Merge pull request #3 from Neirokan/optimize

Optimize
master
Vectozavr 2021-11-04 16:21:26 +07:00 committed by GitHub
commit 6f45c9e45b
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GPG Key ID: 4AEE18F83AFDEB23
15 changed files with 103 additions and 89 deletions

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@ -63,11 +63,11 @@ void Engine::create(int screenWidth, int screenHeight, const std::string &name,
GLfloat *model = it.second->glModel();
GLfloat *geometry = Screen::glMeshToGLfloatArray(it.second, camera->position());
screen->glDrawMesh(geometry, view, model, 3 * it.second->triangles().size());
free(geometry);
free(model);
delete[] geometry;
delete[] model;
}
}
free(view);
delete[] view;
} else {
// clear triangles from previous frame
camera->clear();

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@ -37,15 +37,10 @@ Vec3D Matrix4x4::operator*(const Vec3D &vec) const {
Matrix4x4 Matrix4x4::Identity() {
Matrix4x4 result;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (i == j) {
result._arr[j][i] = 1.0;
} else {
result._arr[j][i] = 0.0;
}
}
}
result._arr[0][0] = 1.0;
result._arr[1][1] = 1.0;
result._arr[2][2] = 1.0;
result._arr[3][3] = 1.0;
return result;
}
@ -93,12 +88,15 @@ Matrix4x4 Matrix4x4::Translation(const Vec3D &v) {
Matrix4x4 Matrix4x4::RotationX(double rx) {
Matrix4x4 Rx{};
double c = cos(rx), s = sin(rx);
Rx._arr[0][0] = 1.0;
Rx._arr[1][1] = cos(rx);
Rx._arr[1][2] = -sin(rx);
Rx._arr[2][1] = sin(rx);
Rx._arr[2][2] = cos(rx);
Rx._arr[1][1] = c;
Rx._arr[1][2] = -s;
Rx._arr[2][1] = s;
Rx._arr[2][2] = c;
Rx._arr[3][3] = 1.0;
@ -108,12 +106,14 @@ Matrix4x4 Matrix4x4::RotationX(double rx) {
Matrix4x4 Matrix4x4::RotationY(double ry) {
Matrix4x4 Ry{};
double c = cos(ry), s = sin(ry);
Ry._arr[1][1] = 1.0;
Ry._arr[0][0] = cos(ry);
Ry._arr[0][2] = sin(ry);
Ry._arr[2][0] = -sin(ry);
Ry._arr[2][2] = cos(ry);
Ry._arr[0][0] = c;
Ry._arr[0][2] = s;
Ry._arr[2][0] = -s;
Ry._arr[2][2] = c;
Ry._arr[3][3] = 1.0;
@ -123,12 +123,14 @@ Matrix4x4 Matrix4x4::RotationY(double ry) {
Matrix4x4 Matrix4x4::RotationZ(double rz) {
Matrix4x4 Rz{};
double c = cos(rz), s = sin(rz);
Rz._arr[2][2] = 1.0;
Rz._arr[0][0] = cos(rz);
Rz._arr[0][1] = -sin(rz);
Rz._arr[1][0] = sin(rz);
Rz._arr[1][1] = cos(rz);
Rz._arr[0][0] = c;
Rz._arr[0][1] = -s;
Rz._arr[1][0] = s;
Rz._arr[1][1] = c;
Rz._arr[3][3] = 1.0;
@ -143,17 +145,19 @@ Matrix4x4 Matrix4x4::Rotation(const Vec3D &v, double rv) {
Matrix4x4 Rv{};
Vec3D nv(v.normalized());
Rv._arr[0][0] = cos(rv) + (1.0 - cos(rv)) * nv.x() * nv.x();
Rv._arr[0][1] = (1.0 - cos(rv)) * nv.x() * nv.y() - sin(rv) * nv.z();
Rv._arr[0][2] = (1.0 - cos(rv)) * nv.x() * nv.z() + sin(rv) * nv.y();
double c = cos(rv), s = sin(rv);
Rv._arr[1][0] = (1.0 - cos(rv)) * nv.x() * nv.y() + sin(rv) * nv.z();
Rv._arr[1][1] = cos(rv) + (1.0 - cos(rv)) * nv.y() * nv.y();
Rv._arr[1][2] = (1.0 - cos(rv)) * nv.y() * nv.z() - sin(rv) * nv.x();
Rv._arr[0][0] = c + (1.0 - c) * nv.x() * nv.x();
Rv._arr[0][1] = (1.0 - c) * nv.x() * nv.y() - s * nv.z();
Rv._arr[0][2] = (1.0 - c) * nv.x() * nv.z() + s * nv.y();
Rv._arr[2][0] = (1.0 - cos(rv)) * nv.z() * nv.x() - sin(rv) * nv.y();
Rv._arr[2][1] = (1.0 - cos(rv)) * nv.z() * nv.y() + sin(rv) * nv.x();
Rv._arr[2][2] = cos(rv) + (1.0 - cos(rv)) * nv.z() * nv.z();
Rv._arr[1][0] = (1.0 - c) * nv.x() * nv.y() + s * nv.z();
Rv._arr[1][1] = c + (1.0 - c) * nv.y() * nv.y();
Rv._arr[1][2] = (1.0 - c) * nv.y() * nv.z() - s * nv.x();
Rv._arr[2][0] = (1.0 - c) * nv.z() * nv.x() - s * nv.y();
Rv._arr[2][1] = (1.0 - c) * nv.z() * nv.y() + s * nv.x();
Rv._arr[2][2] = c + (1.0 - c) * nv.z() * nv.z();
Rv._arr[3][3] = 1.0;

