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collisionengine.h
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884 lines (775 loc) · 29.4 KB
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//
// collisionengine.h
// MSIM495
//
#ifndef __MSIM495__collisionengine__
#define __MSIM495__collisionengine__
#include <stdio.h>
#include <assert.h>
#include "core.h"
/**
* Binary Space Partitioning tree implementation
*/
namespace Physics {
struct BoundingSphere {
Vector3 center;
real radius;
};
/**
* Plane representation
* Direction of plane indicates orthogonal vector to surface
*/
struct Plane {
Vector3 position;
Vector3 direction;
static Vector3 NORTH() {return Vector3(0, 1, 0);}
static Vector3 SOUTH() {return Vector3(0, -1, 0);}
static Vector3 EAST() {return Vector3(1, 0, 0);}
static Vector3 WEST() {return Vector3(-1, 0, 0);}
Plane() {}
Plane(Plane const &p) : position(p.position), direction(p.direction) {}
Plane(Vector3 position, Vector3 direction) : position(position), direction(direction) {}
Plane(Vector3 bounds) {
position = Vector3(
rand() % (unsigned)bounds.x,
rand() % (unsigned)bounds.y,
0
);
unsigned selector = rand() & 0b11;
switch (selector) {
case 0: direction = NORTH(); break;
case 1: direction = SOUTH(); break;
case 2: direction = EAST() ; break;
case 3: direction = WEST() ; break;
};
}
void print() {
printf(
"{direction: (%.2f, %.2f), position: (%.2f, %.2f)}\n",
direction.x, direction.y,
position.x, position.y
);
}
real side_of_plane(Vector3 object) {
return (object - position) * direction;
}
bool positive_side(Vector3 object) {
return side_of_plane(object) > 0;
}
};
/**
* Object interface
*/
struct Object : public Particle {
Object() {}
Object(Vector3 bounds) {
set_position(Vector3(
rand() % (unsigned)bounds.x,
rand() % (unsigned)bounds.y,
0
));
}
};
typedef std::vector<Object *> BSPObjects;
typedef std::vector<Plane> BSPPlanes;
enum BSPChildType {
NODE,
OBJECTS
};
/**
* PARTICLE CHILD
*/
struct BSPNode;
class BSPChild {
public:
BSPChildType type;
// keeps track of where objects should be
bool front;
union {
BSPNode * node;
// set of objects in front of plane
BSPObjects * objects;
};
public:
BSPChild() : type(NODE), node(nullptr) {}
BSPChild(BSPNode * n): type(NODE), node(n) {}
BSPChild(BSPObjects * o, bool front): type(OBJECTS), objects(o), front(front) {}
void destroy() {
if (type == OBJECTS) {
delete objects;
objects = nullptr;
}
if (type == NODE) {
delete node;
node = nullptr;
}
}
void set_node(BSPNode * n) { assert(type == NODE); node = n; }
void set_objects(BSPObjects * o) { assert(type == OBJECTS); objects = o; }
};
/**
* PARTICLE NODE
*/
struct BSPNode {
Plane plane;
BSPChild front;
BSPChild back;
BSPNode() {}
};
/**
* :: FOR COLLISION ::
* Traverse down to each object node
* check members for collision based on distance
*/
class BSPTree {
BSPNode root;
// cache for rebuilding
BSPPlanes walls_cache;
BSPObjects objects_cache;
unsigned rebuild_count = 0;
void add_partitions(BSPNode * n, BSPPlanes walls, BSPObjects objects) {
if (walls.size()) {
// get first wall in set
Plane c = walls.back();
n->plane = c;
walls.pop_back();
BSPObjects front_objects;
BSPObjects back_objects;
BSPPlanes front_walls;
BSPPlanes back_walls;
auto objects_it = objects.begin();
for (; objects_it != objects.end(); ++objects_it) {
// sort objects
real indicator = n->plane.positive_side((*objects_it)->get_position());
if (indicator) front_objects.push_back(*objects_it);
else back_objects.push_back(*objects_it);
}
auto walls_it = walls.begin();
for (; walls_it != walls.end(); ++walls_it) {
// sort walls
real indicator = n->plane.side_of_plane(walls_it->position);
if (indicator > 0) front_walls.push_back(*walls_it);
else back_walls.push_back(*walls_it);
}
if (front_walls.size()) {
n->front = BSPChild(new BSPNode());
add_partitions(n->front.node, front_walls, front_objects);
}
else {
n->front = BSPChild(new BSPObjects(front_objects), true);
}
if (back_walls.size()) {
n->back = BSPChild(new BSPNode());
