Kaynağa Gözat

Some names tweaks

Added workbench, for personnal experimentation.
undefined
Benjamin ‘Touky’ Huet Sam Hocevar <sam@hocevar.net> 10 yıl önce
ebeveyn
işleme
b7fc1953ab
8 değiştirilmiş dosya ile 654 ekleme ve 498 silme
  1. +215
    -419
      build/vs2012/Lol.sln
  2. +2
    -1
      src/camera.h
  3. +215
    -15
      src/easymesh/csgbsp.cpp
  4. +57
    -2
      src/easymesh/csgbsp.h
  5. +75
    -0
      src/lol/base/array.h
  6. +38
    -13
      src/lol/math/geometry.h
  7. +46
    -42
      src/math/geometry.cpp
  8. +6
    -6
      test/unit/box.cpp

+ 215
- 419
build/vs2012/Lol.sln Dosyayı Görüntüle

@@ -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
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@@ -202,26 +204,19 @@ Global
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@@ -234,640 +229,426 @@ Global
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{52493826-AC00-470B-A745-4F602529B3B0}.Release|ORBIS.Build.0 = Release|ORBIS
{52493826-AC00-470B-A745-4F602529B3B0}.Release|PS3.ActiveCfg = Release|PS3
{52493826-AC00-470B-A745-4F602529B3B0}.Release|PS3.Build.0 = Release|PS3
{52493826-AC00-470B-A745-4F602529B3B0}.Debug|Xbox 360.ActiveCfg = Debug|Win32
{52493826-AC00-470B-A745-4F602529B3B0}.Release|ORBIS.ActiveCfg = Release|Win32
{52493826-AC00-470B-A745-4F602529B3B0}.Release|PS3.ActiveCfg = Release|Win32
{52493826-AC00-470B-A745-4F602529B3B0}.Release|Win32.ActiveCfg = Release|Win32
{52493826-AC00-470B-A745-4F602529B3B0}.Release|Win32.Build.0 = Release|Win32
{52493826-AC00-470B-A745-4F602529B3B0}.Release|x64.ActiveCfg = Release|x64
{52493826-AC00-470B-A745-4F602529B3B0}.Release|x64.Build.0 = Release|x64
{52493826-AC00-470B-A745-4F602529B3B0}.Release|Xbox 360.ActiveCfg = Release|Xbox 360
{52493826-AC00-470B-A745-4F602529B3B0}.Release|Xbox 360.Build.0 = Release|Xbox 360
{9F291982-8C81-4105-BF39-16844648E55F}.Debug|ORBIS.ActiveCfg = Debug|ORBIS
{9F291982-8C81-4105-BF39-16844648E55F}.Debug|ORBIS.Build.0 = Debug|ORBIS
{9F291982-8C81-4105-BF39-16844648E55F}.Debug|PS3.ActiveCfg = Debug|PS3
{9F291982-8C81-4105-BF39-16844648E55F}.Debug|PS3.Build.0 = Debug|PS3
{52493826-AC00-470B-A745-4F602529B3B0}.Release|Xbox 360.ActiveCfg = Release|Win32
{9F291982-8C81-4105-BF39-16844648E55F}.Debug|ORBIS.ActiveCfg = Debug|Win32
{9F291982-8C81-4105-BF39-16844648E55F}.Debug|PS3.ActiveCfg = Debug|Win32
{9F291982-8C81-4105-BF39-16844648E55F}.Debug|Win32.ActiveCfg = Debug|Win32
{9F291982-8C81-4105-BF39-16844648E55F}.Debug|Win32.Build.0 = Debug|Win32
{9F291982-8C81-4105-BF39-16844648E55F}.Debug|x64.ActiveCfg = Debug|x64
{9F291982-8C81-4105-BF39-16844648E55F}.Debug|x64.Build.0 = Debug|x64
{9F291982-8C81-4105-BF39-16844648E55F}.Debug|Xbox 360.ActiveCfg = Debug|Xbox 360
{9F291982-8C81-4105-BF39-16844648E55F}.Debug|Xbox 360.Build.0 = Debug|Xbox 360
{9F291982-8C81-4105-BF39-16844648E55F}.Release|ORBIS.ActiveCfg = Release|ORBIS
{9F291982-8C81-4105-BF39-16844648E55F}.Release|ORBIS.Build.0 = Release|ORBIS
{9F291982-8C81-4105-BF39-16844648E55F}.Release|PS3.ActiveCfg = Release|PS3
{9F291982-8C81-4105-BF39-16844648E55F}.Release|PS3.Build.0 = Release|PS3
{9F291982-8C81-4105-BF39-16844648E55F}.Debug|Xbox 360.ActiveCfg = Debug|Win32
{9F291982-8C81-4105-BF39-16844648E55F}.Release|ORBIS.ActiveCfg = Release|Win32
{9F291982-8C81-4105-BF39-16844648E55F}.Release|PS3.ActiveCfg = Release|Win32
{9F291982-8C81-4105-BF39-16844648E55F}.Release|Win32.ActiveCfg = Release|Win32
{9F291982-8C81-4105-BF39-16844648E55F}.Release|Win32.Build.0 = Release|Win32
{9F291982-8C81-4105-BF39-16844648E55F}.Release|x64.ActiveCfg = Release|x64
{9F291982-8C81-4105-BF39-16844648E55F}.Release|x64.Build.0 = Release|x64
{9F291982-8C81-4105-BF39-16844648E55F}.Release|Xbox 360.ActiveCfg = Release|Xbox 360
{9F291982-8C81-4105-BF39-16844648E55F}.Release|Xbox 360.Build.0 = Release|Xbox 360
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Debug|ORBIS.ActiveCfg = Debug|ORBIS
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Debug|ORBIS.Build.0 = Debug|ORBIS
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Debug|PS3.ActiveCfg = Debug|PS3
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Debug|PS3.Build.0 = Debug|PS3
{9F291982-8C81-4105-BF39-16844648E55F}.Release|Xbox 360.ActiveCfg = Release|Win32
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Debug|ORBIS.ActiveCfg = Debug|Win32
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Debug|PS3.ActiveCfg = Debug|Win32
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Debug|Win32.ActiveCfg = Debug|Win32
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Debug|Win32.Build.0 = Debug|Win32
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Debug|x64.ActiveCfg = Debug|x64
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Debug|x64.Build.0 = Debug|x64
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Debug|Xbox 360.ActiveCfg = Debug|Xbox 360
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Debug|Xbox 360.Build.0 = Debug|Xbox 360
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Release|ORBIS.ActiveCfg = Release|ORBIS
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Release|ORBIS.Build.0 = Release|ORBIS
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Release|PS3.ActiveCfg = Release|PS3
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Release|PS3.Build.0 = Release|PS3
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Debug|Xbox 360.ActiveCfg = Debug|Win32
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Release|ORBIS.ActiveCfg = Release|Win32
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Release|PS3.ActiveCfg = Release|Win32
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Release|Win32.ActiveCfg = Release|Win32
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Release|Win32.Build.0 = Release|Win32
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Release|x64.ActiveCfg = Release|x64
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Release|x64.Build.0 = Release|x64
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Release|Xbox 360.ActiveCfg = Release|Xbox 360
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Release|Xbox 360.Build.0 = Release|Xbox 360
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Debug|ORBIS.ActiveCfg = Debug|ORBIS
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Debug|ORBIS.Build.0 = Debug|ORBIS
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Debug|PS3.ActiveCfg = Debug|PS3
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Debug|PS3.Build.0 = Debug|PS3
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F}.Release|Xbox 360.ActiveCfg = Release|Win32
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Debug|ORBIS.ActiveCfg = Debug|Win32
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Debug|PS3.ActiveCfg = Debug|Win32
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Debug|Win32.ActiveCfg = Debug|Win32
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Debug|Win32.Build.0 = Debug|Win32
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Debug|x64.ActiveCfg = Debug|x64
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Debug|x64.Build.0 = Debug|x64
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Debug|Xbox 360.ActiveCfg = Debug|Xbox 360
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Debug|Xbox 360.Build.0 = Debug|Xbox 360
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA}.Release|ORBIS.ActiveCfg = Release|ORBIS
{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}