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@ -11,10 +11,11 @@ using namespace std;
Mesh &Mesh::operator*=(const Matrix4x4 &matrix4X4) {
std::vector<Triangle> newTriangles;
newTriangles.reserve(_tris.size());
for (auto &t : _tris) {
newTriangles.emplace_back(t * matrix4X4);
}
setTriangles(newTriangles);
setTriangles(std::move(newTriangles));
return *this;
}
@ -46,10 +47,11 @@ void Mesh::setColor(const sf::Color &c) {
// change color of all mesh triangles:
std::vector<Triangle> newTriangles;
newTriangles.reserve(_tris.size());
for (auto &t : _tris) {
newTriangles.emplace_back(Triangle(t[0], t[1], t[2], c));
}
setTriangles(newTriangles);
setTriangles(std::move(newTriangles));
}
Mesh
@ -99,6 +101,10 @@ void Mesh::setTriangles(const vector<Triangle> &t) {
}
}
void Mesh::setTriangles(vector<Triangle>&& t) {
_tris = std::move(t);
}
Mesh::~Mesh() {
_tris.clear();
}

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@ -38,6 +38,8 @@ public:
void setTriangles(const std::vector<Triangle> &t);
void setTriangles(std::vector<Triangle>&& t);
[[nodiscard]] size_t size() const { return _tris.size() * 3; }
[[nodiscard]] sf::Color color() const { return _color; }

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@ -140,7 +140,7 @@ void Object::unattach(const ObjectNameTag &tag) {
// OpenGL function
GLfloat *Object::glView() const {
auto *v = (GLfloat *) malloc(4 * 4 * sizeof(GLfloat));
auto *v = new GLfloat[4 * 4];
v[0] = -static_cast<GLfloat>(left().x());
v[4] = -static_cast<GLfloat>(left().y());
@ -166,7 +166,7 @@ GLfloat *Object::glView() const {
}
GLfloat *Object::glModel() const {
auto *m = (GLfloat *) malloc(4 * 4 * sizeof(GLfloat));
auto *m = new GLfloat[4 * 4];
m[0] = static_cast<GLfloat>(left().x());
m[4] = static_cast<GLfloat>(up().x());

