Merge pull request #117 from Wellinator/feature/tyrav2-physics
[Tyra2] Physics directory
This commit is contained in:
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/*
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# ______ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2020-2022, tyra - https://github.com/h4570/tyra
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# Licenced under Apache License 2.0
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# Wellington Carvalho <wellcoj@gmail.com>
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*/
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#include "math/vec4.hpp"
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#pragma once
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namespace Tyra {
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/**
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* Class for raycasting.
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*/
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class Ray {
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public:
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/** @brief Constructor create a ampty ray */
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Ray();
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/**
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* @param origin The origin of the ray
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* @param direction The direction of the ray (normalized Vec4)
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*/
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Ray(const Vec4& origin, const Vec4& direction);
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~Ray();
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// Methods
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/**
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* @param origin Vec4 starting point of the ray;
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* @param direction Vec4 normalized vector pointing to direction;
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*/
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void set(const Vec4& origin, const Vec4& direction);
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/**
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* @brief Set origin of the ray;
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* @param origin Vec4 starting point of the ray;
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*/
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void setOrigin(const Vec4& origin);
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/**
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* @brief Set direction of the ray;
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* @param direction Vec4 normalized vector pointing to direction;
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*/
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void setDirection(const Vec4& direction);
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/**
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* @return Vec4 that is a given distance along this Ray
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* @param t - the distance along the Ray to retrieve a position for.
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*/
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Vec4 at(const float& t);
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/** @return Distance from the Vec4 point to the origin */
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float distanceToPoint(const Vec4& point);
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/**
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* @param minCorner - pointer to min corner position. (bottom left)
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* @param maxCorner - pointer to max corner position. (top right)
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* @param distance - the box to intersect with.
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* @return Vec4 point of intersection
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*/
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u8 intersectBox(const Vec4& minCorner, const Vec4& maxCorner, float& distance);
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/** Returns inverse direction */
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const Vec4 invDir();
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private:
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Vec4 _origin;
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Vec4 _direction;
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};
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} // namespace Tyra
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@@ -41,6 +41,17 @@ class BBox : public CoreBBox {
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/** @returns the bottom face (nearer on y-axis) */
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const BBoxFace& getBottomFace() { return _bottomFace; }
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/** @returns the lower (x, y, z) boundary of the box. */
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Vec4 min();
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/** @returns the upper (x, y, z) boundary of the box. */
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Vec4 max();
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/**
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* @param res_min Vec4 to store the min result
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* @param res_max Vec4 to store the min result
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* @brief Calc and stores the min and max points of box at a single loop
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* */
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void getMinMax(Vec4* res_min, Vec4* res_max);
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protected:
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float _height, _depth, _width;
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Vec4 _centerVector;
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@@ -36,6 +36,9 @@ class CoreBBox {
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void print(const std::string& name) const { print(name.c_str()); }
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std::string getPrint(const char* name = nullptr) const;
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CoreBBoxFrustum isInFrustum(const Plane* frustumPlanes, const M4x4& model,
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const float* margins = nullptr) const;
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protected:
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Vec4 _vertices[8];
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};
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@@ -25,9 +25,6 @@ class RenderBBox : public CoreBBox {
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explicit RenderBBox(const std::vector<CoreBBox>& t_bboxes,
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const u32& startIndex, const u32& stopIndex);
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CoreBBoxFrustum isInFrustum(const Plane* frustumPlanes, const M4x4& model,
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const float* margins = nullptr) const;
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CoreBBoxFrustum clipIsInFrustum(const Plane* frustumPlanes,
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const M4x4& model) const;
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};
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@@ -0,0 +1,89 @@
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/*
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# ______ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2020-2022, tyra - https://github.com/h4570/tyra
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# Licenced under Apache License 2.0
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# Wellinator Carvalho <wellcoj@gmail.com>
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*/
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#include "physics/ray.hpp"
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#include <tamtypes.h>
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#include <math.h>
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#include <algorithm>
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namespace Tyra {
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Ray::Ray() {}
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Ray::Ray(const Vec4& origin, const Vec4& direction) {
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this->_origin.set(origin);
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this->_direction.set(direction);
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}
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Ray::~Ray() {}
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void Ray::set(const Vec4& origin, const Vec4& direction) {
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this->_origin.set(origin);
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this->_direction.set(direction);
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}
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void Ray::setOrigin(const Vec4& origin) { this->_origin.set(origin); }
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void Ray::setDirection(const Vec4& direction) {
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this->_direction.set(direction);
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}
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Vec4 Ray::at(const float& t) { return (this->_direction * t) + this->_origin; }
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float Ray::distanceToPoint(const Vec4& point) {
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return this->_origin.distanceTo(point);
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}
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u8 Ray::intersectBox(const Vec4& minCorner, const Vec4& maxCorner,
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float& distance) {
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float tmin, tmax, tymin, tymax, tzmin, tzmax;
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Vec4 invDir = this->invDir();
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invDir.normalize();
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tmin = (minCorner.x - this->_origin.x) * invDir.x;
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tmax = (maxCorner.x - this->_origin.x) * invDir.x;
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tymin = (minCorner.y - this->_origin.y) * invDir.y;
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tymax = (maxCorner.y - this->_origin.y) * invDir.y;
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if ((tmin > tymax) || (tymin > tmax)) {
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distance = -1.0f;
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return 0;
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}
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if (tymin > tmin) tmin = tymin;
