Hitbox creation & render optimization
parent
3ce6345d21
commit
a39fbaff47
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@ -123,9 +123,6 @@ void Screen::drawText(const sf::Text &text) {
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// OpenGL functions
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// OpenGL functions
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void Screen::glDrawMesh(GLfloat *geometry, GLfloat *view, GLfloat *model, size_t count) {
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void Screen::glDrawMesh(GLfloat *geometry, GLfloat *view, GLfloat *model, size_t count) {
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// OpenGL:
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// Make the window the active window for OpenGL calls
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_window->setActive(true);
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glEnable(GL_CULL_FACE); // enable culling face
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glEnable(GL_CULL_FACE); // enable culling face
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glCullFace(GL_BACK); // cull faces from back
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glCullFace(GL_BACK); // cull faces from back
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@ -171,9 +168,6 @@ void Screen::glDrawMesh(GLfloat *geometry, GLfloat *view, GLfloat *model, size_t
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// Draw the mesh
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// Draw the mesh
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glDrawArrays(GL_TRIANGLES, 0, count);
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glDrawArrays(GL_TRIANGLES, 0, count);
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// Make the window no longer the active window for OpenGL calls
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_window->setActive(false);
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}
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}
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GLfloat *Screen::glMeshToGLfloatArray(std::shared_ptr<Mesh> mesh, const Vec3D &cameraPosition) {
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GLfloat *Screen::glMeshToGLfloatArray(std::shared_ptr<Mesh> mesh, const Vec3D &cameraPosition) {
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@ -181,33 +175,36 @@ GLfloat *Screen::glMeshToGLfloatArray(std::shared_ptr<Mesh> mesh, const Vec3D &c
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auto *geometry = (GLfloat *) malloc(7 * 3 * triangles.size() * sizeof(GLfloat));
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auto *geometry = (GLfloat *) malloc(7 * 3 * triangles.size() * sizeof(GLfloat));
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auto model = mesh->model();
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for (size_t i = 0; i < triangles.size(); i++) {
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for (size_t i = 0; i < triangles.size(); i++) {
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int stride = 21 * i;
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int stride = 21 * i;
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double dot[3];
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Triangle MTriangle = triangles[i] * model;
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sf::Color ambientColor[3];
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Vec3D norm = MTriangle.norm();
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Triangle MTriangle = triangles[i] * mesh->model();
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for (int k = 0; k < 3; k++) {
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for (int k = 0; k < 3; k++) {
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dot[k] = MTriangle.norm().dot((Vec3D(MTriangle[k]) - cameraPosition).normalized());
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auto& tris = MTriangle[k];
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float dot = norm.dot((Vec3D(tris) - cameraPosition).normalized());
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sf::Color color = triangles[i].color();
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sf::Color color = MTriangle.color();
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ambientColor[k] = sf::Color(static_cast<sf::Uint8>(color.r * (0.3 * std::abs(dot[k]) + 0.7)),
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GLfloat ambientColor[4] = {
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static_cast<sf::Uint8>(color.g * (0.3 * std::abs(dot[k]) + 0.7)),
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color.r * (0.3f * std::fabs(dot) + 0.7f) / 255.0f,
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static_cast<sf::Uint8>(color.b * (0.3 * std::abs(dot[k]) + 0.7)),
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color.g * (0.3f * std::fabs(dot) + 0.7f) / 255.0f,
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static_cast<sf::Uint8>(color.a));
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color.b * (0.3f * std::fabs(dot) + 0.7f) / 255.0f,
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color.a / 255.0f
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};
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geometry[stride + 7 * k + 0] = static_cast<GLfloat>(MTriangle[k].x());
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geometry[stride + 7 * k + 0] = static_cast<GLfloat>(tris.x());
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geometry[stride + 7 * k + 1] = static_cast<GLfloat>(MTriangle[k].y());
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geometry[stride + 7 * k + 1] = static_cast<GLfloat>(tris.y());
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geometry[stride + 7 * k + 2] = static_cast<GLfloat>(MTriangle[k].z());
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geometry[stride + 7 * k + 2] = static_cast<GLfloat>(tris.z());
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geometry[stride + 7 * k + 3] = static_cast<GLfloat>(ambientColor[k].r) / 255.0f;
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geometry[stride + 7 * k + 3] = ambientColor[0];
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geometry[stride + 7 * k + 4] = static_cast<GLfloat>(ambientColor[k].g) / 255.0f;
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geometry[stride + 7 * k + 4] = ambientColor[1];
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geometry[stride + 7 * k + 5] = static_cast<GLfloat>(ambientColor[k].b) / 255.0f;
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geometry[stride + 7 * k + 5] = ambientColor[2];
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geometry[stride + 7 * k + 6] = static_cast<GLfloat>(ambientColor[k].a) / 255.0f;
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geometry[stride + 7 * k + 6] = ambientColor[3];