add_partitions(n->back.node, back_walls, back_objects);
}
else {
n->back = BSPChild(new BSPObjects(back_objects), false);
}
}
}
void kill() {
std::function<void(BSPNode *)> recur = [&](BSPNode * n){
// recurse all points
if (n->back.type == NODE && n->back.node != nullptr) {
recur(n->back.node);
}
if (n->front.type == NODE && n->front.node != nullptr) {
recur(n->front.node);
}
// delete from bottom up
if (n) n->back.destroy();
if (n) n->front.destroy();
return;
};
recur(&root);
}
void rebuild() {
kill();
add_partitions(&root, walls_cache, objects_cache);
}
public:
/**
* Build tree method:
*
* Define first plane
* Separate out objects from each side
* recurse each side
*/
BSPTree(BSPPlanes * walls, BSPObjects * objects) {
walls_cache = BSPPlanes(*walls);
objects_cache = BSPObjects(*objects);
add_partitions(&root, walls_cache, objects_cache);
}
void each_object_node(std::function<void(BSPNode)> f) {
std::function<void(BSPNode *)> recur = [&](BSPNode * n){
if (n->back.type == OBJECTS || n->front.type == OBJECTS) {
f(*n);
}
if (n->back.type == NODE && n->back.node != nullptr) {
recur(n->back.node);
}
if (n->front.type == NODE && n->front.node != nullptr) {
recur(n->front.node);
}
return;
};
recur(&root);
}
void collision_detection() {
// Take each node with objects in it
// Test if they lie on the right side of the plane
// Only rebuild if object not on right side
bool rebuild = false;
// return whether to rebuild
auto check_bound = [](BSPObjects * os, Plane &p, bool front){
auto it = os->begin();
for (; it != os->end(); ++it) {
Vector3 pos = (*it)->get_position();
// rebuild if different
if (p.positive_side(pos) ^ front)
return true;
}
return false;
};
each_object_node([&rebuild, &check_bound](BSPNode n){
if (n.front.type == OBJECTS) if (check_bound(n.front.objects, n.plane, true)) rebuild = true;
if (n.back.type == OBJECTS) if (check_bound(n.back.objects, n.plane, false)) rebuild = true;
});
if (rebuild) {
this->rebuild();
printf("- rebuild tree count: %d\n", rebuild_count++);
}
}
};
// Imported
////////////////////////////////////////////////////////////////////////////////////////////////////////
namespace BVH {
/**
* Represents a bounding sphere that can be tested for overlap.
*/
struct BoundingSphere
{
Vector3 centre;
real radius;
public:
/**
* Creates a new bounding sphere at the given centre and radius.
*/
BoundingSphere(const Vector3 ¢re, real radius);
/**
* Creates a bounding sphere to enclose the two given bounding
* spheres.
*/
BoundingSphere(const BoundingSphere &one, const BoundingSphere &two);
/**
* Checks if the bounding sphere overlaps with the other given
* bounding sphere.
*/
bool overlaps(const BoundingSphere *other) const;
/**
* Reports how much this bounding sphere would have to grow
* by to incorporate the given bounding sphere. Note that this
* calculation returns a value not in any particular units (i.e.
* its not a volume growth). In fact the best implementation
* takes into account the growth in surface area (after the
* Goldsmith-Salmon algorithm for tree construction).
*/
real getGrowth(const BoundingSphere &other) const;
/**
* Returns the volume of this bounding volume. This is used
* to calculate how to recurse into the bounding volume tree.
* For a bounding sphere it is a simple calculation.
*/
real getSize() const
{
return ((real)1.333333) * pi * radius * radius * radius;
}
};
/**
* Stores a potential contact to check later.
*/
struct PotentialContact
{
/**
* Holds the bodies that might be in contact.
*/
RigidBody* body[2];
};
/**
* A base class for nodes in a bounding volume hierarchy.
*
* This class uses a binary tree to store the bounding
* volumes.
*/
template<class BoundingVolumeClass>
class BVHNode
{
public:
/**
* Holds the child nodes of this node.
*/
BVHNode * children[2];
/**
* Holds a single bounding volume encompassing all the
* descendents of this node.
*/
BoundingVolumeClass volume;
/**
* Holds the rigid body at this node of the hierarchy.
* Only leaf nodes can have a rigid body defined (see isLeaf).
