Refactored Model to make faces first class objects for use in AABBTree, renamed BoundingBox.intersect to intersect?

This commit is contained in:
2019-02-25 17:59:09 -06:00
parent 0d7210b3f7
commit 8ccd1506f3
7 changed files with 60 additions and 32 deletions

View File

@@ -54,7 +54,7 @@ class IMICFPS
end
broadphase.each do |entity, _collisions|
_collisions.reject! {|ent| !entity.bounding_box.intersect(ent.bounding_box)}
_collisions.reject! {|ent| !entity.bounding_box.intersect?(ent.bounding_box)}
# TODO: mesh aabb tree vs other mesh aabb tree check
# TODO: triangle vs other triangle check
_collisions.each do |ent|

View File

@@ -2,6 +2,7 @@ class IMICFPS
TextureCoordinate = Struct.new(:u, :v, :weight)
Point = Struct.new(:x, :y)
Color = Struct.new(:red, :green, :blue, :alpha)
Face = Struct.new(:vertices, :uvs, :normals, :material, :smoothing)
module EntityManager # Get included into GameState context
def add_entity(entity)

View File

@@ -26,13 +26,6 @@ class IMICFPS
return temp
end
# returns whether both bounding boxes intersect
def intersect(other)
(@min.x <= other.max.x && @max.x >= other.min.x) &&
(@min.y <= other.max.y && @max.y >= other.min.y) &&
(@min.z <= other.max.z && @max.z >= other.min.z)
end
# returns the difference between both bounding boxes
def difference(other)
temp = BoundingBox.new
@@ -42,6 +35,13 @@ class IMICFPS
return temp
end
# returns whether both bounding boxes intersect
def intersect?(other)
(@min.x <= other.max.x && @max.x >= other.min.x) &&
(@min.y <= other.max.y && @max.y >= other.min.y) &&
(@min.z <= other.max.z && @max.z >= other.min.z)
end
# does this bounding box envelop other bounding box? (inclusive of border)
def contains?(other)
other.min.x >= min.x && other.min.y >= min.y && other.min.z >= min.z &&

View File

@@ -56,7 +56,7 @@ class IMICFPS
end
def search_subtree(bounding_box, items = [])
if @bounding_box.intersect(bounding_box)
if @bounding_box.intersect?(bounding_box)
if leaf?
items << self
else

View File

@@ -58,6 +58,23 @@ class IMICFPS
@textured_material = key
end
end
@aabb_tree = AABBTree.new
@faces.each do |face|
box = BoundingBox.new
box.min = face.vertices.first.dup
box.max = face.vertices.first.dup
face.vertices.each do |vertex|
if vertex.sum < box.min.sum
box.min = vertex.dup
elsif vertex.sum > box.max.sum
box.max = vertex.dup
end
end
@aabb_tree.insert(face, box)
end
end
def allocate_gl_objects

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@@ -34,11 +34,11 @@ class IMICFPS
def flattened_vertices
unless @vertices_list
@debug_color = @faces.first[3].diffuse
@debug_color = @faces.first.material.diffuse
list = []
@faces.each do |face|
[face[0]].each do |v|
face.vertices.each do |v|
next unless v
list << v.x*@scale
list << v.y*@scale
@@ -61,8 +61,8 @@ class IMICFPS
def flattened_textures
unless @textures_list
list = []
@faces.each_with_index do |face, i|
[face[1]].each do |v|
@faces.each do |face|
face.uvs.each do |v|
next unless v
list << v.x
list << v.y
@@ -81,12 +81,11 @@ class IMICFPS
unless @normals_list
list = []
@faces.each do |face|
[face[2]].each do |v|
next unless v
list << v.x
list << v.y
list << v.z
# list << v.weight
face.normals.each do |n|
next unless n
list << n.x
list << n.y
list << n.z
end
end
@@ -101,15 +100,14 @@ class IMICFPS
unless @materials_list
list = []
@faces.each do |face|
# p face
[face[3]].each do |v|
next unless v
# p v
# exit
list << v.diffuse.red
list << v.diffuse.green
list << v.diffuse.blue
# list << v.alpha
material = face.material
next unless material
face.vertices.each do # Add material to each vertex
list << material.diffuse.red
list << material.diffuse.green
list << material.diffuse.blue
# list << material.alpha
end
end

View File

@@ -38,15 +38,27 @@ class IMICFPS
norms << f.split("/")[2]
end
face = Face.new
face.vertices = []
face.uvs = []
face.normals = []
face.material = material
face.smoothing= @smoothing
verts.each_with_index do |v, index|
if uvs.first != ""
face = [@vertices[Integer(v)-1], @uvs[Integer(uvs[index])-1], @normals[Integer(norms[index])-1], material, @smoothing]
face.vertices << @vertices[Integer(v)-1]
face.uvs << @uvs[Integer(uvs[index])-1]
face.normals << @normals[Integer(norms[index])-1]
else
face = [@vertices[Integer(v)-1], nil, @normals[Integer(norms[index])-1], material, @smoothing]
face.vertices << @vertices[Integer(v)-1]
face.uvs << nil
face.normals << @normals[Integer(norms[index])-1]
end
@current_object.faces << face
@faces << face
end
@current_object.faces << face
@faces << face
end
end