Merge branch 'tyrav2-develop' into tyrav2-static-dynamic-pipelines
This commit is contained in:
+3
-4
@@ -3,14 +3,13 @@
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--- H4570
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--- H4570
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||||||
- [DynPip] TD VU1 program
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- [DynPip] TD VU1 program
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- [DynPip] C++ pipeline
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- [DynPip] C++ pipeline
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||||||
- [DynPip] Dbufferring during mesh unrolling
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- [DynPip] Info about: simple clip
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- [DynPip] Info about: simple clip
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||||||
- [StaPip] Remove animation
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- [StaPip] Remove animation
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- [StaPip] Dbufferring during mesh unrolling
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- [StaPip] Dbufferring during mesh unrolling
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- [StaPip] Info about: full plane clip
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- [StaPip] Info about: full plane clip
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- [Renderer] Add possibility to on/off frustum check in all pipelines (renderOptions?)
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- [Renderer] Add possibility to on/off frustum check in all pipelines (renderOptions?)
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- [Loaders] Think about ".tyrobj" format - implement it (add multicolor support)
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- [Loaders] Think about ".tyrobj" format - implement it (add multicolor support)
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- [Loaders] DFF loader
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- [Loaders] DFF loader as static Mesh loader
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- [Texture] Test cache hits with large amount of textures (dolphin sample?)
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- [Texture] Test cache hits with large amount of textures (dolphin sample?)
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- [Demo] Create cool demo which will show all features of Tyra (I will take this one)
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- [Demo] Create cool demo which will show all features of Tyra (I will take this one)
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@@ -44,10 +43,10 @@ because this lines will be removed on make-release. Only debug stuff should be c
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- [Tutorials] 3. Minecraft cube - explain this pipeline, and explain that there are many 3D pipelines
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- [Tutorials] 3. Minecraft cube - explain this pipeline, and explain that there are many 3D pipelines
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- [Tutorials] 4. Mesh rendering - explain stdPipeline, render .tyrobj file via Mesh class, explain that this is high-level
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- [Tutorials] 4. Mesh rendering - explain staticPipeline, render .tyrobj file via Mesh class, explain that this is high-level
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abstract 3D object class, and what it have (animation etc)
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abstract 3D object class, and what it have (animation etc)
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- [Tutorials] 5. Manual rendering via stdPipeline - via Render3DBag (core.render()), render simple poly,
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- [Tutorials] 5. Manual rendering via staticPipeline - via Render3DBag (core.render()), render simple poly,
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explain that this is lower-level abstract rendering, it have the all the features as Mesh rendering,
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explain that this is lower-level abstract rendering, it have the all the features as Mesh rendering,
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because Mesh rendering uses only core.render()
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because Mesh rendering uses only core.render()
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@@ -0,0 +1,77 @@
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/*
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||||||
|
# ______ ____ ___
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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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/**
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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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||||||
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||||||
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// Methods
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||||||
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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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||||||
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void set(const Vec4& origin, const Vec4& direction);
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||||||
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/**
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||||||
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* @brief Set origin of the ray;
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||||||
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* @param origin Vec4 starting point of the ray;
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||||||
|
*/
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||||||
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void setOrigin(const Vec4& origin);
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||||||
|
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||||||
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/**