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@ -123,9 +123,6 @@ void Screen::drawText(const sf::Text &text) {
// OpenGL functions
void Screen::glDrawMesh(GLfloat *geometry, GLfloat *view, GLfloat *model, size_t count) {
// OpenGL:
// Make the window the active window for OpenGL calls
_window->setActive(true);
glEnable(GL_CULL_FACE); // enable culling face
glCullFace(GL_BACK); // cull faces from back
@ -171,43 +168,43 @@ void Screen::glDrawMesh(GLfloat *geometry, GLfloat *view, GLfloat *model, size_t
// Draw the mesh
glDrawArrays(GL_TRIANGLES, 0, count);
// Make the window no longer the active window for OpenGL calls
_window->setActive(false);
}
GLfloat *Screen::glMeshToGLfloatArray(std::shared_ptr<Mesh> mesh, const Vec3D &cameraPosition) {
std::vector<Triangle> const &triangles = mesh->triangles();
auto *geometry = (GLfloat *) malloc(7 * 3 * triangles.size() * sizeof(GLfloat));
auto *geometry = new GLfloat[7 * 3 * triangles.size()];
auto model = mesh->model();
for (size_t i = 0; i < triangles.size(); i++) {
int stride = 21 * i;
double dot[3];
sf::Color ambientColor[3];
Triangle MTriangle = triangles[i] * mesh->model();
Triangle MTriangle = triangles[i] * model;
Vec3D norm = MTriangle.norm();
for (int k = 0; k < 3; k++) {
dot[k] = MTriangle.norm().dot((Vec3D(MTriangle[k]) - cameraPosition).normalized());
auto& tris = MTriangle[k];
float dot = norm.dot((Vec3D(tris) - cameraPosition).normalized());
sf::Color color = triangles[i].color();
ambientColor[k] = sf::Color(static_cast<sf::Uint8>(color.r * (0.3 * std::abs(dot[k]) + 0.7)),
static_cast<sf::Uint8>(color.g * (0.3 * std::abs(dot[k]) + 0.7)),
static_cast<sf::Uint8>(color.b * (0.3 * std::abs(dot[k]) + 0.7)),
static_cast<sf::Uint8>(color.a));
sf::Color color = MTriangle.color();
GLfloat ambientColor[4] = {
color.r * (0.3f * std::fabs(dot) + 0.7f) / 255.0f,
color.g * (0.3f * std::fabs(dot) + 0.7f) / 255.0f,
color.b * (0.3f * std::fabs(dot) + 0.7f) / 255.0f,
color.a / 255.0f
};
geometry[stride + 7 * k + 0] = static_cast<GLfloat>(MTriangle[k].x());
geometry[stride + 7 * k + 1] = static_cast<GLfloat>(MTriangle[k].y());
geometry[stride + 7 * k + 2] = static_cast<GLfloat>(MTriangle[k].z());
geometry[stride + 7 * k + 0] = static_cast<GLfloat>(tris.x());
geometry[stride + 7 * k + 1] = static_cast<GLfloat>(tris.y());
geometry[stride + 7 * k + 2] = static_cast<GLfloat>(tris.z());
geometry[stride + 7 * k + 3] = static_cast<GLfloat>(ambientColor[k].r) / 255.0f;
geometry[stride + 7 * k + 4] = static_cast<GLfloat>(ambientColor[k].g) / 255.0f;
geometry[stride + 7 * k + 5] = static_cast<GLfloat>(ambientColor[k].b) / 255.0f;
geometry[stride + 7 * k + 6] = static_cast<GLfloat>(ambientColor[k].a) / 255.0f;
geometry[stride + 7 * k + 3] = ambientColor[0];
geometry[stride + 7 * k + 4] = ambientColor[1];
geometry[stride + 7 * k + 5] = ambientColor[2];
geometry[stride + 7 * k + 6] = ambientColor[3];
}
}
return geometry;

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@ -30,7 +30,7 @@ Vec3D Triangle::norm() const {
}
}
Vec4D Triangle::operator[](int i) const {
const Vec4D& Triangle::operator[](int i) const {
return _points[i];
}

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@ -24,7 +24,7 @@ public:
Triangle &operator=(const Triangle &) = default;
[[nodiscard]] Vec4D operator[](int i) const;
[[nodiscard]] const Vec4D& operator[](int i) const;
[[nodiscard]] Vec3D norm() const;

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@ -39,7 +39,7 @@ Vec2D Vec2D::operator+(const Vec2D &vec) const {
}
Vec2D Vec2D::operator-(const Vec2D &vec) const {
return Vec2D(*this) + -vec;
return *this + -vec;
}
Vec2D Vec2D::operator*(double number) const {
@ -48,7 +48,7 @@ Vec2D Vec2D::operator*(double number) const {
Vec2D Vec2D::operator/(double number) const {
if (std::abs(number) > Consts::EPS) {
return Vec2D(*this) * (1.0 / number);
return *this * (1.0 / number);
} else {
throw std::domain_error{"Vec2D::operator/(double number): division by zero"};
}
@ -64,9 +64,9 @@ double Vec2D::abs() const {
}
Vec2D Vec2D::normalized() const {
double vecAbs = abs();
double vecAbs = sqrAbs();
if (vecAbs > Consts::EPS) {
return Vec2D(*this) / vecAbs;
return *this / sqrt(vecAbs);
} else {
return Vec2D(0);
}

