373 lines
11 KiB
C++
373 lines
11 KiB
C++
#include <vector>
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#include <algorithm>
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#include <bitset>
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#include "Core/Octree.h"
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#include "Collision/Collision.h"
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namespace
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{
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//To be able to sort nodes based on distance to ray origin.
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struct ChildInfo
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{
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int Index;
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float Distance;
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};
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bool isFirstLower(const ChildInfo& first, const ChildInfo& second)
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{
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return first.Distance < second.Distance;
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}
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}
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Octree::Octree(const AABB& octTreeBounds, int subDivisions)
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: m_Root(new Child(octTreeBounds, subDivisions, m_StaticObjects, m_DynamicObjects))
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, m_UpdatedOnce(false)
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{ }
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Octree::~Octree()
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{
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delete m_Root;
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}
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void Octree::AddDynamicObject(const AABB& box)
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{
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m_Root->AddDynamicObject(box);
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m_DynamicObjects.push_back(box);
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}
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void Octree::AddStaticObject(const AABB& box)
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{
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m_Root->AddStaticObject(box);
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m_StaticObjects.push_back(box);
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}
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void Octree::BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes)
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{
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falsifyObjectChecks();
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m_Root->BoxesInSameRegion(box, outBoxes);
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}
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void Octree::ClearObjects()
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{
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m_StaticObjects.clear();
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m_DynamicObjects.clear();
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m_Root->ClearObjects();
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}
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void Octree::ClearDynamicObjects()
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{
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m_DynamicObjects.clear();
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m_Root->ClearDynamicObjects();
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}
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bool Octree::RayCollides(const Ray& ray, Output& data)
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{
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falsifyObjectChecks();
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data.CollideDistance = -1;
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return m_Root->RayCollides(ray, data);
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}
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bool Octree::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected)
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{
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falsifyObjectChecks();
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return m_Root->BoxCollides(boxToTest, outBoxIntersected);
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}
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void Octree::falsifyObjectChecks()
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{
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for (auto& obj : m_StaticObjects) {
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obj.Checked = false;
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}
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for (auto& obj : m_DynamicObjects) {
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obj.Checked = false;
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}
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}
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Octree::Child::Child(const AABB& octTreeBounds,
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int subDivisions,
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std::vector<ContainedObject>& staticObjects,
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std::vector<ContainedObject>& dynamicObjects)
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: m_Box(octTreeBounds)
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, m_StaticObjectsRef(staticObjects)
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, m_DynamicObjectsRef(dynamicObjects)
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{
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if (subDivisions == 0) {
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for (Child*& c : m_Children) {
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c = nullptr;
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}
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} else {
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--subDivisions;
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for (int i = 0; i < 8; ++i) {
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glm::vec3 minPos, maxPos;
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const glm::vec3& parentMin = m_Box.MinCorner();
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const glm::vec3& parentMax = m_Box.MaxCorner();
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const glm::vec3& parentCenter = m_Box.Origin();
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std::bitset<3> bits(i);
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//If child is 4,5,6,7.
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if (bits.test(2)) {
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minPos.x = parentCenter.x;
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maxPos.x = parentMax.x;
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} else {
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minPos.x = parentMin.x;
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maxPos.x = parentCenter.x;
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}
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//If child is 2,3,6,7
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if (bits.test(1)) {
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minPos.y = parentCenter.y;
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maxPos.y = parentMax.y;
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} else {
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minPos.y = parentMin.y;
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maxPos.y = parentCenter.y;
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}
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//If child is 1,3,5,7
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if (bits.test(0)) {
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minPos.z = parentCenter.z;
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maxPos.z = parentMax.z;
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} else {
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minPos.z = parentMin.z;
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maxPos.z = parentCenter.z;
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}
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m_Children[i] = new Child(AABB(minPos, maxPos), subDivisions, m_StaticObjectsRef, m_DynamicObjectsRef);
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}
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}
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}
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Octree::Child::~Child()
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{
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for (Child*& c : m_Children) {
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if (c != nullptr) {
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delete c;
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c = nullptr;
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}
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}
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}
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bool Octree::Child::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const
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{
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if (hasChildren()) {
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for (int i : childIndicesContainingBox(boxToTest)) {
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if (m_Children[i]->BoxCollides(boxToTest, outBoxIntersected))
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return true;
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}
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} else {
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for (int i : m_StaticObjIndices) {
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if (!m_StaticObjectsRef[i].Checked) {
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const AABB& objBox = m_StaticObjectsRef[i].Box;
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if (Collision::AABBVsAABB(boxToTest, objBox)) {
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outBoxIntersected = objBox;
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return true;
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}
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m_StaticObjectsRef[i].Checked = true;
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}
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}
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for (int i : m_DynamicObjIndices) {
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if (!m_DynamicObjectsRef[i].Checked) {
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const AABB& objBox = m_DynamicObjectsRef[i].Box;
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if (!Collision::IsSameBoxProbably(boxToTest, objBox) &&
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Collision::AABBVsAABB(boxToTest, objBox)) {
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outBoxIntersected = objBox;
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return true;
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}
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m_DynamicObjectsRef[i].Checked = true;
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}
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}
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}
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return false;
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}
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bool Octree::Child::RayCollides(const Ray& ray, Output& data) const
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{
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//If the node AABB is missed, everything it contains is missed.
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if (Collision::RayAABBIntr(ray, m_Box)) {
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//If the ray shoots the tree, and it is a parent to 8 children :o
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if (hasChildren()) {
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//Sort children according to their distance from the ray origin.