* Note that it is possible to rewrite the algorithms in this
* class to handle objects at all levels of the hierarchy,
* but the code provided ignores this vector unless firstChild
* is NULL.
*/
RigidBody * body;
// ... other BVHNode code as before ...
/**
* Holds the node immediately above us in the tree.
*/
BVHNode * parent;
/**
* Creates a new node in the hierarchy with the given parameters.
*/
BVHNode(BVHNode *parent, const BoundingVolumeClass &volume,
RigidBody* body=NULL)
: parent(parent), volume(volume), body(body)
{
children[0] = children[1] = NULL;
}
/**
* Checks if this node is at the bottom of the hierarchy.
*/
bool isLeaf() const
{
return (body != NULL);
}
/**
* Checks the potential contacts from this node downwards in
* the hierarchy, writing them to the given array (up to the
* given limit). Returns the number of potential contacts it
* found.
*/
unsigned getPotentialContacts(PotentialContact* contacts,
unsigned limit) const;
/**
* Inserts the given rigid body, with the given bounding volume,
* into the hierarchy. This may involve the creation of
* further bounding volume nodes.
*/
void insert(RigidBody* body, const BoundingVolumeClass &volume);
/**
* Deltes this node, removing it first from the hierarchy, along
* with its associated
* rigid body and child nodes. This method deletes the node
* and all its children (but obviously not the rigid bodies). This
* also has the effect of deleting the sibling of this node, and
* changing the parent node so that it contains the data currently
* in that sibling. Finally it forces the hierarchy above the
* current node to reconsider its bounding volume.
*/
~BVHNode();
protected:
/**
* Checks for overlapping between nodes in the hierarchy. Note
* that any bounding volume should have an overlaps method implemented
* that checks for overlapping with another object of its own type.
*/
bool overlaps(const BVHNode<BoundingVolumeClass> *other) const;
/**
* Checks the potential contacts between this node and the given
* other node, writing them to the given array (up to the
* given limit). Returns the number of potential contacts it
* found.
*/
unsigned getPotentialContactsWith(
const BVHNode<BoundingVolumeClass> *other,
PotentialContact* contacts,
unsigned limit) const;
/**
* For non-leaf nodes, this method recalculates the bounding volume
* based on the bounding volumes of its children.
*/
void recalculateBoundingVolume(bool recurse = true);
};
// Note that, because we're dealing with a template here, we
// need to have the implementations accessible to anything that
// imports this header.
template<class BoundingVolumeClass>
bool BVHNode<BoundingVolumeClass>::overlaps(
const BVHNode<BoundingVolumeClass> * other
) const
{
return volume->overlaps(other->volume);
}
template<class BoundingVolumeClass>
void BVHNode<BoundingVolumeClass>::insert(
RigidBody* newBody, const BoundingVolumeClass &newVolume
)
{
// If we are a leaf, then the only option is to spawn two
// new children and place the new body in one.
if (isLeaf())
{
// Child one is a copy of us.
children[0] = new BVHNode<BoundingVolumeClass>(
this, volume, body
);
// Child two holds the new body
children[1] = new BVHNode<BoundingVolumeClass>(
this, newVolume, newBody
);
// And we now loose the body (we're no longer a leaf)
this->body = NULL;
// We need to recalculate our bounding volume
recalculateBoundingVolume();
}
// Otherwise we need to work out which child gets to keep
// the inserted body. We give it to whoever would grow the
// least to incorporate it.
else
{
if (children[0]->volume.getGrowth(newVolume) <
children[1]->volume.getGrowth(newVolume))
{
children[0]->insert(newBody, newVolume);
}
else
{
children[1]->insert(newBody, newVolume);
}
}
}
template<class BoundingVolumeClass>
BVHNode<BoundingVolumeClass>::~BVHNode()
{
// If we don't have a parent, then we ignore the sibling
// processing
if (parent)
{
// Find our sibling
BVHNode<BoundingVolumeClass> *sibling;
if (parent->children[0] == this) sibling = parent->children[1];
else sibling = parent->children[0];
// Write its data to our parent
parent->volume = sibling->volume;
parent->body = sibling->body;
parent->children[0] = sibling->children[0];
parent->children[1] = sibling->children[1];
// Delete the sibling (we blank its parent and
// children to avoid processing/deleting them)
sibling->parent = NULL;
sibling->body = NULL;
sibling->children[0] = NULL;
sibling->children[1] = NULL;
delete sibling;
// Recalculate the parent's bounding volume
parent->recalculateBoundingVolume();
}
// Delete our children (again we remove their
// parent data so we don't try to process their siblings
// as they are deleted).
