Add kdtree -> Lines conversion
The kdtree can now be drawn!
This commit is contained in:
parent
7cbaaf84f7
commit
af019d3318
@ -1,23 +1,28 @@
|
|||||||
#ifndef ECSGAME_LINES_H
|
#ifndef ECSGAME_LINES_H
|
||||||
#define ECSGAME_LINES_H
|
#define ECSGAME_LINES_H
|
||||||
|
|
||||||
|
#include "../../Util/geometry.h"
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <glad/glad.h>
|
#include <glad/glad.h>
|
||||||
#include <glm/fwd.hpp>
|
#include <glm/fwd.hpp>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
struct Lines {
|
struct Lines {
|
||||||
explicit Lines() {
|
explicit Lines(std::vector<Vector> lines) : vertex_count(lines.size()) {
|
||||||
GLfloat lineSeg[] = {
|
GLfloat linearray[vertex_count * 3];
|
||||||
0.0f, 0.0f, 0.0f, // first vertex
|
int pos = 0;
|
||||||
2.0f, 2.0f, 2.0f // second vertex
|
|
||||||
};
|
for (const Vector &vec : lines) {
|
||||||
|
linearray[pos++] = vec[0];
|
||||||
|
linearray[pos++] = vec[1];
|
||||||
|
linearray[pos++] = vec[2];
|
||||||
|
}
|
||||||
|
|
||||||
glGenVertexArrays(1, &lineVAO);
|
glGenVertexArrays(1, &lineVAO);
|
||||||
glGenBuffers(1, &lineVBO);
|
glGenBuffers(1, &lineVBO);
|
||||||
glBindVertexArray(lineVAO);
|
glBindVertexArray(lineVAO);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, lineVBO);
|
glBindBuffer(GL_ARRAY_BUFFER, lineVBO);
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(lineSeg), &lineSeg, GL_STATIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, sizeof(linearray), &linearray, GL_STATIC_DRAW);
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)0);
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)0);
|
||||||
}
|
}
|
||||||
@ -27,12 +32,13 @@ struct Lines {
|
|||||||
// glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
|
// glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
|
||||||
glBindVertexArray(lineVAO);
|
glBindVertexArray(lineVAO);
|
||||||
glLineWidth(3.3f);
|
glLineWidth(3.3f);
|
||||||
glDrawArrays(GL_LINES, 0, 2);
|
glDrawArrays(GL_LINES, 0, vertex_count);
|
||||||
glLineWidth(1.0f);
|
glLineWidth(1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
GLuint lineVAO, lineVBO;
|
GLuint lineVAO, lineVBO;
|
||||||
|
int vertex_count;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // ECSGAME_LINES_H
|
#endif // ECSGAME_LINES_H
|
||||||
|
@ -11,7 +11,7 @@ class KDTree {
|
|||||||
|
|
||||||
~KDTree() = default; // TODO: Delete all allocated Nodes
|
~KDTree() = default; // TODO: Delete all allocated Nodes
|
||||||
|
|
||||||
Triangle *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0); }
|
Triangle *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0, 0); }
|
||||||
|
|
||||||
std::string to_string() {
|
std::string to_string() {
|
||||||
std::string str = "";
|
std::string str = "";
|
||||||
@ -19,6 +19,16 @@ class KDTree {
|
|||||||
return str;
|
return str;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::vector<Vector> get_lines() {
|
||||||
|
std::vector<Vector> lines;
|
||||||
|
float mins[3] = {-1000, -1000, -1000};
|
||||||
|
float maxs[3] = {1000, 1000, 1000};
|
||||||
|
|
||||||
|
get_lines_recursive(lines, root, mins, maxs);
|
||||||
|
|
||||||
|
return lines;
|
||||||
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Node *root;
|
Node *root;
|
||||||
|
|
||||||
@ -75,7 +85,7 @@ class KDTree {
|
|||||||
build(right_of_median, depth + 1));
|
build(right_of_median, depth + 1));
|
||||||
}
|
}
|
||||||
|
|
||||||
