diff --git a/build/vs2012/Lol.sln b/build/vs2012/Lol.sln index a4d57b62..d0428bb9 100644 --- a/build/vs2012/Lol.sln +++ b/build/vs2012/Lol.sln @@ -166,6 +166,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Jylam", "Jylam", "{454DE15C EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "chat", "..\..\people\jylam\private\chat\chat.vcxproj", "{C3E2D690-F2B4-4A11-B317-D5CB8EF9561A}" EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "workbench", "..\..\people\touky\private\workbench\workbench.vcxproj", "{EE203B88-44CF-4829-9D42-7A5F43FECB52}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|ORBIS = Debug|ORBIS @@ -202,26 +204,19 @@ Global {EF1A4E80-63FA-4EB0-B834-12B6C500F31C}.Release|Xbox 360.ActiveCfg = Release|Xbox 360 {EF1A4E80-63FA-4EB0-B834-12B6C500F31C}.Release|Xbox 360.Build.0 = Release|Xbox 360 {EF1A4E80-63FA-4EB0-B834-12B6C500F31C}.Release|Xbox 360.Deploy.0 = Release|Xbox 360 - {17F0F184-4436-4D08-B8AA-16572EA238DB}.Debug|ORBIS.ActiveCfg = Debug|ORBIS - 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{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Release|ORBIS.Build.0 = Release|ORBIS - {5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Release|PS3.ActiveCfg = Release|PS3 - {5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Release|PS3.Build.0 = Release|PS3 + {5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Debug|Xbox 360.ActiveCfg = Debug|Win32 + {5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Release|ORBIS.ActiveCfg = Release|Win32 + {5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Release|PS3.ActiveCfg = Release|Win32 {5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Release|Win32.ActiveCfg = Release|Win32 {5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Release|Win32.Build.0 = Release|Win32 {5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Release|x64.ActiveCfg = Release|x64 {5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Release|x64.Build.0 = Release|x64 - {5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Release|Xbox 360.ActiveCfg = Release|Xbox 360 - {5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Release|Xbox 360.Build.0 = Release|Xbox 360 + {5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Release|Xbox 360.ActiveCfg = Release|Win32 {C3E2D690-F2B4-4A11-B317-D5CB8EF9561A}.Debug|ORBIS.ActiveCfg = Debug|ORBIS {C3E2D690-F2B4-4A11-B317-D5CB8EF9561A}.Debug|ORBIS.Build.0 = Debug|ORBIS {C3E2D690-F2B4-4A11-B317-D5CB8EF9561A}.Debug|PS3.ActiveCfg = Debug|PS3 @@ -894,6 +675,20 @@ Global {C3E2D690-F2B4-4A11-B317-D5CB8EF9561A}.Release|Xbox 360.ActiveCfg = Release|Xbox 360 {C3E2D690-F2B4-4A11-B317-D5CB8EF9561A}.Release|Xbox 360.Build.0 = Release|Xbox 360 {C3E2D690-F2B4-4A11-B317-D5CB8EF9561A}.Release|Xbox 360.Deploy.0 = Release|Xbox 360 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Debug|ORBIS.ActiveCfg = Debug|Win32 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Debug|PS3.ActiveCfg = Debug|Win32 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Debug|Win32.ActiveCfg = Debug|Win32 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Debug|Win32.Build.0 = Debug|Win32 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Debug|x64.ActiveCfg = Debug|x64 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Debug|x64.Build.0 = Debug|x64 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Debug|Xbox 360.ActiveCfg = Debug|Win32 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Release|ORBIS.ActiveCfg = Release|Win32 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Release|PS3.ActiveCfg = Release|Win32 