Add kdtree -> Lines conversion
The kdtree can now be drawn!
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@ -1,23 +1,28 @@
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#ifndef ECSGAME_LINES_H
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#define ECSGAME_LINES_H
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#include "../../Util/geometry.h"
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#include <GLFW/glfw3.h>
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#include <glad/glad.h>
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#include <glm/fwd.hpp>
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#include <vector>
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struct Lines {
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explicit Lines() {
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GLfloat lineSeg[] = {
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0.0f, 0.0f, 0.0f, // first vertex
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2.0f, 2.0f, 2.0f // second vertex
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};
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explicit Lines(std::vector<Vector> lines) : vertex_count(lines.size()) {
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GLfloat linearray[vertex_count * 3];
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int pos = 0;
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for (const Vector &vec : lines) {
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linearray[pos++] = vec[0];
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linearray[pos++] = vec[1];
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linearray[pos++] = vec[2];
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}
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glGenVertexArrays(1, &lineVAO);
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glGenBuffers(1, &lineVBO);
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glBindVertexArray(lineVAO);
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glBindBuffer(GL_ARRAY_BUFFER, lineVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(lineSeg), &lineSeg, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(linearray), &linearray, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)0);
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}
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@ -27,12 +32,13 @@ struct Lines {
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// glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glBindVertexArray(lineVAO);
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glLineWidth(3.3f);
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glDrawArrays(GL_LINES, 0, 2);
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glDrawArrays(GL_LINES, 0, vertex_count);
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glLineWidth(1.0f);
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}
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private:
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GLuint lineVAO, lineVBO;
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int vertex_count;
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};
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#endif // ECSGAME_LINES_H
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@ -11,7 +11,7 @@ class KDTree {
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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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Triangle *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0, 0); }
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std::string to_string() {
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std::string str = "";
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@ -19,6 +19,16 @@ class KDTree {
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return str;
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}
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std::vector<Vector> get_lines() {
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std::vector<Vector> lines;
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float mins[3] = {-1000, -1000, -1000};
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float maxs[3] = {1000, 1000, 1000};
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get_lines_recursive(lines, root, mins, maxs);
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return lines;
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}
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private:
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Node *root;
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@ -75,7 +85,7 @@ class KDTree {
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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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Triangle *intersect_ray_recurse(Ray ray, Node *node, float max_distance, int depth) {
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// Exit condition: There was no collision
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if (node == nullptr) { return nullptr; }
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@ -84,9 +94,6 @@ class KDTree {
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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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@ -98,7 +105,7 @@ class KDTree {
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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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Triangle *near_result = intersect_ray_recurse(ray, near, t, depth + 1);
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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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@ -117,7 +124,7 @@ class KDTree {
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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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max_distance - t, depth + 1);
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}
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// If nothing worked, return a nullptr
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@ -136,4 +143,61 @@ class KDTree {
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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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void get_lines_recursive(std::vector<Vector> &lines, Node *node, float mins[3], float maxs[3]) {
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if (node == nullptr) return;
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int axis = node->axis;
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// Add lines for this node
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// We add a whole bounding box, so we need 8 points -> 12 lines
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lines.emplace_back(Vector(mins[0], mins[1], mins[2]));
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lines.emplace_back(Vector(maxs[0], mins[1], mins[2]));
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lines.emplace_back(Vector(maxs[0], mins[1], mins[2]));
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lines.emplace_back(Vector(maxs[0], maxs[1], mins[2]));
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lines.emplace_back(Vector(maxs[0], maxs[1], mins[2]));
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lines.emplace_back(Vector(mins[0], maxs[1], mins[2]));
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lines.emplace_back(Vector(mins[0], maxs[1], mins[2]));
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lines.emplace_back(Vector(mins[0], mins[1], mins[2]));
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lines.emplace_back(Vector(mins[0], mins[1], maxs[2]));
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lines.emplace_back(Vector(maxs[0], mins[1], maxs[2]));
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lines.emplace_back(Vector(maxs[0], mins[1], maxs[2]));
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lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2]));
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lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2]));
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lines.emplace_back(Vector(mins[0], maxs[1], maxs[2]));
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lines.emplace_back(Vector(mins[0], maxs[1], maxs[2]));
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lines.emplace_back(Vector(mins[0], mins[1], maxs[2]));
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lines.emplace_back(Vector(mins[0], mins[1], mins[2]));
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lines.emplace_back(Vector(mins[0], mins[1], maxs[2]));
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lines.emplace_back(Vector(maxs[0], mins[1], mins[2]));
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lines.emplace_back(Vector(maxs[0], mins[1], maxs[2]));
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lines.emplace_back(Vector(mins[0], maxs[1], mins[2]));
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lines.emplace_back(Vector(mins[0], maxs[1], maxs[2]));
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lines.emplace_back(Vector(maxs[0], maxs[1], mins[2]));
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lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2]));
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// TODO: We don't actually have to add all as some are always going to overlap with the
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// previous lines...
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// Recurse on the left
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float new_maxs[3] = {maxs[0], maxs[1], maxs[2]}; // Copy initially
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new_maxs[axis] = node->point->pos[axis];
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get_lines_recursive(lines, node->left, mins, new_maxs);
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// Recurse on the right
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float new_mins[3] = {mins[0], mins[1], mins[2]}; // Copy initially
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new_mins[axis] = node->point->pos[axis];
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get_lines_recursive(lines, node->right, new_mins, maxs);
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}
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};
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3
main.cpp
3
main.cpp
@ -198,11 +198,12 @@ int main(int argc, char **argv) {
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sun->assign<DirectionalLight>(glm::normalize(glm::vec3(1.0, 1.0, 1.0)));
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Entity *kdtree_vis = world->create();
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kdtree_vis->assign<Lines>();
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// We're done loading geometry -> build the collision structure
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collision_system->build();
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kdtree_vis->assign<Lines>(collision_system->kdtree->get_lines());
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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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