+ 2
- 1
src/camera.h Dosyayı Görüntüle

@@ -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;


+ 215
- 15
src/easymesh/csgbsp.cpp Dosyayı Görüntüle

@@ -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<int> 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)
{
//<Leaf_Id, v0, v1, v2>
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.
//<Point_Loc, Src_V0, Src_V1, 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;


+ 57
- 2
src/easymesh/csgbsp.h Dosyayı Görüntüle

@@ -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<int, int, PrimitiveEdge> m_edges; //Edges: <V0, V1, Full edge>
Array<vec3> m_vertices; //Vectex list
};

//-- Primitive
class PrimitiveMesh
{
public:
void AddPolygon(vec3 v0, vec3 v1, vec3 v2, vec3 normal);
void CleanFaces();

//private:
Array<PrimitiveFace> 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.
//<Point_Loc, Src_V0, Src_V1, Alpha> as { Point_Loc = Src_V0 + (Src_V1 - Src_V0) * Alpha; }
Array< vec3, int, int, float > &vert_list,


+ 75
- 0
src/lol/base/array.h Dosyayı Görüntüle

@@ -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); }



+ 38
- 13
src/lol/math/geometry.h Dosyayı Görüntüle

@@ -152,25 +152,43 @@ template <typename T> 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__


+ 46
- 42
src/math/geometry.cpp Dosyayı Görüntüle

@@ -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;


+ 6
- 6
test/unit/box.cpp Dosyayı Görüntüle

@@ -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));
}
};



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