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Release|Win32.ActiveCfg = Release|Win32 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Release|Win32.Build.0 = Release|Win32 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Release|x64.ActiveCfg = Release|x64 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Release|x64.Build.0 = Release|x64 + {EE203B88-44CF-4829-9D42-7A5F43FECB52}.Release|Xbox 360.ActiveCfg = Release|Win32 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE @@ -939,6 +734,7 @@ Global {EE203B88-44CF-4859-9D42-7A5F43FECB52} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772} {25493FC8-75AC-4703-AD58-AB0C4A0FB79C} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772} {6BF81B39-EDC2-4127-9982-C2D8ABEA95AF} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772} + {EE203B88-44CF-4829-9D42-7A5F43FECB52} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772} {A69411B3-6DE8-404E-8E70-0D3375A7492A} = {0A1651FC-322B-4B04-82CB-28E9046D9383} {5A77DCDD-2CBA-43E9-8B45-00C281443F77} = {0A1651FC-322B-4B04-82CB-28E9046D9383} {C2E01551-B636-4324-8461-71811DF6FBB5} = {E27FDF36-50C4-4ED2-8CF5-A20FED016910} diff --git a/src/camera.h b/src/camera.h index 7fedea4c..59024123 100644 --- a/src/camera.h +++ b/src/camera.h @@ -85,7 +85,8 @@ protected: virtual void TickGame(float seconds); virtual void TickDraw(float seconds); -private: +//private: +public: //Work datas mat4 m_view_matrix; mat4 m_proj_matrix; diff --git a/src/easymesh/csgbsp.cpp b/src/easymesh/csgbsp.cpp index 3d6276b3..de0b1419 100644 --- a/src/easymesh/csgbsp.cpp +++ b/src/easymesh/csgbsp.cpp @@ -23,6 +23,206 @@ namespace lol { +//-- Face stuff +void PrimitiveFace::AddPolygon(vec3 v0, vec3 v1, vec3 v2) +{ + vec3 vp[3] = { v0, v1, v2 }; + int vi[3]; + + //Add vertices, if needed + for (int i = 0; i < 3; ++i) + { + vi[i] = FindVert(vp[i]); + if (vi[i] == -1) + vi[i] = AddVert(vp[i]); + } + + //Add edges, if needed + for (int j = 0; j < 3; ++j) + { + bool found = false; + for (int i = 0; !found && i < m_edges.Count(); ++i) + { + if ((vi[j] == m_edges[i].m1 && vi[(j + 1) % 3] == m_edges[i].m2) || + (vi[j] == m_edges[i].m2 && vi[(j + 1) % 3] == m_edges[i].m1)) + { + found = true; + m_edges[i].m3 = PrimitiveEdge::OriginalFull; + } + } + if (!found) + m_edges.Push(vi[j], vi[(j + 1) % 3], PrimitiveEdge::OriginalHalf); + } +} + +//-- +void PrimitiveFace::CleanEdges() +{ + Array vert_num; + + vert_num.Resize(m_vertices.Count()); + //Check the vertices useage first + for (int i = 0; i < m_edges.Count(); ++i) + { + vert_num[EI0(i)]++; + vert_num[EI1(i)]++; + } + //Remove the full edges + for (int i = 0; i < m_edges.Count(); ++i) + { + if (m_edges[i].m3 == PrimitiveEdge::OriginalFull) + { + vert_num[EI0(i)] -= 1; + vert_num[EI1(i)] -= 1; + m_edges.Remove(i--); + } + } + + //Reorder edges + for (int i = 0; i < m_edges.Count() - 1; ++i) + { + int starter_i; + //Find the starters + for (int j = i + 1; j < m_edges.Count(); ++j) + { + if (EI1(i) == EI1(j)) + Swap(m_edges[j].m1, m_edges[j].m2); + if (EI1(i) == EI0(j)) + { + if (i + 1 != j) + m_edges.Swap(i + 1, j); + starter_i = i; + break; + } + } + + //Change order to be ok with normal + if (dot(cross(EV0(i) - EV1(i), EV1(i + 1) - EV0(i + 1)), m_normal) < 0.f) + { + m_edges.Swap(i, i + 1); + Swap(m_edges[i].m1, m_edges[i].m2); + Swap(m_edges[i + 1].m1, m_edges[i + 1].m2); + } + + //Go on with the sorting + if (++i < m_edges.Count() - 1) + { + for (int j = i + 1; j < m_edges.Count(); ++j) + { + if (EI1(i) == EI1(j)) + Swap(m_edges[j].m1, m_edges[j].m2); + if (EI1(i) == EI0(j)) + { + if (i + 1 != j) + m_edges.Swap(i + 1, j); + //We