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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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||||||
|
/**
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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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||||||
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float distanceToPoint(const Vec4& point);
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||||||
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||||||
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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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||||||
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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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||||||
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||||||
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/** Returns inverse direction */
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const Vec4 invDir();
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||||||
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private:
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Vec4 _origin;
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||||||
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Vec4 _direction;
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||||||
|
};
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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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/** @returns the bottom face (nearer on y-axis) */
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const BBoxFace& getBottomFace() { return _bottomFace; }
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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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||||||
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|
||||||
protected:
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protected:
|
||||||
float _height, _depth, _width;
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float _height, _depth, _width;
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Vec4 _centerVector;
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Vec4 _centerVector;
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||||||
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|||||||
@@ -37,6 +37,9 @@ class CoreBBox {
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|||||||
void print(const std::string& name) const { print(name.c_str()); }
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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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std::string getPrint(const char* name = nullptr) const;
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||||||
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|
||||||
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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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protected:
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Vec4 _vertices[8];
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Vec4 _vertices[8];
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||||||
};
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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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explicit RenderBBox(const std::vector<CoreBBox>& t_bboxes,
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const u32& startIndex, const u32& stopIndex);
|
const u32& startIndex, const u32& stopIndex);
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||||||
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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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CoreBBoxFrustum clipIsInFrustum(const Plane* frustumPlanes,
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const M4x4& model) const;
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const M4x4& model) const;
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||||||
};
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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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||||||
|
#-----------------------------------------------------------------------
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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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||||||
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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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||||||
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Ray::Ray(const Vec4& origin, const Vec4& direction) {
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this->_origin.set(origin);
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||||||
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this->_direction.set(direction);
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||||||
|
}
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Ray::~Ray() {}
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||||||
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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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||||||
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return this->_origin.distanceTo(point);
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|
}
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|
|
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u8 Ray::intersectBox(const Vec4& minCorner, const Vec4& maxCorner,
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||||||
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float& distance) {
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||||||
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float tmin, tmax, tymin, tymax, tzmin, tzmax;
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||||||
|
Vec4 invDir = this->invDir();
|
||||||
|
invDir.normalize();
|
||||||
|
|
||||||
|
tmin = (minCorner.x - this->_origin.x) * invDir.x;
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||||||
