yrryr567yry567
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@@ -2,11 +2,13 @@
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#define Collision_h__
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#include "../GLM.h"
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#include <algorithm>
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namespace Collision
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{
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struct Ray
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{
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public:
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glm::vec3 Origin;
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glm::vec3 Direction;
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};
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@@ -29,6 +31,7 @@ private:
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};
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bool RayAABBIntr(const Ray& ray, const AABB& box);
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bool RayVsAABB(const Ray& ray, const AABB& box);
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}
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#endif
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@@ -1,4 +1,5 @@
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#include "Core\Collision.h"
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#include <algorithm>
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namespace Collision
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{
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@@ -36,4 +37,26 @@ bool RayAABBIntr(const Ray& ray, const AABB& box)
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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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glm::vec3 invdir = 1.0f / ray.Direction;
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glm::vec3 bMin = box.MinCorner();
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glm::vec3 bMax = box.MaxCorner();
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float t1 = (bMin.x - ray.Origin.x)*invdir.x;
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float t2 = (bMax.x - ray.Origin.x)*invdir.x;
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float t3 = (bMin.y - ray.Origin.y)*invdir.y;
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float t4 = (bMax.y - ray.Origin.y)*invdir.y;
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float t5 = (bMin.z - ray.Origin.z)*invdir.z;
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float t6 = (bMax.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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return true;
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}
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}
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@@ -0,0 +1,18 @@
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#include <boost/test/unit_test.hpp>
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using boost::unit_test_framework::test_suite;
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using boost::unit_test_framework::test_case;
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#include <Engine\Core\Collision.h>
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BOOST_AUTO_TEST_SUITE(collisionTests)
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BOOST_AUTO_TEST_CASE(collisionTest)
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{
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Collision::Ray ray;
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ray.Origin = glm::vec3(0, 0, 0);
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ray.Direction = glm::vec3(0, 0, 0);
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auto someAABB = Collision::AABB(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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bool z = Collision::RayVsAABB(ray, someAABB);
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}
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BOOST_AUTO_TEST_SUITE_END()
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