81034420a9
Tests shows the old version checks for collisions etc. faster, new version adds objects into tree faster, and doesn't give duplicated results.
328 lines
9.5 KiB
C++
328 lines
9.5 KiB
C++
#include <vector>
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#include <algorithm>
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#include <bitset>
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#include "OldOctTree.h"
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#include "Core/Collision.h"
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#include "Core/World.h"
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#include "Rendering/Camera.h"
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namespace Old
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{
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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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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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: OctTree(AABB(), 0)
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{}
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OctTree::OctTree(const AABB& octTreeBounds, int subDivisions)
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: m_Box(octTreeBounds)
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, m_UpdatedOnce(false)
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{
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if (subDivisions == 0) {
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for (OctTree*& 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.Center();
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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 OctTree(AABB(minPos, maxPos), subDivisions);
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}
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}
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}
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OctTree::~OctTree()
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{
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for (OctTree*& 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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void OctTree::Update(float dt, World* world, Camera* cam)
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{
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AABB aabb;
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for (ComponentWrapper& c : *world->GetComponents("Collision")) {
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aabb.CreateFromCenter(c["BoxCenter"], c["BoxSize"]);
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AddStaticObject(aabb);
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}
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const glm::vec4 redCol = glm::vec4(1, 0.2f, 0, 1);
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const glm::vec4 greenCol = glm::vec4(0.1f, 1.0f, 0.25f, 1);
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const glm::vec3 boxSize = 0.1f*glm::vec3(1.0f, 1.0f, 1.0f);
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if (!m_UpdatedOnce) {
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m_BoxID = world->CreateEntity();
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ComponentWrapper transform = world->AttachComponent(m_BoxID, "Transform");
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transform["Scale"] = boxSize;
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ComponentWrapper model = world->AttachComponent(m_BoxID, "Model");
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model["Resource"] = "Models/Core/UnitBox.obj";
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m_UpdatedOnce = true;
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}
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AABB box;
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auto boxPos = cam->Position() + 1.2f*cam->Forward();
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box.CreateFromCenter(boxPos, boxSize);
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ComponentWrapper transform = world->GetComponent(m_BoxID, "Transform");
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transform["Position"] = boxPos;
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ComponentWrapper model = world->GetComponent(m_BoxID, "Model");
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//if (BoxCollides(box, AABB())) {
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if (Collision::AABBVsAABB(box, aabb)) {
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cam->SetPosition(m_PrevPos);
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cam->SetOrientation(m_PrevOri);
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model["Color"] = greenCol;
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} else {
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model["Color"] = redCol;
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}
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m_PrevPos = cam->Position();
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m_PrevOri = cam->Orientation();
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ClearObjects();
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}
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bool OctTree::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 (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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return false;
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}
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bool OctTree::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.Center()) });
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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 (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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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 OctTree::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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m_DynamicObjects.push_back(box);
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}
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}
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void OctTree::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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m_StaticObjects.push_back(box);
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}
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}
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void OctTree::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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outBoxes.insert(outBoxes.end(), m_StaticObjects.begin(), m_StaticObjects.end());
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outBoxes.insert(outBoxes.end(), m_DynamicObjects.begin(), m_DynamicObjects.end());
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}
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}
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void OctTree::ClearObjects()
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{
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if (hasChildren()) {
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for (OctTree*& c : m_Children) {
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c->ClearObjects();
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}
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} else {
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m_DynamicObjects.clear();
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m_StaticObjects.clear();
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}
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}
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void OctTree::ClearDynamicObjects()
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{
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if (hasChildren()) {
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for (OctTree*& c : m_Children) {
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c->ClearObjects();
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}
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} else {
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m_DynamicObjects.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 OctTree::childIndexContainingPoint(const glm::vec3& point) const
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{
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const glm::vec3& c = m_Box.Center();
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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> OctTree::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 OctTree::hasChildren() const
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{
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return m_Children[0] != nullptr;
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}
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} |