Add kdtree and foundation of CollisionSystem
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9c1417a8f9
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87b54a1b41
@ -11,7 +11,7 @@
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struct Mesh {
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explicit Mesh(const std::vector<float> &_vertices, const std::vector<unsigned int> &_indices)
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: vertex_count(_indices.size()) {
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: vertex_count(_indices.size()), vertices(_vertices), indices(_indices) {
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// Copy the vertices into a local classic float array. Nothing was displayed without this,
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// maybe
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// due to weird hidden type incompatibility or out of scope issues?
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@ -68,11 +68,14 @@ struct Mesh {
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glDrawElements(GL_TRIANGLES, vertex_count, GL_UNSIGNED_INT, 0);
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}
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std::vector<float> vertices;
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std::vector<unsigned int> indices;
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unsigned int vertex_count;
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private:
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unsigned int EBO;
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unsigned int VBO;
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unsigned int VAO;
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unsigned int vertex_count;
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};
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#endif // ECSGAME_MESH_H
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79
ECS/Systems/CollisionSystem.h
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79
ECS/Systems/CollisionSystem.h
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@ -0,0 +1,79 @@
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#pragma once
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#include "../../Util/kdtree.h"
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#include "../Components/LODObjMesh.h"
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#include "../Components/Mesh.h"
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#include "../Components/ObjMesh.h"
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#include "../Components/Transform.h"
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#include "../ECS.h"
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using namespace ECS;
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class CollisionSystem : public EntitySystem {
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public:
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// Initialize the kdtree
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void build() {
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std::vector<Triangle *> triangles;
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std::vector<Point *> points;
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// ObjMesh
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myWorld->each<ObjMesh, Transform>(
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[&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform) {
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std::vector<unsigned int> indices = mesh->indices;
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std::vector<float> vertices = mesh->vertices;
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for (int i = 0; i < mesh->vertex_count; i += 3) {
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float v0p0 = vertices[indices[i + 0] * 14 + 0];
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float v0p1 = vertices[indices[i + 0] * 14 + 1];
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float v0p2 = vertices[indices[i + 0] * 14 + 2];
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float v1p0 = vertices[indices[i + 1] * 14 + 0];
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float v1p1 = vertices[indices[i + 1] * 14 + 1];
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float v1p2 = vertices[indices[i + 1] * 14 + 2];
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float v2p0 = vertices[indices[i + 2] * 14 + 0];
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float v2p1 = vertices[indices[i + 2] * 14 + 1];
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float v2p2 = vertices[indices[i + 2] * 14 + 2];
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glm::vec4 v1glm(v0p0, v0p1, v0p2, 1.0);
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glm::vec4 v2glm(v1p0, v1p1, v1p2, 1.0);
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glm::vec4 v3glm(v2p0, v2p1, v2p2, 1.0);
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// Transform to World Position -- these are local coordinates with
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// individual mesh origins
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v1glm = transform->matrix * v1glm;
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v2glm = transform->matrix * v2glm;
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v3glm = transform->matrix * v3glm;
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Vector v1(v1glm.x, v1glm.y, v1glm.z);
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Vector v2(v2glm.x, v2glm.y, v2glm.z);
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Vector v3(v3glm.x, v3glm.y, v3glm.z);
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Triangle *triangle = new Triangle(v1, v2, v3);
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triangles.emplace_back(triangle);
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points.emplace_back(new Point(v1, triangle));
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points.emplace_back(new Point(v2, triangle));
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points.emplace_back(new Point(v3, triangle));
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}
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});
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// LODObjMesh
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myWorld->each<LODObjMesh, Transform>([&](Entity *ent, ComponentHandle<LODObjMesh> lodMesh,
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ComponentHandle<Transform> transform) {
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// TODO
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});
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std::cout << "Start building kdtree with " << points.size() << " points" << std::endl;
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kdtree = new KDTree(points);
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std::cout << "Done" << std::endl;
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std::cout << kdtree->to_string() << std::endl;
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}
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void configure(World *pWorld) override { myWorld = pWorld; }
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World *myWorld;
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KDTree *kdtree;
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};
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112
Util/geometry.h
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112
Util/geometry.h
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@ -0,0 +1,112 @@
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#include <vector>
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// Forward declarations
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struct Triangle;
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struct Vector {
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Vector(float coordinates[3]) : c(coordinates) {}
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Vector(float x, float y, float z) : c(new float[3]{x, y, z}) {}
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// Avoid having to write vector.c[index], instead allow vector[index]
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float operator[](int i) const { return c[i]; }
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float &operator[](int i) { return c[i]; }
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Vector operator+(const Vector &other) const {
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return Vector(c[0] + other.c[0], c[1] + other.c[1], c[2] + other.c[2]);
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}
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Vector operator-(const Vector &other) const {
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return Vector(c[0] - other.c[0], c[1] - other.c[1], c[2] - other.c[2]);