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}
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}
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}
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}
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return geometry;
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return geometry;
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@ -30,7 +30,7 @@ Vec3D Triangle::norm() const {
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}
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}
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}
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}
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Vec4D Triangle::operator[](int i) const {
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const Vec4D& Triangle::operator[](int i) const {
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return _points[i];
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return _points[i];
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}
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}
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@ -24,7 +24,7 @@ public:
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Triangle &operator=(const Triangle &) = default;
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Triangle &operator=(const Triangle &) = default;
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[[nodiscard]] Vec4D operator[](int i) const;
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[[nodiscard]] const Vec4D& operator[](int i) const;
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[[nodiscard]] Vec3D norm() const;
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[[nodiscard]] Vec3D norm() const;
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@ -2,6 +2,9 @@
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// Created by Иван Ильин on 04.11.2021.
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// Created by Иван Ильин on 04.11.2021.
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//
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//
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#include <algorithm>
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#include <execution>
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#include "HitBox.h"
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#include "HitBox.h"
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#include "../Consts.h"
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#include "../Consts.h"
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@ -16,17 +19,13 @@ HitBox::HitBox(const Mesh &mesh) {
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_hitBox.shrink_to_fit();
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_hitBox.shrink_to_fit();
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}
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}
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void HitBox::_addIfUnique(const Vec3D &point) {
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void HitBox::_addIfUnique(Vec3D &&point) {
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bool addPoint = true;
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bool addPoint = true;
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for(const auto& p : _hitBox) {
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auto check = [&point](const auto& p) { return (p - point).sqrAbs() < Consts::EPS; };
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if((p - point).sqrAbs() < Consts::EPS) {
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addPoint = false;
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if (std::find_if(std::execution::par, _hitBox.rbegin(), _hitBox.rend(), check) == _hitBox.rend())
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}
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}
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if(addPoint) {
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_hitBox.push_back(point);
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_hitBox.push_back(point);
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}
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}
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}
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HitBox HitBox::Box(const Mesh &mesh) {
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HitBox HitBox::Box(const Mesh &mesh) {
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HitBox result;
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HitBox result;
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@ -11,7 +11,7 @@ class HitBox final {
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private:
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private:
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std::vector<Vec3D> _hitBox;
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std::vector<Vec3D> _hitBox;
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void _addIfUnique(const Vec3D &point);
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void _addIfUnique(Vec3D &&point);
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public:
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public:
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HitBox() = default;
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HitBox() = default;
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@ -37,12 +37,11 @@ Vec3D RigidBody::_findFurthestPoint(const Vec3D &direction) {
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*/
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*/
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for(auto & it : _hitBox) {
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for(auto & it : _hitBox) {
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auto point = Vec3D(it);
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double distance = it.dot(transformedDirection);
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double distance = point.dot(transformedDirection);
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if (distance > maxDistance) {
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if (distance > maxDistance) {
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maxDistance = distance;
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maxDistance = distance;
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maxPoint = point;
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maxPoint = it;
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}
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}
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}
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}
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