if (children[0]) {
children[0]->parent = NULL;
delete children[0];
}
if (children[1]) {
children[1]->parent = NULL;
delete children[1];
}
}
template<class BoundingVolumeClass>
void BVHNode<BoundingVolumeClass>::recalculateBoundingVolume(
bool recurse
)
{
if (isLeaf()) return;
// Use the bounding volume combining constructor.
volume = BoundingVolumeClass(
children[0]->volume,
children[1]->volume
);
// Recurse up the tree
if (parent) parent->recalculateBoundingVolume(true);
}
template<class BoundingVolumeClass>
unsigned BVHNode<BoundingVolumeClass>::getPotentialContacts(
PotentialContact* contacts, unsigned limit
) const
{
// Early out if we don't have the room for contacts, or
// if we're a leaf node.
if (isLeaf() || limit == 0) return 0;
// Get the potential contacts of one of our children with
// the other
return children[0]->getPotentialContactsWith(
children[1], contacts, limit
);
}
template<class BoundingVolumeClass>
unsigned BVHNode<BoundingVolumeClass>::getPotentialContactsWith(
const BVHNode<BoundingVolumeClass> *other,
PotentialContact* contacts,
unsigned limit
) const
{
// Early out if we don't overlap or if we have no room
// to report contacts
if (!overlaps(other) || limit == 0) return 0;
// If we're both at leaf nodes, then we have a potential contact
if (isLeaf() && other->isLeaf())
{
contacts->body[0] = body;
contacts->body[1] = other->body;
return 1;
}
// Determine which node to descend into. If either is
// a leaf, then we descend the other. If both are branches,
// then we use the one with the largest size.
if (other->isLeaf() ||
(!isLeaf() && volume->getSize() >= other->volume->getSize()))
{
// Recurse into ourself
unsigned count = children[0]->getPotentialContactsWith(
other, contacts, limit
);
// Check we have enough slots to do the other side too
if (limit > count) {
return count + children[1]->getPotentialContactsWith(
other, contacts+count, limit-count
);
} else {
return count;
}
}
else
{
// Recurse into the other node
unsigned count = getPotentialContactsWith(
other->children[0], contacts, limit
);
// Check we have enough slots to do the other side too
if (limit > count) {
return count + getPotentialContactsWith(
other->children[1], contacts+count, limit-count
);
} else {
return count;
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* RIGIDBODY Object Interface
*/
struct R_Object : public RigidBody {
R_Object() {}
R_Object(Vector3 bounds) {
set_position(Vector3(
rand() % (unsigned)bounds.x,
rand() % (unsigned)bounds.y,
0
));
}
};
typedef std::vector<R_Object *> R_BSPObjects;
struct BoundingSphereHierarchy {
BVH::BVHNode<BVH::BoundingSphere> root;
Vector3 get_centroid(std::vector<R_Object*> *rbs) {
Vector3 sum;
real ratio = rbs->size();
auto it = rbs->begin();
for (; it != rbs->end(); ++it) {
sum += (*it)->get_position();
}
return sum * ratio;
}
real get_radius(std::vector<R_Object*> *rbs) {
Vector3 center = get_centroid(rbs);
real longest = 0.0;
auto it = rbs->begin();
for (; it != rbs->end(); ++it) {
real distance = center.distance((*it)->get_position());
if (distance > longest) longest = distance;
}
return longest;
}
BoundingSphereHierarchy(
std::vector<R_Object*> rbs
) : root(NULL, BVH::BoundingSphere(get_centroid(&rbs), get_radius(&rbs))) {
auto it = rbs.begin();
for (; it != rbs.end(); ++it) {
const BVH::BoundingSphere bs((*it)->get_position(), 3.f);
root.insert(*it, bs);
}
}
};
/**
* RIGIDBODY CHILD
*/
struct R_BSPNode;
class R_BSPChild {
public:
BSPChildType type;
// keeps track of where objects should be
bool front;
union {
R_BSPNode * node;
// set of objects in front of plane
R_BSPObjects * objects;
};
// Loaded when type == OBJECTS
BoundingSphereHierarchy * BSH;
public:
R_BSPChild() : type(NODE), node(nullptr) {}
R_BSPChild(R_BSPNode * n): type(NODE), node(n) {}
R_BSPChild(