encountered a loop, push i toward the next potential edge + if (EI1(i + 1) == EI0(starter_i)) + { + i += 2; + break; + } + //Or, we're at the end + else if (++i >= m_edges.Count() - 1) + break; + } + } + } + } + + //Remove same direction edges + int starter_i = 0; + for (int i = 0; i < m_edges.Count() - 1; ++i) + { + int ia = i; + int ib = i + 1; + if (EI1(ia) == EI0(starter_i)) + ib = starter_i; + + if (EI1(ia) == EI0(ib) && + dot(normalize(EV1(ia) - EV0(ia)), normalize(EV1(ib) - EV0(ib))) == 1.f) + { + vert_num[EI1(ia)] -= 2; + m_edges[ib].m1 = m_edges[ia].m1; + m_edges.Remove(ia); + i--; + if (EI1(ia) == EI0(starter_i)) + { + i += 2; + starter_i = i; + } + } + } + + //Build the new indices + int rem = 0; + for (int i = 0; i < vert_num.Count(); ++i) + { + if (vert_num[i] != 2) + { + rem++; + vert_num[i] = -1; + } + else + vert_num[i] = i - rem; + } + + //Apply the new indices + for (int i = 0; rem > 0 && i < m_edges.Count(); ++i) + { + m_edges[i].m1 = vert_num[EI0(i)]; + m_edges[i].m2 = vert_num[EI1(i)]; + } + + //Remove the surnumeral vertices + for (int i = m_vertices.Count() - 1; i >= 0; --i) + if (vert_num[i] == -1) + m_vertices.Remove(i); +} + +//Edge functions +int PrimitiveFace::FindVert(vec3 vertex) +{ + for (int i = 0; i < m_vertices.Count(); ++i) + if (length(m_vertices[i] - vertex) < .00001f) + return i; + return -1; +} + +//-- +int PrimitiveFace::AddVert(vec3 vertex) +{ + m_vertices.Push(vertex); + return m_vertices.Count() - 1; +} + +//-- +void PrimitiveMesh::AddPolygon(vec3 v0, vec3 v1, vec3 v2, vec3 normal) +{ + for (int i = 0; i < m_faces.Count(); ++i) + { + vec3 proj_point = ProjectPointOnPlane(v0, m_faces[i].GetCenter(), m_faces[i].GetNormal()); + //Found the same face + if (dot(normal, m_faces[i].GetNormal()) == 1.f && length(proj_point - v0) == .0f) + { + m_faces[i].AddPolygon(v0, v1, v2); + return; + } + } + //Didn't find a thing, so add ..... + m_faces.Resize(m_faces.Count() + 1); + m_faces.Last().SetCenter(v0); + m_faces.Last().SetNormal(normal); + m_faces.Last().AddPolygon(v0, v1, v2); +} + +//-- +void PrimitiveMesh::CleanFaces() +{ + for (int i = 0; i < m_faces.Count(); ++i) + m_faces[i].CleanEdges(); +} + +//-- int CsgBsp::AddLeaf(int leaf_type, vec3 origin, vec3 normal, int above_idx) { if (leaf_type > 2 && leaf_type < -1) @@ -63,7 +263,7 @@ int CsgBsp::TestPoint(int leaf_idx, vec3 point) return LEAF_CURRENT; } -void CsgBsp::AddTriangleToTree(int const &tri_idx, vec3 const &tri_v0, vec3 const &tri_v1, vec3 const &tri_v2) +void CsgBsp::AddTriangleToTree(int const &tri_idx, vec3 const &tri_p0, vec3 const &tri_p1, vec3 const &tri_p2) { // Array< int, vec3, vec3, vec3 > tri_to_process; @@ -73,13 +273,13 @@ void CsgBsp::AddTriangleToTree(int const &tri_idx, vec3 const &tri_v0, vec3 cons //Tree is empty, so this leaf is the first if (m_tree.Count() == 0) { - AddLeaf(LEAF_CURRENT, tri_v0, cross(normalize(tri_v1 - tri_v0), normalize(tri_v2 - tri_v1)), LEAF_CURRENT); - m_tree.Last().m_tri_list.Push(tri_idx, tri_v0, tri_v1, tri_v2); + AddLeaf(LEAF_CURRENT, tri_p0, cross(normalize(tri_p1 - tri_p0), normalize(tri_p2 - tri_p1)), LEAF_CURRENT); + m_tree.Last().m_tri_list.Push(tri_idx, tri_p0, tri_p1, tri_p2); return; } tri_to_process.Reserve(20); - tri_to_process.Push(0, tri_v0, tri_v1, tri_v2); + tri_to_process.Push(0, tri_p0, tri_p1, tri_p2); while (tri_to_process.Count()) { @@ -194,7 +394,7 @@ void CsgBsp::AddTriangleToTree(int const &tri_idx, vec3 const &tri_v0, vec3 cons for (int i = 0; !already_exist && i < m_tree[leaf_idx].m_tri_list.Count(); i++) already_exist = (m_tree[leaf_idx].m_tri_list[i].m1 == tri_idx); if (!already_exist) - m_tree[leaf_idx].m_tri_list.Push(tri_idx, tri_v0, tri_v1, tri_v2); + m_tree[leaf_idx].m_tri_list.Push(tri_idx, tri_p0, tri_p1, tri_p2); } } @@ -204,18 +404,18 @@ void CsgBsp::AddTriangleToTree(int const &tri_idx, vec3 const &tri_v0, vec3 cons //If we had it to an already existing leaf. if (Leaf_to_add[i].m2 < m_tree.Count() && m_tree[Leaf_to_add[i].m2].m_leaves[Leaf_to_add[i].m1] == LEAF_CURRENT) { - AddLeaf(Leaf_to_add[i].m1, tri_v0, cross(normalize(tri_v1 - tri_v0), normalize(tri_v2 - tri_v1)), Leaf_to_add[i].m2); - m_tree.Last().m_tri_list.Push(tri_idx, tri_v0, tri_v1, tri_v2); + AddLeaf(Leaf_to_add[i].m1, tri_p0, cross(normalize(tri_p1 - tri_p0), normalize(tri_p2 - tri_p1)), Leaf_to_add[i].m2); + m_tree.Last().m_tri_list.Push(tri_idx, tri_p0, tri_p1, tri_p2); } /* if (Leaf_to_add[i].m6 == -1) { - AddLeaf(Leaf_to_add[i].m1, tri_v0, cross(normalize(tri_v1 - tri_v0), normalize(tri_v2 - tri_v1)), Leaf_to_add[i].m2); - m_tree.Last().m_tri_list.Push(tri_idx, tri_v0, tri_v1, tri_v2); + AddLeaf(Leaf_to_add[i].m1, tri_p0, cross(normalize(tri_p1 - tri_p0), normalize(tri_p2 - tri_p1)), Leaf_to_add[i].m2); + m_tree.Last().m_tri_list.Push(tri_idx, tri_p0, tri_p1, tri_p2); } else - m_tree[Leaf_to_add[i].m6].m_tri_list.Push(tri_idx, tri_v0, tri_v1, tri_v2); + m_tree[Leaf_to_add[i].m6].m_tri_list.Push(tri_idx, tri_p0, tri_p1, tri_p2); */ } } @@ -223,7 +423,7 @@ void CsgBsp::AddTriangleToTree(int const &tri_idx, vec3 const &tri_v0, vec3 cons //return 0 when no split has been done. //return 1 when split has been done. //return -1 when error. -int CsgBsp::TestTriangleToTree(vec3 const &tri_v0, vec3 const &tri_v1, vec3 const &tri_v2, +int CsgBsp::TestTriangleToTree(vec3 const &tri_p0, vec3 const &tri_p1, vec3 const &tri_p2, //In order to easily build the actual vertices list afterward, this list stores each Vertices location and its source vertices & Alpha. // as { Point_Loc = Src_V0 + (Src_V1 - Src_V0) * Alpha; } Array< vec3, int, int, float > &vert_list, @@ -240,9 +440,9 @@ int CsgBsp::TestTriangleToTree(vec3 const &tri_v0, vec3 const &tri_v1, vec3 cons return -1; //Let's push the source vertices in here. - vert_list.Push(tri_v0, -1, -1, .0f); - vert_list.Push(tri_v1, -1, -1, .0f); - vert_list.Push(tri_v2, -1, -1, .0f); + vert_list.Push(tri_p0, -1, -1, .0f); + vert_list.Push(tri_p1, -1, -1, .0f); + vert_list.Push(tri_p2, -1, -1, .0f); //Let's push the triangle in here. tri_to_process.Reserve(20); @@ -287,7 +487,7 @@ int CsgBsp::TestTriangleToTree(vec3 const &tri_v0, vec3 const &tri_v1, vec3 cons int i = 0; for (; i < m_tree[leaf_idx].m_tri_list.Count(); i++) { - if (TriangleIsectTriangle(v[0], v[1], v[2], + if (TestTriangleVsTriangle(v[0], v[1], v[2], m_tree[leaf_idx].m_tri_list[i].m2, m_tree[leaf_idx].m_tri_list[i].m3, m_tree[leaf_idx].m_tri_list[i].m4, isec_v[0], isec_v[1])) break; diff --git a/src/easymesh/csgbsp.h b/src/easymesh/csgbsp.h index 4e4c16f6..9d291341 100644 --- a/src/easymesh/csgbsp.h +++ b/src/easymesh/csgbsp.h @@ -25,6 +25,61 @@ namespace lol #define LEAF_BACK 0 #define LEAF_CURRENT -1 +/* A safe enum for Primitive edge face. */ +struct PrimitiveEdge +{ + enum Value + { + OriginalHalf = 0, + OriginalFull, + + MAX + } + m_value; + + inline PrimitiveEdge() : m_value(OriginalHalf) {} + inline PrimitiveEdge(Value v) : m_value(v) {} + inline PrimitiveEdge(int v) : m_value((Value)v) {} + inline operator Value() { return m_value; } +}; + + +//-- Primitive stuff +class PrimitiveFace +{ +public: + void SetNormal(vec3 normal) { m_normal = normal; } + vec3 GetNormal() { return m_normal; } + void