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}
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Vector operator*(float scalar) const {
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return Vector(c[0] * scalar, c[1] * scalar, c[2] * scalar);
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}
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Vector cross(const Vector &other) {
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return Vector(c[1] * other[2] - c[2] - other[1], c[2] * other[0] - c[0] * other[2],
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c[0] * other[1] - c[1] * other[0]);
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}
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float dot(const Vector &other) { return c[0] * other[0] + c[1] * other[1] + c[2] * other[2]; }
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float *c;
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};
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struct Point {
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Point(Vector pos, Triangle *triangle) : pos(pos), triangle(triangle) {}
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Vector pos;
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Triangle *triangle;
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};
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struct Triangle {
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Triangle(Vector p1, Vector p2, Vector p3) : p1(p1), p2(p2), p3(p3) {}
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std::vector<Point *> create_point_objects() {
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return std::vector<Point *>{new Point(p1, this), new Point(p2, this), new Point(p3, this)};
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}
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Vector p1;
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Vector p2;
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Vector p3;
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};
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struct Node {
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Node(int axis, Point *point, Node *left, Node *right)
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: axis(axis), point(point), left(left), right(right) {}
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int axis;
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Point *point;
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Node *left;
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Node *right;
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};
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struct Ray {
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Ray(Vector origin, Vector direction) : origin(origin), direction(direction) {}
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Vector origin;
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Vector direction;
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bool intersects_triangle(Triangle *triangle) {
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// Ray-triangle-intersection with the Möller–Trumbore algorithm
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// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
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const float EPSILON = 0.0000001;
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Vector p1 = triangle->p1;
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Vector p2 = triangle->p2;
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Vector p3 = triangle->p3;
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Vector edge1 = p2 - p1;
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Vector edge2 = p3 - p1;
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Vector h = direction.cross(edge2);
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float a = edge1.dot(h);
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if (a > -EPSILON && a < EPSILON) return false; // This ray is parallel to this triangle.
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float f = 1.0 / a;
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Vector s = origin - p1;
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float u = f * s.dot(h);
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if (u < 0.0 || u > 1.0) return false;
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Vector q = s.cross(edge1);
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float v = f * direction.dot(q);
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if (v < 0.0 || u + v > 1.0) return false;
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// At this stage we can compute t to find out where the intersection point is on the
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// line.
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float t = f * edge2.dot(q);
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if (t > EPSILON) {
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return true;
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} else {
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// This means that there is a line intersection but not a ray intersection.
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return false;
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}
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}
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};
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139
Util/kdtree.h
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139
Util/kdtree.h
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@ -0,0 +1,139 @@
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#include "geometry.h"
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#include <algorithm>
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#include <glm/glm.hpp>
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#include <iostream>
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#include <string>
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#include <vector>
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class KDTree {
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public:
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KDTree(std::vector<Point *> points) { root = build(points, 0); }
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~KDTree() = default; // TODO: Delete all allocated Nodes
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Triangle *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0); }
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std::string to_string() {
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std::string str = "";
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to_string_recurse(str, root, 0);
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return str;
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}
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private:
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Node *root;
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int MAX_DEPTH = 500;
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// Returns a comparator lambda for assessing which of the two points has a
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// greater coordinate in the given axis.
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auto get_point_comparator(int axis) {
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return [axis](Point *p1, Point *p2) {
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return p1->pos[axis] < p2->pos[axis];
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};
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}
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Node *build(std::vector<Point *> points, int depth) {
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// Exit conditions
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if (points.empty() || depth > MAX_DEPTH) { return nullptr; }
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// Select axis by choosing the one with maximal extent
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float max_extent = 0;
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int axis = 0;
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for (int it_axis = 0; it_axis < 3; it_axis++) {
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// Get extent along this axis
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auto comparator = get_point_comparator(it_axis);
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Point *min = *std::min_element(points.begin(), points.end(), comparator);
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Point *max = *std::max_element(points.begin(), points.end(), comparator);
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float extent = max->pos[it_axis] - min->pos[it_axis];
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// Is it greater than max_extent?