|
tmax = (maxCorner.x - this->_origin.x) * invDir.x;
|
||||||
|
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)) {
|
||||||
|
distance = -1.0f;
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (tymin > tmin) tmin = tymin;
|
||||||
|
|
||||||
|
if (tymax < tmax) tmax = tymax;
|
||||||
|
|
||||||
|
tzmin = (minCorner.z - this->_origin.z) * invDir.z;
|
||||||
|
tzmax = (maxCorner.z - this->_origin.z) * invDir.z;
|
||||||
|
|
||||||
|
if ((tmin > tzmax) || (tzmin > tmax)) {
|
||||||
|
distance = -1.0f;
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (tzmin > tmin) tmin = tzmin;
|
||||||
|
|
||||||
|
if (tzmax < tmax) tmax = tzmax;
|
||||||
|
|
||||||
|
if (tmax < 0) {
|
||||||
|
distance = -1.0f;
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
distance = tmin >= 0 ? tmin : tmax;
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
const Vec4 Ray::invDir() {
|
||||||
|
return Vec4(1 / this->_direction.x, 1 / this->_direction.y,
|
||||||
|
1 / this->_direction.z, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
} // Namespace Tyra
|
||||||
@@ -50,4 +50,68 @@ void BBox::setData() {
|
|||||||
_bottomFace = BBoxFace(_vertices[0], _vertices[5], _vertices[0].y);
|
_bottomFace = BBoxFace(_vertices[0], _vertices[5], _vertices[0].y);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Vec4 BBox::min() {
|
||||||
|
Vec4 temp, _min;
|
||||||
|
u8 isInitialized = 0;
|
||||||
|
|
||||||
|
const Vec4* vertices = getVertices();
|
||||||
|
for (u8 i = 0; i < 8; i++) {
|
||||||
|
temp.set(vertices[i].x, vertices[i].y, vertices[i].z, 1.0F);
|
||||||
|
if (isInitialized == 0) {
|
||||||
|
isInitialized = 1;
|
||||||
|
_min.set(temp);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_min.x > temp.x) _min.x = temp.x;
|
||||||
|
if (_min.y > temp.y) _min.y = temp.y;
|
||||||
|
if (_min.z > temp.z) _min.z = temp.z;
|
||||||
|
}
|
||||||
|
|
||||||
|
return _min;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vec4 BBox::max() {
|
||||||
|
Vec4 temp, _max;
|
||||||
|
u8 isInitialized = 0;
|
||||||
|
|
||||||
|
const Vec4* vertices = getVertices();
|
||||||
|
for (u8 i = 0; i < 8; i++) {
|
||||||
|
temp.set(vertices[i].x, vertices[i].y, vertices[i].z, 1.0F);
|
||||||
|
if (isInitialized == 0) {
|
||||||
|
isInitialized = 1;
|
||||||
|
_max.set(temp);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (temp.x > _max.x) _max.x = temp.x;
|
||||||
|
if (temp.y > _max.y) _max.y = temp.y;
|
||||||
|
if (temp.z > _max.z) _max.z = temp.z;
|
||||||
|
}
|
||||||
|
|
||||||
|
return _max;
|
||||||
|
}
|
||||||
|
|
||||||
|
void BBox::getMinMax(Vec4* res_min, Vec4* res_max) {
|
||||||
|
Vec4 temp = Vec4();
|
||||||
|
|
||||||
|
u8 isInitialized = 0;
|
||||||
|
const Vec4* vertices = getVertices();
|
||||||
|
for (u8 i = 0; i < 8; i++) {
|
||||||
|
temp.set(vertices[i].x, vertices[i].y, vertices[i].z, 1.0F);
|
||||||
|
if (isInitialized == 0) {
|
||||||
|
isInitialized = 1;
|
||||||
|
res_min->set(temp);
|
||||||
|
res_max->set(temp);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (res_min->x > temp.x) res_min->x = temp.x;
|
||||||
|
if (temp.x > res_max->x) res_max->x = temp.x;
|
||||||
|
|
||||||
|
if (res_min->y > temp.y) res_min->y = temp.y;
|
||||||
|
if (temp.y > res_max->y) res_max->y = temp.y;
|
||||||
|
|
||||||
|
if (res_min->z > temp.z) res_min->z = temp.z;
|
||||||
|
if (temp.z > res_max->z) res_max->z = temp.z;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace Tyra
|
} // namespace Tyra
|
||||||
|
|||||||
@@ -167,4 +167,37 @@ std::string CoreBBox::getPrint(const char* name) const {
|
|||||||
return res.str();
|
return res.str();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
CoreBBoxFrustum CoreBBox::isInFrustum(const Plane* frustumPlanes,
|
||||||
|
const M4x4& model,
|
||||||
|
const float* margins) const {
|
||||||
|
CoreBBoxFrustum result = IN_FRUSTUM;
|
||||||
|
Vec4 boxCalcTemp;
|
||||||
|
u8 boxIn = 0, boxOut = 0;
|
||||||
|
|
||||||
|
for (u8 i = 0; i < 6; i++) {
|
||||||
|
const auto margin = margins == nullptr ? 0.0F : margins[i];
|
||||||
|
boxOut = 0;
|
||||||
|
boxIn = 0;
|
||||||
|
// for each corner of the box do ...
|
||||||
|
// get out of the cycle as soon as a box as corners
|
||||||
|
// both inside and out of the frustum
|
||||||
|
for (u8 y = 0; y < 8 && (boxIn == 0 || boxOut == 0); y++) {
|
||||||
|
boxCalcTemp = model * _vertices[y];
|
||||||
|
|
||||||
|
auto isOut = frustumPlanes[i].distanceTo(boxCalcTemp) < margin;
|
||||||
|
|
||||||
|
if (isOut)
|
||||||
|
boxOut++;
|
||||||
|
else
|
||||||
|
boxIn++;
|
||||||
|
}
|
||||||
|
// if all corners are out
|
||||||
|
if (!boxIn)
|
||||||
|
return OUTSIDE_FRUSTUM;
|
||||||
|
else if (boxOut)
|
||||||
|
result = PARTIALLY_IN_FRUSTUM;
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace Tyra
|
} // namespace Tyra
|
||||||
|
|||||||
@@ -58,37 +58,4 @@ CoreBBoxFrustum RenderBBox::clipIsInFrustum(const Plane* frustumPlanes,
|
|||||||
return isInFrustum(frustumPlanes, model, margins); // Let's check it again
|
return isInFrustum(frustumPlanes, model, margins); // Let's check it again
|
||||||
}
|
}
|
||||||
|
|
||||||
CoreBBoxFrustum RenderBBox::isInFrustum(const Plane* frustumPlanes,
|
|
||||||
const M4x4& model,
|
|
||||||
const float* margins) const {
|
|
||||||
CoreBBoxFrustum result = IN_FRUSTUM;
|
|
||||||
Vec4 boxCalcTemp;
|
|
||||||
u8 boxIn = 0, boxOut = 0;
|
|
||||||
|
|
||||||
for (u8 i = 0; i < 6; i++) {
|
|
||||||
const auto margin = margins == nullptr ? 0.0F : margins[i];
|
|
||||||
boxOut = 0;
|
|
||||||
boxIn = 0;
|
|
||||||
// for each corner of the box do ...
|
|
||||||
// get out of the cycle as soon as a box as corners
|
|
||||||
// both inside and out of the frustum
|
|
||||||
for (u8 y = 0; y < 8 && (boxIn == 0 || boxOut == 0); y++) {
|
|
||||||
boxCalcTemp = model * _vertices[y];
|
|
||||||
|
|
||||||
auto isOut = frustumPlanes[i].distanceTo(boxCalcTemp) < margin;
|
|
||||||
|
|
||||||
if (isOut)
|
|
||||||
boxOut++;
|
|
||||||
else
|
|
||||||
boxIn++;
|
|
||||||
}
|
|
||||||
// if all corners are out
|
|
||||||
if (!boxIn)
|
|
||||||
return OUTSIDE_FRUSTUM;
|
|
||||||
else if (boxOut)
|
|
||||||
result = PARTIALLY_IN_FRUSTUM;
|
|
||||||
}
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
} // namespace Tyra
|
} // namespace Tyra
|
||||||
|
|||||||
Reference in New Issue
Block a user