R_BSPObjects * o,
bool front
) : type(OBJECTS), objects(o), front(front), BSH(new BoundingSphereHierarchy(*o)) {}
void destroy() {
if (type == OBJECTS) {
delete objects;
delete BSH;
objects = nullptr;
}
if (type == NODE) {
delete node;
node = nullptr;
}
}
void set_node(R_BSPNode * n) { assert(type == NODE); node = n; }
void set_objects(R_BSPObjects * o) { assert(type == OBJECTS); objects = o; }
};
/**
* RIGIDBODY NODE
*/
struct R_BSPNode {
Plane plane;
R_BSPChild front;
R_BSPChild back;
R_BSPNode() {}
};
class BVH_BSPTree {
R_BSPNode root;
// cache for rebuilding
BSPPlanes walls_cache;
R_BSPObjects objects_cache;
unsigned rebuild_count = 0;
void add_partitions(R_BSPNode * n, BSPPlanes walls, R_BSPObjects objects) {
if (walls.size()) {
// get first wall in set
Plane c = walls.back();
n->plane = c;
walls.pop_back();
R_BSPObjects front_objects;
R_BSPObjects back_objects;
BSPPlanes front_walls;
BSPPlanes back_walls;
auto objects_it = objects.begin();
for (; objects_it != objects.end(); ++objects_it) {
// sort objects
real indicator = n->plane.positive_side((*objects_it)->get_position());
if (indicator) front_objects.push_back(*objects_it);
else back_objects.push_back(*objects_it);
}
auto walls_it = walls.begin();
for (; walls_it != walls.end(); ++walls_it) {
// sort walls
real indicator = n->plane.side_of_plane(walls_it->position);
if (indicator > 0) front_walls.push_back(*walls_it);
else back_walls.push_back(*walls_it);
}
if (front_walls.size()) {
n->front = R_BSPChild(new R_BSPNode());
add_partitions(n->front.node, front_walls, front_objects);
}
else {
n->front = R_BSPChild(new R_BSPObjects(front_objects), true);
}
if (back_walls.size()) {
n->back = R_BSPChild(new R_BSPNode());
add_partitions(n->back.node, back_walls, back_objects);
}
else {
n->back = R_BSPChild(new R_BSPObjects(back_objects), false);
}
}
}
void kill() {
std::function<void(R_BSPNode *)> recur = [&](R_BSPNode * n){
// recurse all points
if (n->back.type == NODE && n->back.node != nullptr) {
recur(n->back.node);
}
if (n->front.type == NODE && n->front.node != nullptr) {
recur(n->front.node);
}
// delete from bottom up
if (n) n->back.destroy();
if (n) n->front.destroy();
return;
};
recur(&root);
}
void rebuild() {
kill();
add_partitions(&root, walls_cache, objects_cache);
}
public:
/**
* Build tree method:
*
* Define first plane
* Separate out objects from each side
* recurse each side
*/
BVH_BSPTree(BSPPlanes * walls, R_BSPObjects * objects) {
walls_cache = BSPPlanes(*walls);
objects_cache = R_BSPObjects(*objects);
add_partitions(&root, walls_cache, objects_cache);
}
void each_object_node(std::function<void(R_BSPNode)> f) {
std::function<void(R_BSPNode *)> recur = [&](R_BSPNode * n){
if (n->back.type == OBJECTS || n->front.type == OBJECTS) {
f(*n);
}
if (n->back.type == NODE && n->back.node != nullptr) {
recur(n->back.node);
}
if (n->front.type == NODE && n->front.node != nullptr) {
recur(n->front.node);
}
return;
};
recur(&root);
}
void collision_detection() {
// Take each node with objects in it
// Test if they lie on the right side of the plane
// Only rebuild if object not on right side
bool rebuild = false;
// return whether to rebuild
auto check_bound = [](R_BSPObjects * os, Plane &p, bool front){
auto it = os->begin();
for (; it != os->end(); ++it) {
Vector3 pos = (*it)->get_position();
// rebuild if different
if (p.positive_side(pos) ^ front)
return true;
}
return false;
};
each_object_node([&rebuild, &check_bound](R_BSPNode n){
if (n.front.type == OBJECTS) if (check_bound(n.front.objects, n.plane, true)) rebuild = true;
if (n.back.type == OBJECTS) if (check_bound(n.back.objects, n.plane, false)) rebuild = true;
});
if (rebuild) {
this->rebuild();
printf("- rebuild tree count: %d\n", rebuild_count++);
}
}
};
}
#endif /* defined(__MSIM495__collisionengine__) */