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if (extent > max_extent) {
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// If so, make this the splitting axis
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max_extent = extent;
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axis = it_axis;
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}
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}
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// Choose the median as the pivot and sort the points into
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// left-of-median and right-of-median using nth_element
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int middle = points.size() / 2;
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std::nth_element(points.begin(), points.begin() + middle, points.end(),
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get_point_comparator(axis));
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Point *median = points[middle];
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// TODO: This copies. Can we split the vector into two without copying?
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std::vector<Point *> left_of_median(points.begin(), points.begin() + middle);
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std::vector<Point *> right_of_median(points.begin() + middle + 1, points.end());
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// Create node, recursively call to construct subtree
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return new Node(axis, median, build(left_of_median, depth + 1),
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build(right_of_median, depth + 1));
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}
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Triangle *intersect_ray_recurse(Ray ray, Node *node, float max_distance) {
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// Exit condition: There was no collision
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if (node == nullptr) { return nullptr; }
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// Is the left or right child node closer to this point?
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Node *near =
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ray.origin[node->axis] > node->point->pos[node->axis] ? node->right : node->left;
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Node *far = near == node->right ? node->left : node->right;
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std::cout << "Checking " << node->point->pos[0] << ", " << node->point->pos[1] << ", "
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<< node->point->pos[2] << std::endl;
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// Check for collisions in this order (stopping if an intersection is found):
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// 1. In the nearer section
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// 2. With the point in this current node
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// 3. In the further section
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// If the axes are not parallel, our max_distance decreases, since we've already covered
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// some area. `t` represents the distance from this node to the splitting plane.
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float t = ray.direction[node->axis] != 0.0
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? (node->point->pos[node->axis] - ray.origin[node->axis]) /
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ray.direction[node->axis]
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: max_distance;
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Triangle *near_result = intersect_ray_recurse(ray, near, t);
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// If the nearer segment had a collision, we're done! We're only interested in the closest
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// collision.
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if (near_result != nullptr) { return near_result; }
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// No collision in the nearer side, so check for a collision directly here
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if (ray.intersects_triangle(node->point->triangle)) {
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// We do have a collision here, so we're done and can return this point!
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return node->point->triangle;
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}
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// No collision here either. Does it make sense to also check the far node?
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// Only if the axes are not parallel and if that area is not behind us
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if (ray.direction[node->axis] != 0.0 && t >= 0.0) {
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// It does make sense to check the far node.
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// For this, calculate a new ray origin and continue towards that direction, but with
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// the new origin (we can leave behind what we already checked)
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return intersect_ray_recurse(Ray(ray.origin + ray.direction * t, ray.direction), far,
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max_distance - t);
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}
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// If nothing worked, return a nullptr
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return nullptr;
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}
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void to_string_recurse(std::string &str, Node *node, int depth) {
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if (node == nullptr) { return; }
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Point *point = node->point;
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str += std::string(depth * 2, ' ') + std::to_string(point->pos[0]) + ", " +
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std::to_string(point->pos[1]) + ", " + std::to_string(point->pos[2]) +
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" with axis " + std::to_string(node->axis) + "\n";
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to_string_recurse(str, node->left, depth + 1);
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to_string_recurse(str, node->right, depth + 1);
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}
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};
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7
main.cpp
7
main.cpp
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#include "ECS/ECS.h"
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#include "ECS/Events/InputEvent.h"
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#include "ECS/Events/MouseMoveEvent.h"
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#include "ECS/Systems/CollisionSystem.h"
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#include "ECS/Systems/GravitySystem.h"
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#include "ECS/Systems/InteractivePathSystem.h"
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#include "ECS/Systems/KeyboardMovementSystem.h"
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@ -89,6 +90,9 @@ int main(int argc, char **argv) {
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world->registerSystem(new SineAnimationSystem());
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world->registerSystem(new InteractivePathSystem());
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CollisionSystem *collision_system = new CollisionSystem();
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world->registerSystem(collision_system);
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RenderSystem *renderSystem = new RenderSystem();
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world->registerSystem(renderSystem);
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@ -192,6 +196,9 @@ int main(int argc, char **argv) {
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Entity *sun = world->create();
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sun->assign<DirectionalLight>(glm::normalize(glm::vec3(1.0, 1.0, 1.0)));
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// We're done loading geometry -> build the collision structure
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collision_system->build();
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Shader defaultShader("Shaders/default-vertex.vs", "Shaders/default-fragment.fs");
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Shader shadowShader("Shaders/shadow-vertex.vs", "Shaders/shadow-fragment.fs");
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Shader debugShader("Shaders/debug-vertex.vs", "Shaders/debug-fragment.fs");
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