Triangle *intersect_ray_recurse(Ray ray, Node *node, float max_distance) {
|
Triangle *intersect_ray_recurse(Ray ray, Node *node, float max_distance, int depth) {
|
||||||
// Exit condition: There was no collision
|
// Exit condition: There was no collision
|
||||||
if (node == nullptr) { return nullptr; }
|
if (node == nullptr) { return nullptr; }
|
||||||
|
|
||||||
@ -84,9 +94,6 @@ class KDTree {
|
|||||||
ray.origin[node->axis] > node->point->pos[node->axis] ? node->right : node->left;
|
ray.origin[node->axis] > node->point->pos[node->axis] ? node->right : node->left;
|
||||||
Node *far = near == node->right ? node->left : node->right;
|
Node *far = near == node->right ? node->left : node->right;
|
||||||
|
|
||||||
std::cout << "Checking " << node->point->pos[0] << ", " << node->point->pos[1] << ", "
|
|
||||||
<< node->point->pos[2] << std::endl;
|
|
||||||
|
|
||||||
// Check for collisions in this order (stopping if an intersection is found):
|
// Check for collisions in this order (stopping if an intersection is found):
|
||||||
// 1. In the nearer section
|
// 1. In the nearer section
|
||||||
// 2. With the point in this current node
|
// 2. With the point in this current node
|
||||||
@ -98,7 +105,7 @@ class KDTree {
|
|||||||
? (node->point->pos[node->axis] - ray.origin[node->axis]) /
|
? (node->point->pos[node->axis] - ray.origin[node->axis]) /
|
||||||
ray.direction[node->axis]
|
ray.direction[node->axis]
|
||||||
: max_distance;
|
: max_distance;
|
||||||
Triangle *near_result = intersect_ray_recurse(ray, near, t);
|
Triangle *near_result = intersect_ray_recurse(ray, near, t, depth + 1);
|
||||||
|
|
||||||
// If the nearer segment had a collision, we're done! We're only interested in the closest
|
// If the nearer segment had a collision, we're done! We're only interested in the closest
|
||||||
// collision.
|
// collision.
|
||||||
@ -117,7 +124,7 @@ class KDTree {
|
|||||||
// For this, calculate a new ray origin and continue towards that direction, but with
|
// For this, calculate a new ray origin and continue towards that direction, but with
|
||||||
// the new origin (we can leave behind what we already checked)
|
// the new origin (we can leave behind what we already checked)
|
||||||
return intersect_ray_recurse(Ray(ray.origin + ray.direction * t, ray.direction), far,
|
return intersect_ray_recurse(Ray(ray.origin + ray.direction * t, ray.direction), far,
|
||||||
max_distance - t);
|
max_distance - t, depth + 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
// If nothing worked, return a nullptr
|
// If nothing worked, return a nullptr
|
||||||
@ -136,4 +143,61 @@ class KDTree {
|
|||||||
to_string_recurse(str, node->left, depth + 1);
|
to_string_recurse(str, node->left, depth + 1);
|
||||||
to_string_recurse(str, node->right, depth + 1);
|
to_string_recurse(str, node->right, depth + 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void get_lines_recursive(std::vector<Vector> &lines, Node *node, float mins[3], float maxs[3]) {
|
||||||
|
if (node == nullptr) return;
|
||||||
|
|
||||||
|
int axis = node->axis;
|
||||||
|
|
||||||
|
// Add lines for this node
|
||||||
|
// We add a whole bounding box, so we need 8 points -> 12 lines
|
||||||
|
lines.emplace_back(Vector(mins[0], mins[1], mins[2]));
|
||||||
|
lines.emplace_back(Vector(maxs[0], mins[1], mins[2]));
|
||||||
|
|
||||||
|
lines.emplace_back(Vector(maxs[0], mins[1], mins[2]));
|
||||||
|
