108 lines
3.8 KiB
C++
108 lines
3.8 KiB
C++
#ifndef OctTree_h__
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#define OctTree_h__
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#include "Core/AABB.h"
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struct Ray;
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class World;
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class Camera;
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class OctTree
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{
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public:
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struct Output
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{
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float CollideDistance;
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};
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OctTree();
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~OctTree();
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//For the root OctTree, [octTreeBounds] should be a box containing the entire level.
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OctTree(const AABB& octTreeBounds, int subDivisions);
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//We should only ever need one OctTree in the game, and it should not need to be copied.
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//Define these if the OctTree suddenly needs to be copied, think of the children OctTree* ptrs.
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OctTree(const OctTree& other) = delete;
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OctTree(const OctTree&& other) = delete;
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OctTree& operator= (const OctTree& other) = delete;
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//Add a dynamic object (one that moves around) into the tree.
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void AddDynamicObject(const AABB& box);
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//Add a static object (that does not move) into the tree.
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void AddStaticObject(const AABB& box);
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//Get the boxes that are in the same area as the input [box], the boxes are put in [outBoxes].
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void BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes);
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//Empty the tree of all objects, static and dynamic.
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void ClearObjects();
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//Empty the tree of all dynamic objects. Static objects remain in the tree.
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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);
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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);
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private:
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struct OctChild; //Fwd declaration;
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struct ContainedObject
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{
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ContainedObject()
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: Box(AABB())
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, Checked(false)
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{}
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ContainedObject(AABB box)
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: Box(box)
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, Checked(false)
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{}
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AABB Box;
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bool Checked;
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};
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OctChild* m_Root;
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std::vector<ContainedObject> m_StaticObjects;
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std::vector<ContainedObject> m_DynamicObjects;
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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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glm::quat m_PrevOri;
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void falsifyObjectChecks();
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struct OctChild
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{
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~OctChild();
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OctChild(const AABB& octTreeBounds,
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int subDivisions,
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std::vector<OctTree::ContainedObject>& staticObjects,
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std::vector<OctTree::ContainedObject>& dynamicObjects);
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OctChild(const OctChild& other) = delete;
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OctChild(const OctChild&& other) = delete;
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OctChild& operator= (const OctChild& other) = delete;
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void AddDynamicObject(const AABB& box);
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void AddStaticObject(const AABB& box);
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void BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes) const;
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void ClearObjects();
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void ClearDynamicObjects();
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bool RayCollides(const Ray& ray, Output& data) const;
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bool BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const;
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OctChild* m_Children[8];
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//Indices into the lists in OctTree.
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std::vector<int> m_StaticObjIndices;
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std::vector<int> m_DynamicObjIndices;
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AABB m_Box;
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//Reference to the lists in OctTree.
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std::vector<OctTree::ContainedObject>& m_StaticObjectsRef;
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std::vector<OctTree::ContainedObject>& m_DynamicObjectsRef;
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inline bool hasChildren() const;
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int childIndexContainingPoint(const glm::vec3& point) const;
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std::vector<int> childIndicesContainingBox(const AABB& box) const;
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};
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};
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#endif |