SetCenter(vec3 center) { m_center = center; } + vec3 GetCenter() { return m_center; } + void AddPolygon(vec3 v0, vec3 v1, vec3 v2); + void CleanEdges(); + + vec3 EV0(int edge) { return m_vertices[m_edges[edge].m1]; } + vec3 EV1(int edge) { return m_vertices[m_edges[edge].m2]; } + int EI0(int edge) { return m_edges[edge].m1; } + int EI1(int edge) { return m_edges[edge].m2; } + int FindVert(vec3 vertex); + int AddVert(vec3 vertex); + +//private: + vec3 m_normal; //Face Normal + vec3 m_center; //Face Center + Array m_edges; //Edges: + Array m_vertices; //Vectex list +}; + +//-- Primitive +class PrimitiveMesh +{ +public: + void AddPolygon(vec3 v0, vec3 v1, vec3 v2, vec3 normal); + void CleanFaces(); + +//private: + Array m_faces; +}; + //Naïve bsp for the poor people class CsgBspLeaf { @@ -52,12 +107,12 @@ private: class CsgBsp { public: - void AddTriangleToTree(int const &tri_idx, vec3 const &tri_v0, vec3 const &tri_v1, vec3 const &tri_v2); + void AddTriangleToTree(int const &tri_idx, vec3 const &tri_p0, vec3 const &tri_p1, vec3 const &tri_p2); //return 0 when no split has been done. //return 1 when split has been done. //return -1 when error. - int TestTriangleToTree(vec3 const &tri_v0, vec3 const &tri_v1, vec3 const &tri_v2, + int TestTriangleToTree(vec3 const &tri_p0, vec3 const &tri_p1, vec3 const &tri_p2, //In order to easily build the actual vertices list afterward, this list stores each Vertices location and its source vertices & Alpha. // as { Point_Loc = Src_V0 + (Src_V1 - Src_V0) * Alpha; } Array< vec3, int, int, float > &vert_list, diff --git a/src/lol/base/array.h b/src/lol/base/array.h index 9ea64634..ed739909 100644 --- a/src/lol/base/array.h +++ b/src/lol/base/array.h @@ -331,6 +331,81 @@ public: m_reserved = toreserve; } + void Sort(int sort) + { + int s = 0; + //Classic bubble + if (s++ == sort) + { + int d = 1; + for (int i = 0; i < Count() - 1; i = lol::max(i + d, 0)) + { + if (m_data[i] < m_data[i + 1] || i <= 0) + d = 1; + if (m_data[i + 1] < m_data[i]) + { + Swap(i, i + 1); + d = -1; + } + } + } + //Quick sort with swap + else if (s++ == sort) + { + SortQuickSwap(0, Count()); + } + } + void SortQuickSwap(int start, int max) + { + int m[3] = { start + rand(max - start), + start + rand(max - start), + start + rand(max - start) }; + int i = 0; + while (i < 2) + { + if (m_data[m[i+1]] < m_data[m[i]]) + { + int mt = m[i+1]; + m[i+1] = m[i]; + m[i] = mt; + i = 0; + } + else + i++; + } + //actual stuff + T median = m_data[m[1]]; + int i0 = start; + int i1 = max - 1; + bool swap = false; + while (i0 < i1) + { + if (m_data[i0] >= median && + m_data[i1] < median) + { + Swap(i0, i1); + i0++; + i1--; + swap = true; + } + else + { + if (m_data[i0] < median) + i0++; + if (m_data[i1] >= median) + i1--; + } + } + if (max - start == 1 || !swap) + return; + if (start < i0) + SortQuickSwap(start, i0); + if (i0 < max) + SortQuickSwap(i0, max); + } + +public: + inline int Count() const { return m_count; } inline int Bytes() const { return m_count * sizeof(Element); } diff --git a/src/lol/math/geometry.h b/src/lol/math/geometry.h index 03fb100d..413a43e0 100644 --- a/src/lol/math/geometry.h +++ b/src/lol/math/geometry.h @@ -152,25 +152,43 @@ template struct Box3 /* * Helper geometry functions */ - -static inline bool BoxIsectBox(box2 const &b1, box2 const &b2) +static inline bool TestAABBVsAABB(box2 const &b1, box2 const &b2) { vec2 dist = 0.5f * (b1.A - b2.A + b1.B - b2.B); vec2 e1 = 0.5f * (b1.B - b1.A); vec2 e2 = 0.5f * (b2.B - b2.A); - return abs(dist.x) < abs(e1.x) + abs(e2.x) - && abs(dist.y) < abs(e1.y) + abs(e2.y); + return