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if (tymax < tmax) tmax = tymax;
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tzmin = (minCorner.z - this->_origin.z) * invDir.z;
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tzmax = (maxCorner.z - this->_origin.z) * invDir.z;
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if ((tmin > tzmax) || (tzmin > tmax)) {
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distance = -1.0f;
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return 0;
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}
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if (tzmin > tmin) tmin = tzmin;
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if (tzmax < tmax) tmax = tzmax;
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if (tmax < 0) {
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distance = -1.0f;
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return 0;
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}
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distance = tmin >= 0 ? tmin : tmax;
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return 1;
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}
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const Vec4 Ray::invDir() {
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return Vec4(1 / this->_direction.x, 1 / this->_direction.y,
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1 / this->_direction.z, 1);
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}
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} // Namespace Tyra
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@@ -50,4 +50,68 @@ void BBox::setData() {
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_bottomFace = BBoxFace(_vertices[0], _vertices[5], _vertices[0].y);
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}
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Vec4 BBox::min() {
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Vec4 temp, _min;
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u8 isInitialized = 0;
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const Vec4* vertices = getVertices();
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for (u8 i = 0; i < 8; i++) {
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temp.set(vertices[i].x, vertices[i].y, vertices[i].z, 1.0F);
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if (isInitialized == 0) {
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isInitialized = 1;
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_min.set(temp);
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}
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if (_min.x > temp.x) _min.x = temp.x;
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if (_min.y > temp.y) _min.y = temp.y;
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if (_min.z > temp.z) _min.z = temp.z;
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}
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return _min;
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}
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Vec4 BBox::max() {
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Vec4 temp, _max;
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u8 isInitialized = 0;
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const Vec4* vertices = getVertices();
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for (u8 i = 0; i < 8; i++) {
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temp.set(vertices[i].x, vertices[i].y, vertices[i].z, 1.0F);
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if (isInitialized == 0) {
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isInitialized = 1;
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_max.set(temp);
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}
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if (temp.x > _max.x) _max.x = temp.x;
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if (temp.y > _max.y) _max.y = temp.y;
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if (temp.z > _max.z) _max.z = temp.z;
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}
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return _max;
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}
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void BBox::getMinMax(Vec4* res_min, Vec4* res_max) {
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Vec4 temp = Vec4();
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u8 isInitialized = 0;
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const Vec4* vertices = getVertices();
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for (u8 i = 0; i < 8; i++) {
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temp.set(vertices[i].x, vertices[i].y, vertices[i].z, 1.0F);
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if (isInitialized == 0) {
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isInitialized = 1;
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res_min->set(temp);
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res_max->set(temp);
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}
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if (res_min->x > temp.x) res_min->x = temp.x;
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if (temp.x > res_max->x) res_max->x = temp.x;
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if (res_min->y > temp.y) res_min->y = temp.y;
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if (temp.y > res_max->y) res_max->y = temp.y;
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if (res_min->z > temp.z) res_min->z = temp.z;
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if (temp.z > res_max->z) res_max->z = temp.z;
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}
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}
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} // namespace Tyra
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@@ -166,4 +166,37 @@ std::string CoreBBox::getPrint(const char* name) const {
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return res.str();
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}
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CoreBBoxFrustum CoreBBox::isInFrustum(const Plane* frustumPlanes,
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const M4x4& model,
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const float* margins) const {
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CoreBBoxFrustum result = IN_FRUSTUM;
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Vec4 boxCalcTemp;
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u8 boxIn = 0, boxOut = 0;
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for (u8 i = 0; i < 6; i++) {
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const auto margin = margins == nullptr ? 0.0F : margins[i];
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boxOut = 0;
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boxIn = 0;
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// for each corner of the box do ...
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// get out of the cycle as soon as a box as corners
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// both inside and out of the frustum
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for (u8 y = 0; y < 8 && (boxIn == 0 || boxOut == 0); y++) {
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boxCalcTemp = model * _vertices[y];
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auto isOut = frustumPlanes[i].distanceTo(boxCalcTemp) < margin;
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if (isOut)
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boxOut++;
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else
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boxIn++;
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}
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// if all corners are out
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if (!boxIn)
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return OUTSIDE_FRUSTUM;
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else if (boxOut)
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result = PARTIALLY_IN_FRUSTUM;
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}
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return result;
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}
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} // namespace Tyra
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@@ -58,37 +58,4 @@ CoreBBoxFrustum RenderBBox::clipIsInFrustum(const Plane* frustumPlanes,
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return isInFrustum(frustumPlanes, model, margins); // Let's check it again
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}
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CoreBBoxFrustum RenderBBox::isInFrustum(const Plane* frustumPlanes,
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const M4x4& model,
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const float* margins) const {
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CoreBBoxFrustum result = IN_FRUSTUM;
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Vec4 boxCalcTemp;
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u8 boxIn = 0, boxOut = 0;
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for (u8 i = 0; i < 6; i++) {
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const auto margin = margins == nullptr ? 0.0F : margins[i];
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boxOut = 0;
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boxIn = 0;
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// for each corner of the box do ...
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// get out of the cycle as soon as a box as corners
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// both inside and out of the frustum
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for (u8 y = 0; y < 8 && (boxIn == 0 || boxOut == 0); y++) {
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boxCalcTemp = model * _vertices[y];
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auto isOut = frustumPlanes[i].distanceTo(boxCalcTemp) < margin;
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if (isOut)
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boxOut++;
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else
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boxIn++;
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}
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// if all corners are out
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if (!boxIn)
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return OUTSIDE_FRUSTUM;
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else if (boxOut)
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result = PARTIALLY_IN_FRUSTUM;
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}
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return result;
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}
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} // namespace Tyra
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