__, __LINE__)
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||||
//#define new DEBUG_CLIENTBLOCK
|
||||
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||||
void RayTest(std::string fileName) {
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||||
//simple box test
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||||
Ray ray;
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ray.Origin = glm::vec3(-50, 0, 0);
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ray.Direction = glm::normalize(glm::vec3(1, 0, 0));
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||||
//using a rawmodel here, else we have to init the renderingsystem
|
||||
ResourceManager::RegisterType<RawModel>("RawModel");
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||||
auto unitBox = ResourceManager::Load<RawModel>(fileName);
|
||||
BOOST_CHECK(unitBox != nullptr);
|
||||
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
BOOST_CHECK(hit);
|
||||
ray.Direction = glm::normalize(glm::vec3(-1, 0, 0));
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
BOOST_CHECK(!hit);
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(collisionTests)
|
||||
|
||||
BOOST_AUTO_TEST_CASE(collisionTest)
|
||||
@@ -96,38 +113,31 @@ BOOST_AUTO_TEST_CASE(collisionTest2)
|
||||
|
||||
BOOST_AUTO_TEST_CASE(rayVsModelTest)
|
||||
{
|
||||
//simple test
|
||||
|
||||
Ray ray;
|
||||
ray.Origin = glm::vec3(-50, 0, 0);
|
||||
//ray.Direction = glm::vec3(-1, 0, 0);
|
||||
ray.Direction = glm::normalize(glm::vec3(1, 0, 0));
|
||||
//inte model, det kräver renderar grejs tydligen
|
||||
ResourceManager::RegisterType<RawModel>("RawModel");
|
||||
auto unitBox = ResourceManager::Load<RawModel>("Models/Core/UnitBox.obj");
|
||||
BOOST_CHECK(unitBox != nullptr);
|
||||
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
BOOST_CHECK(hit);
|
||||
ray.Direction = glm::normalize(glm::vec3(-1, 0, 0));
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
BOOST_CHECK(!hit);
|
||||
//simple box test
|
||||
RayTest("Models/Core/UnitBox.obj");
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(rayVsModelTest2)
|
||||
{
|
||||
//advanced test, based on ray vs AABB
|
||||
srand(7676762);
|
||||
//advanced test, this will check so rayVSAABB and rayVsModel(with boxmodel) gives the same result (hit/miss)
|
||||
//testing with different seeds
|
||||
// srand(7676762);
|
||||
// srand(7676462);
|
||||
// srand(7462);
|
||||
srand(72);
|
||||
Ray ray;
|
||||
AABB someAABB;
|
||||
glm::vec3 minPos;
|
||||
glm::vec3 maxPos;
|
||||
bool z;
|
||||
int test = 0;
|
||||
//min/max is the same as the rawmodels boundaries ofcourse
|
||||
minPos = glm::vec3(-0.5f, -0.5f, -0.5f);
|
||||
maxPos = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
someAABB = AABB(minPos, maxPos);
|
||||
//using a rawmodel here, else we have to init the renderingsystem
|
||||
ResourceManager::RegisterType<RawModel>("RawModel");
|
||||
auto unitBox = ResourceManager::Load<RawModel>("Models/Core/UnitBox.obj");
|
||||
auto unitBox = ResourceManager::Load<RawModel>("Models/Core/UnitCube.obj");
|
||||
BOOST_CHECK(unitBox != nullptr);
|
||||
|
||||
for (size_t i = 0; i < 1000000; i++)
|
||||
@@ -141,6 +151,9 @@ BOOST_AUTO_TEST_CASE(rayVsModelTest2)
|
||||
ray.Origin /= 100;
|
||||
ray.Origin = glm::vec3(-2, 0, 0);
|
||||
ray.Direction /= 100;
|
||||
//if we normalize the ray.direction when its 0,0,0 then we get nan,nan,nan - thus we have this check to prevent that
|
||||
if (ray.Direction.x < 0.0001f && ray.Direction.y < 0.0001f && ray.Direction.z < 0.0001f)
|
||||
continue;
|
||||
ray.Direction = glm::normalize(ray.Direction);
|
||||
|
||||
z = Collision::RayVsAABB(ray, someAABB);
|
||||
@@ -148,7 +161,7 @@ BOOST_AUTO_TEST_CASE(rayVsModelTest2)
|
||||
//hit
|
||||
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
if (!hit) {
|
||||
hit = hit;
|
||||
//if rayvsaabb hit but rayvvmodel didnt hit, we get to here
|
||||
glm::vec3 outtttttttt;
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices, outtttttttt);
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
@@ -158,13 +171,21 @@ BOOST_AUTO_TEST_CASE(rayVsModelTest2)
|
||||
}
|
||||
BOOST_CHECK(hit);
|
||||
}
|
||||
////breakpoint test
|
||||
//if (!z) {
|
||||
// z = z;
|
||||
//}
|
||||
//
|
||||
bool hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices);
|
||||
////breakpoint test
|
||||
//if (!hit) {
|
||||
// hit = hit;
|
||||
//}
|
||||
if (hit) {
|
||||
//hit
|
||||
z = Collision::RayVsAABB(ray, someAABB);
|
||||
if (!z) {
|
||||
z = z;
|
||||
//if rayvsmodel hit but rayvsaabb didnt hit then we get to here
|
||||
z = Collision::RayVsAABB(ray, someAABB);
|
||||
glm::vec3 outtttttttt;
|
||||
hit = Collision::RayVsModel(ray, unitBox->m_Vertices, unitBox->m_Indices, outtttttttt);
|
||||
@@ -178,8 +199,23 @@ BOOST_AUTO_TEST_CASE(rayVsModelTest2)
|
||||
|
||||
}
|
||||
}
|
||||
BOOST_AUTO_TEST_CASE(rayVsModelTest3)
|
||||
{
|
||||
//simple test
|
||||
RayTest("Models/Core/UnitSphere.obj");
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(rayVsModelTest4)
|
||||
{
|
||||
//simple test
|
||||
RayTest("Models/Core/UnitCylinder.obj");
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(rayVsModelTest5)
|
||||
{
|
||||
//simple test
|
||||
RayTest("Models/Core/UnitRaptor.obj");
|
||||
}
|
||||
BOOST_AUTO_TEST_CASE(octTest)
|
||||
{
|
||||
glm::vec3 mini = glm::vec3(-1, -1, -1);
|
||||
|
||||
Reference in New Issue
Block a user