abs(dist.x) <= abs(e1.x) + abs(e2.x) + && abs(dist.y) <= abs(e1.y) + abs(e2.y); +} +static inline bool TestAABBVsPoint(box2 const &b1, vec2 const &p) +{ + return TestAABBVsAABB(b1, box2(p, p)); +} + +static inline bool TestAABBVsAABB(box3 const &b1, box3 const &b2) +{ + vec3 dist = 0.5f * (b1.A - b2.A + b1.B - b2.B); + vec3 e1 = 0.5f * (b1.B - b1.A); + vec3 e2 = 0.5f * (b2.B - b2.A); + + return abs(dist.x) <= abs(e1.x) + abs(e2.x) + && abs(dist.y) <= abs(e1.y) + abs(e2.y) + && abs(dist.z) <= abs(e1.z) + abs(e2.z); +} +static inline bool TestAABBVsPoint(box3 const &b1, vec3 const &p) +{ + return TestAABBVsAABB(b1, box3(p, p)); } -bool TriangleIsectTriangle(vec3 const &v00, vec3 const &v01, vec3 const &v02, +bool TestTriangleVsTriangle(vec3 const &v00, vec3 const &v01, vec3 const &v02, vec3 const &v10, vec3 const &v11, vec3 const &v12, - vec3 &iP00, vec3 &iP10); + vec3 &ip00, vec3 &ip10); bool RayIsectTriangleSide(vec3 const &v0, vec3 const &v1, vec3 const &v2, vec3 const &iP0, vec3 const &iP1, vec3 &iV0, int &iIdx0, vec3 &iV1, int &iIdx1); -bool RayIsectTriangle(vec3 const &rayP, vec3 const &rayD, - vec3 const &triV0, vec3 const &triV1, vec3 const &triV2, +bool TestRayVsTriangle(vec3 const &ray_point, vec3 const &ray_dir, + vec3 const &tri_p0, vec3 const &tri_p1, vec3 const &tri_p2, vec3 &vi); #define RAY_ISECT_NOTHING 0 #define RAY_ISECT_ALL 1 @@ -179,12 +197,19 @@ bool RayIsectTriangle(vec3 const &rayP, vec3 const &rayD, #define RAY_ISECT_P1 4 int RayIsectRay(vec3 const &rayP00, vec3 const &rayP01, vec3 const &rayP10, vec3 const &rayP11, - vec3 &vIsec); -vec3 ProjPointOnPlane(vec3 const &point, vec3 const &planeP, vec3 const &planeN); + vec3 &isec_point); bool RayIsectPlane(vec3 const &rayP0, vec3 const &rayP1, - vec3 const &planeP, vec3 const &planeN, - vec3 &vIsec, bool test_line_only = false); -bool TestPointInFrustum(const vec3& point, const mat4& frustum, vec3* result_point=nullptr); + vec3 const &plane_point, vec3 const &plane_normal, + vec3 &isec_point, bool test_line_only = false); +bool TestPointVsFrustum(const vec3& point, const mat4& frustum, vec3* result_point=nullptr); + +//Project points functions +//Plane +vec3 ProjectPointOnPlane(vec3 const &proj_point, vec3 const &plane_point, vec3 const &plane_normal); +//Line +vec3 ProjectPointOnRay(vec3 const &proj_point, vec3 const &ray_point, vec3 const &ray_dir); +//Point dist to plane +float PointDistToPlane(vec3 const &proj_point, vec3 const &plane_point, vec3 const &plane_normal); } /* namespace lol */ #endif // __LOL_MATH_GEOMETRY_H__ diff --git a/src/math/geometry.cpp b/src/math/geometry.cpp index 25644f02..7fedfc35 100644 --- a/src/math/geometry.cpp +++ b/src/math/geometry.cpp @@ -25,33 +25,37 @@ using namespace std; namespace lol { //Projects Point on Plane : Normal must be given normalized. returns point on plane. - vec3 ProjPointOnPlane(vec3 const &point, vec3 const &planeP, vec3 const &planeN) + vec3 ProjectPointOnPlane(vec3 const &proj_point, vec3 const &plane_point, vec3 const &plane_normal) { - vec3 o2p = point - planeP; - float d = -dot(o2p, planeN); - return point + d * planeN; + vec3 o2p = proj_point - plane_point; + float d = -dot(o2p, plane_normal); + return proj_point + d * plane_normal; + } + //Line + vec3 ProjectPointOnRay(vec3 const &proj_point, vec3 const &ray_point, vec3 const &ray_dir) + { + return ray_point + ray_dir * dot(proj_point - ray_point, ray_dir); } //gets the dist from a Point to a Plane : Normal must be given normalized. returns distance. - float PointDistToPlane(vec3 const &point, vec3 const &planeP, vec3 const &planeN) + float