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std::vector<ChildInfo> childInfos;
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childInfos.reserve(8);
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for (int i = 0; i < 8; ++i) {
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childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) });
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}
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std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
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//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
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for (const ChildInfo& info : childInfos) {
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if (m_Children[info.Index]->RayCollides(ray, data)) {
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return true;
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}
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}
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} else {
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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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for (int i : m_StaticObjIndices) {
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float dist;
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//If we haven't tested against this object before, and the ray hits.
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if (!m_StaticObjectsRef[i].Checked &&
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Collision::RayVsAABB(ray, m_StaticObjectsRef[i].Box, dist)) {
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minDist = std::min(dist, minDist);
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intersected = true;
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}
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m_StaticObjectsRef[i].Checked = true;
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}
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for (int i : m_DynamicObjIndices) {
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float dist;
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//If we haven't tested against this object before, and the ray hits.
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if (!m_DynamicObjectsRef[i].Checked &&
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Collision::RayVsAABB(ray, m_DynamicObjectsRef[i].Box, dist)) {
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minDist = std::min(dist, minDist);
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intersected = true;
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}
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m_DynamicObjectsRef[i].Checked = true;
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}
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data.CollideDistance = minDist;
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return intersected;
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}
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}
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return false;
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}
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void Octree::Child::AddDynamicObject(const AABB& box)
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{
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if (hasChildren()) {
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for (auto i : childIndicesContainingBox(box)) {
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m_Children[i]->AddDynamicObject(box);
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}
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} else {
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//Since it hasn't been added yet to the real object list, the index is after the last =size.
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m_DynamicObjIndices.push_back((int)m_DynamicObjectsRef.size());
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}
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}
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void Octree::Child::AddStaticObject(const AABB& box)
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{
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if (hasChildren()) {
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for (auto i : childIndicesContainingBox(box)) {
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m_Children[i]->AddStaticObject(box);
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}
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} else {
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//Since it hasn't been added yet to the real object list, the index is after the last =size.
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m_StaticObjIndices.push_back((int)m_StaticObjectsRef.size());
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}
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}
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void Octree::Child::BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes) const
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{
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if (hasChildren()) {
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for (auto i : childIndicesContainingBox(box)) {
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m_Children[i]->BoxesInSameRegion(box, outBoxes);
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}
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} else {
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size_t startIndex = outBoxes.size();
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int numDuplicates = 0;
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outBoxes.resize(outBoxes.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
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for (size_t i = 0; i < m_StaticObjIndices.size(); ++i){
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ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
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if (obj.Checked) {
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++numDuplicates;
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} else {
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obj.Checked = true;
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outBoxes[startIndex + i - numDuplicates] = obj.Box;
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}
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}
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for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
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ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
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if (obj.Checked) {
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++numDuplicates;
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} else {
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obj.Checked = true;
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outBoxes[startIndex + i - numDuplicates] = obj.Box;
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}
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}
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for (size_t i = 0; i < numDuplicates; ++i) {
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outBoxes.pop_back();
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}
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}
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}
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void Octree::Child::ClearObjects()
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{
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if (hasChildren()) {
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for (Child*& c : m_Children) {
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c->ClearObjects();
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}
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} else {
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m_DynamicObjIndices.clear();
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m_StaticObjIndices.clear();
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}
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}
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void Octree::Child::ClearDynamicObjects()
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{
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if (hasChildren()) {
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for (Child*& c : m_Children) {
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c->ClearObjects();
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}
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} else {
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m_DynamicObjIndices.clear();
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}
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}
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//: 3 7
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//:
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//: 2 6
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//: |
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//: 1 5 \ y
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//: z
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//: 0 4 0 x-->
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//
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// child: 0 1 2 3 4 5 6 7
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// x : - - - - + + + +
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// y : - - + + - - + +
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// z : - + - + - + - +
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int Octree::Child::childIndexContainingPoint(const glm::vec3& point) const
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{
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const glm::vec3& c = m_Box.Origin();
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return (1 << 2) * (point.x >= c.x) | (1 << 1) * (point.y >= c.y) | (point.z >= c.z);
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}
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std::vector<int> Octree::Child::childIndicesContainingBox(const AABB& box) const
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{
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int minInd = childIndexContainingPoint(box.MinCorner());
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int maxInd = childIndexContainingPoint(box.MaxCorner());
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//Because of the predictable ordering of the child indices,
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//the number of bits set when xor:ing the indices will determine the number of children containing the box.
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std::bitset<3> bits(minInd ^ maxInd);
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switch (bits.count()) {
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//Box contained completely in one child.
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case 0:
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return{ minInd };
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//Two children.
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case 1:
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return{ minInd, maxInd };
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//Four children.
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case 2:
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{
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std::vector<int> ret;
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//Bit-hax to calculate the correct 4 children containing the box.
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//This works because of the childrens index determine what part of
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//the dimensions they are responsible for (which octant).
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bits.flip();
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//At this point the bits necessarily have exactly one bit set.
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for (int c = 0; c < 8; ++c) {
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//If the child index have the same bit set as the bits, add box to it.
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if (bits.to_ulong() & c) {
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ret.push_back(c);
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}
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}
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return ret;
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}
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case 3: //Eight children.
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return{ 0,1,2,3,4,5,6,7 };
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default:
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return std::vector<int>();
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}
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}
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inline bool Octree::Child::hasChildren() const
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{
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return m_Children[0] != nullptr;
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} |