lines.emplace_back(Vector(maxs[0], maxs[1], mins[2]));
|
||||||
|
|
||||||
|
lines.emplace_back(Vector(maxs[0], maxs[1], mins[2]));
|
||||||
|
lines.emplace_back(Vector(mins[0], maxs[1], mins[2]));
|
||||||
|
|
||||||
|
lines.emplace_back(Vector(mins[0], maxs[1], mins[2]));
|
||||||
|
lines.emplace_back(Vector(mins[0], mins[1], mins[2]));
|
||||||
|
|
||||||
|
lines.emplace_back(Vector(mins[0], mins[1], maxs[2]));
|
||||||
|
lines.emplace_back(Vector(maxs[0], mins[1], maxs[2]));
|
||||||
|
|
||||||
|
lines.emplace_back(Vector(maxs[0], mins[1], maxs[2]));
|
||||||
|
lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2]));
|
||||||
|
|
||||||
|
lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2]));
|
||||||
|
lines.emplace_back(Vector(mins[0], maxs[1], maxs[2]));
|
||||||
|
|
||||||
|
lines.emplace_back(Vector(mins[0], maxs[1], maxs[2]));
|
||||||
|
lines.emplace_back(Vector(mins[0], mins[1], maxs[2]));
|
||||||
|
|
||||||
|
lines.emplace_back(Vector(mins[0], mins[1], mins[2]));
|
||||||
|
lines.emplace_back(Vector(mins[0], mins[1], maxs[2]));
|
||||||
|
|
||||||
|
lines.emplace_back(Vector(maxs[0], mins[1], mins[2]));
|
||||||
|
lines.emplace_back(Vector(maxs[0], mins[1], maxs[2]));
|
||||||
|
|
||||||
|
lines.emplace_back(Vector(mins[0], maxs[1], mins[2]));
|
||||||
|
lines.emplace_back(Vector(mins[0], maxs[1], maxs[2]));
|
||||||
|
|
||||||
|
lines.emplace_back(Vector(maxs[0], maxs[1], mins[2]));
|
||||||
|
lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2]));
|
||||||
|
|
||||||
|
// TODO: We don't actually have to add all as some are always going to overlap with the
|
||||||
|
// previous lines...
|
||||||
|
|
||||||
|
// Recurse on the left
|
||||||
|
float new_maxs[3] = {maxs[0], maxs[1], maxs[2]}; // Copy initially
|
||||||
|
new_maxs[axis] = node->point->pos[axis];
|
||||||
|
get_lines_recursive(lines, node->left, mins, new_maxs);
|
||||||
|
|
||||||
|
// Recurse on the right
|
||||||
|
float new_mins[3] = {mins[0], mins[1], mins[2]}; // Copy initially
|
||||||
|
new_mins[axis] = node->point->pos[axis];
|
||||||
|
get_lines_recursive(lines, node->right, new_mins, maxs);
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
3
main.cpp
3
main.cpp
@ -198,11 +198,12 @@ int main(int argc, char **argv) {
|
|||||||
sun->assign<DirectionalLight>(glm::normalize(glm::vec3(1.0, 1.0, 1.0)));
|
sun->assign<DirectionalLight>(glm::normalize(glm::vec3(1.0, 1.0, 1.0)));
|
||||||
|
|
||||||
Entity *kdtree_vis = world->create();
|
Entity *kdtree_vis = world->create();
|
||||||
kdtree_vis->assign<Lines>();
|
|
||||||
|
|
||||||
// We're done loading geometry -> build the collision structure
|
// We're done loading geometry -> build the collision structure
|
||||||
collision_system->build();
|
collision_system->build();
|
||||||
|
|
||||||
|
kdtree_vis->assign<Lines>(collision_system->kdtree->get_lines());
|
||||||
|
|
||||||
Shader defaultShader("Shaders/default-vertex.vs", "Shaders/default-fragment.fs");
|
Shader defaultShader("Shaders/default-vertex.vs", "Shaders/default-fragment.fs");
|
||||||
Shader shadowShader("Shaders/shadow-vertex.vs", "Shaders/shadow-fragment.fs");
|
Shader shadowShader("Shaders/shadow-vertex.vs", "Shaders/shadow-fragment.fs");
|
||||||
Shader debugShader("Shaders/debug-vertex.vs", "Shaders/debug-fragment.fs");
|
Shader debugShader("Shaders/debug-vertex.vs", "Shaders/debug-fragment.fs");
|
||||||
|
Loading…
x
Reference in New Issue
Block a user