PointDistToPlane(vec3 const &proj_point, vec3 const &plane_point, vec3 const &plane_normal) { - vec3 o2p = point - planeP; - return abs(dot(o2p, planeN)); + return abs(dot(proj_point - plane_point, plane_normal)); } - // Line/triangle : sets vIsec as the intersection point & return true if ok. - bool RayIsectTriangle(vec3 const &rayP, vec3 const &rayD, - vec3 const &triV0, vec3 const &triV1, vec3 const &triV2, - vec3 &vIsec) + // Line/triangle : sets isec_point as the intersection point & return true if ok. + bool TestRayVsTriangle(vec3 const &ray_point, vec3 const &ray_dir, + vec3 const &tri_p0, vec3 const &tri_p1, vec3 const &tri_p2, + vec3 &isec_point) { vec3 v01, v02, h, v0P, q; float a, f, triU, triV; // - v01 = triV1 - triV0; - v02 = triV2 - triV0; + v01 = tri_p1 - tri_p0; + v02 = tri_p2 - tri_p0; - h = cross(rayD, v02); + h = cross(ray_dir, v02); a = dot(v01, h); //rayDir is coplanar to the triangle, exit. @@ -59,7 +63,7 @@ namespace lol return false; f = 1 / a; - v0P = rayP - triV0; + v0P = ray_point - tri_p0; triU = f * (dot(v0P, h)); //point is supposed to have an U on the segment v01 @@ -67,7 +71,7 @@ namespace lol return false; q = cross(v0P, v01); - triV = f * dot(rayD, q); + triV = f * dot(ray_dir, q); //point is not in the triangle if (triV < -CSG_EPSILON || triU + triV > 1.0) @@ -79,7 +83,7 @@ namespace lol if (t > CSG_EPSILON) // ray intersection { - vIsec = triV0 + v01 * triU + v02 * triV; + isec_point = tri_p0 + v01 * triU + v02 * triV; return true; } else // this means that there is a line intersection @@ -88,9 +92,9 @@ namespace lol } // Triangle/Triangle - bool TriangleIsectTriangle(vec3 const &v00, vec3 const &v01, vec3 const &v02, //triangle 0 + bool TestTriangleVsTriangle(vec3 const &v00, vec3 const &v01, vec3 const &v02, //triangle 0 vec3 const &v10, vec3 const &v11, vec3 const &v12, //triangle 1 - vec3 &iP00, vec3 &iP10) //triangle intersection, iPx means gives the actual intersection points. + vec3 &ip00, vec3 &ip10) //triangle intersection, iPx means gives the actual intersection points. { vec3 isec[2] = { vec3(0, 0, 0), vec3(0, 0, 0) }; vec3 triV[6] = { v00, v01, v02, @@ -98,7 +102,7 @@ namespace lol vec3 triD[6] = { v01 - v00, v02 - v01, v00 - v02, v11 - v10, v12 - v11, v10 - v12 }; int isecIdx = 0; - vec3 vIsec(0); + vec3 isec_point(0); //Check the normal before doing any other calculations vec3 plane_norm[2] = { cross(normalize(triD[0]), normalize(triD[1])), @@ -129,7 +133,7 @@ namespace lol { int pIdx = j + i * 3; int tIdx = (1 - i) * 3; - if (RayIsectTriangle(triV[pIdx], triD[pIdx], + if (TestRayVsTriangle(triV[pIdx], triD[pIdx], triV[tIdx + 0], triV[tIdx + 1], triV[tIdx + 2], isec[isecIdx])) { @@ -160,8 +164,8 @@ namespace lol if (isecIdx >= 2) { - iP00 = isec[0]; - iP10 = isec[1]; + ip00 = isec[0]; + ip10 = isec[1]; return true; } return false; @@ -170,7 +174,7 @@ namespace lol //Ray/Line : returns one of the RAY_ISECT_* defines. int RayIsectRay(vec3 const &rayP00, vec3 const &rayP01, vec3 const &rayP10, vec3 const &rayP11, - vec3 &vIsec) + vec3 &isec_point) { vec3 rayD0 = rayP01 - rayP00; float rayS0 = length(rayD0); @@ -197,13 +201,13 @@ namespace lol if (sqlength(isec0 - isec1) < CSG_EPSILON) //ray intersection { - vIsec = (isec0 + isec0) * .5f; - float d0 = (length(rayP01 - vIsec) < CSG_EPSILON || length(rayP00 - vIsec) < CSG_EPSILON)? + isec_point = (isec0 + isec0) * .5f; + float d0 = (length(rayP01 - isec_point) < CSG_EPSILON || length(rayP00 - isec_point) < CSG_EPSILON)? (-1.0f): - (dot(rayP00 - vIsec, rayP01 - vIsec)); - float d1 = (length(rayP10 - vIsec) < CSG_EPSILON || length(rayP11 - vIsec) < CSG_EPSILON)? + (dot(rayP00 - isec_point, rayP01 - isec_point)); + float d1 = (length(rayP10 - isec_point) < CSG_EPSILON || length(rayP11 - isec_point) < CSG_EPSILON)? (-1.0f): - (dot(rayP10 - vIsec, rayP11 - vIsec)); + (dot(rayP10 - isec_point, rayP11 - isec_point)); //if the dot is negative, your point is in each ray, so say OK. if (d0 < .0f && d1 < .0f) @@ -221,34 +225,34 @@ namespace lol //Ray/Plane : Normal must be given normalized. returns 1 if succeeded. bool RayIsectPlane(vec3 const &rayP0, vec3 const &rayP1, - vec3 const &planeP, vec3 const &planeN, - vec3 &vIsec, bool test_line_only) + vec3 const &plane_point, vec3 const &plane_normal, + vec3 &isec_point, bool test_line_only) { vec3 ray_dir = rayP1 - rayP0; - float d = dot(ray_dir, planeN); + float d = dot(ray_dir, plane_normal); if (d > -CSG_EPSILON && d < CSG_EPSILON) return false; - vec3 o2p1 = rayP1 - planeP; - vec3 o2p0 = rayP0 - planeP; + vec3 o2p1 = rayP1 - plane_point; + vec3 o2p0 = rayP0 - plane_point; if (!test_line_only) { - d = dot(o2p1, planeN); - d *= dot(o2p0, planeN); + d = dot(o2p1, plane_normal); + d *= dot(o2p0, plane_normal); //point are on the same side, so ray can intersect. if (d > .0f) return false; } - float t = (dot(ProjPointOnPlane(rayP0, planeP, planeN) - rayP0, planeN)) / dot(ray_dir, planeN); + float t = (dot(ProjectPointOnPlane(rayP0, plane_point, plane_normal) - rayP0, plane_normal)) / dot(ray_dir, plane_normal); if (!test_line_only && (t < -CSG_EPSILON || t > 1.0f)) return false; - vIsec = rayP0 + t * ray_dir; + isec_point = rayP0 + t * ray_dir; return true; } @@ -262,16 +266,16 @@ namespace lol vec3 triV[3] = { v0, v1, v2 }; int isecIdx = 0; - vec3 vIsec(0); + vec3 isec_point(0); //Two points given, so we test each triangle side to find the intersect isecIdx = 0; for (int j = 0; j < 3 && isecIdx < 2; j++) { - int Result = RayIsectRay(triV[j], triV[(j + 1) % 3], iP0, iP1, vIsec); + int Result = RayIsectRay(triV[j], triV[(j + 1) % 3], iP0, iP1, isec_point); if (Result == RAY_ISECT_P0 || Result == RAY_ISECT_ALL) { - isecV[isecIdx] = vIsec; + isecV[isecIdx] = isec_point; isecI[isecIdx] = j; isecIdx++; } @@ -290,7 +294,7 @@ namespace lol } //-- - bool TestPointInFrustum(const vec3& point, const mat4& frustum, vec3* result_point) + bool TestPointVsFrustum(const vec3& point, const mat4& frustum, vec3* result_point) { vec4 proj_point = frustum * vec4(point, 1.f); proj_point /= proj_point.w; diff --git a/test/unit/box.cpp b/test/unit/box.cpp index 6f6e816c..69683161 100644 --- a/test/unit/box.cpp +++ b/test/unit/box.cpp @@ -30,13 +30,13 @@ LOLUNIT_FIXTURE(BoxTest) box2 b2(vec2(5.f, 8.f), vec2(8.f, 12.f)); box2 b3(vec2(5.f, 11.f), vec2(8.f, 13.f)); - LOLUNIT_ASSERT_EQUAL(true, BoxIsectBox(b1, b2)); - LOLUNIT_ASSERT_EQUAL(false, BoxIsectBox(b1, b3)); + LOLUNIT_ASSERT_EQUAL(true, TestBoxVsBox(b1, b2)); + LOLUNIT_ASSERT_EQUAL(false, TestBoxVsBox(b1, b3)); box2 b4(vec2(96.f, 33.f), vec2(144.f, 129.f)); box2 b5(vec2(264.f, 91.f), vec2(244.f, 71.f)); - LOLUNIT_ASSERT_EQUAL(false, BoxIsectBox(b4, b5)); + LOLUNIT_ASSERT_EQUAL(false, TestBoxVsBox(b4, b5)); } LOLUNIT_TEST(Box2DMove) @@ -45,13 +45,13 @@ LOLUNIT_FIXTURE(BoxTest) box2 b2(vec2(2.f, 2.f), vec2(3.f, 3.f)); b1 += vec2(0.6f, 0.6f); - LOLUNIT_ASSERT_EQUAL(false, BoxIsectBox(b1, b2)); + LOLUNIT_ASSERT_EQUAL(false, TestBoxVsBox(b1, b2)); b1 += vec2(0.6f, 0.6f); - LOLUNIT_ASSERT_EQUAL(true, BoxIsectBox(b1, b2)); + LOLUNIT_ASSERT_EQUAL(true, TestBoxVsBox(b1, b2)); b1 -= vec2(0.0f, 0.6f); - LOLUNIT_ASSERT_EQUAL(false, BoxIsectBox(b1, b2)); + LOLUNIT_ASSERT_EQUAL(false, TestBoxVsBox(b1, b2)); } };