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@ -44,7 +44,7 @@ Vec3D Vec3D::operator+(const Vec3D &vec) const {
}
Vec3D Vec3D::operator-(const Vec3D &vec) const {
return Vec3D(*this) + -vec;
return *this + -vec;
}
Vec3D Vec3D::operator*(double number) const {
@ -53,7 +53,7 @@ Vec3D Vec3D::operator*(double number) const {
Vec3D Vec3D::operator/(double number) const {
if (std::abs(number) > Consts::EPS) {
return Vec3D(*this) * (1.0 / number);
return *this * (1.0 / number);
} else {
throw std::domain_error{"Vec3D::operator/(double number): division by zero"};
}
@ -69,9 +69,9 @@ double Vec3D::abs() const {
}
Vec3D Vec3D::normalized() const {
double vecAbs = abs();
double vecAbs = sqrAbs();
if (vecAbs > Consts::EPS) {
return Vec3D(*this) / vecAbs;
return *this / sqrt(vecAbs);
} else {
return Vec3D(1);
}

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@ -40,7 +40,7 @@ Vec4D Vec4D::operator+(const Vec4D &point4D) const {
}
Vec4D Vec4D::operator-(const Vec4D &point4D) const {
return Vec4D(*this) + -point4D;
return *this + -point4D;
}
Vec4D Vec4D::operator*(double number) const {
@ -49,7 +49,7 @@ Vec4D Vec4D::operator*(double number) const {
Vec4D Vec4D::operator/(double number) const {
if (std::abs(number) > Consts::EPS) {
return Vec4D(*this) * (1.0 / number);
return *this * (1.0 / number);
} else {
throw std::domain_error{"Vec4D::operator/(double number): division by zero"};
}
@ -65,9 +65,9 @@ double Vec4D::abs() const {
}
Vec4D Vec4D::normalized() const {
double vecAbs = abs();
double vecAbs = sqrAbs();
if (vecAbs > Consts::EPS) {
return Vec4D(*this) / vecAbs;
return *this / sqrt(vecAbs);
} else {
return Vec4D(1);
}

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@ -21,12 +21,14 @@ private:
return;
}
auto object = _object.lock();
std::vector<Triangle> newTriangles;
for (auto &t : _object->triangles()) {
newTriangles.reserve(object->triangles().size());
for (auto &t : object->triangles()) {
newTriangles.emplace_back(
t * Matrix4x4::Scale(Vec3D{1, 1, 1} + (_scalingValue - Vec3D{1, 1, 1}) * progress()));
}
_object.lock()->setTriangles(newTriangles);
object.lock()->setTriangles(std::move(newTriangles));
}
public:

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@ -2,26 +2,28 @@
// Created by Иван Ильин on 04.11.2021.
//
#include <algorithm>
#include <execution>
#include "HitBox.h"
#include "../Consts.h"
HitBox::HitBox(const Mesh &mesh) {
_hitBox.reserve(mesh.triangles().size() * 3);
for(const auto& t : mesh.triangles()) {
for(int i = 0; i < 3; i++) {
// we dont need to add the same points in hit box
_addIfUnique(Vec3D(t[i]));
}
}
_hitBox.shrink_to_fit();
}
void HitBox::_addIfUnique(const Vec3D &point) {
bool addPoint = true;
for(const auto& p : _hitBox) {
if(p == point) {
addPoint = false;
}
}
if(addPoint) {
void HitBox::_addIfUnique(Vec3D &&point) {
auto check = [&point](const auto& p) { return p == point; };
if (std::find_if(std::execution::par, _hitBox.rbegin(), _hitBox.rend(), check) == _hitBox.rend()) {
_hitBox.push_back(point);
}
}

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@ -11,7 +11,7 @@ class HitBox final {
private:
std::vector<Vec3D> _hitBox;
void _addIfUnique(const Vec3D &point);
void _addIfUnique(Vec3D &&point);
public:
HitBox() = default;

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@ -37,12 +37,11 @@ Vec3D RigidBody::_findFurthestPoint(const Vec3D &direction) {
*/
for(auto & it : _hitBox) {
auto point = Vec3D(it);
double distance = point.dot(transformedDirection);
double distance = it.dot(transformedDirection);
if (distance > maxDistance) {
maxDistance = distance;
maxPoint = point;
maxPoint = it;
}
}
@ -253,6 +252,7 @@ CollisionPoint RigidBody::EPA(const Simplex &simplex, std::shared_ptr<RigidBody>
}
std::vector<size_t> newFaces;
newFaces.reserve(uniqueEdges.size() * 3);
for (auto[edgeIndex1, edgeIndex2] : uniqueEdges) {
newFaces.push_back(edgeIndex1);
newFaces.push_back(edgeIndex2);
@ -280,6 +280,7 @@ CollisionPoint RigidBody::EPA(const Simplex &simplex, std::shared_ptr<RigidBody>
std::pair<std::vector<FaceNormal>, size_t>
RigidBody::_getFaceNormals(const std::vector<Vec3D> &polytope, const std::vector<size_t> &faces) {
std::vector<FaceNormal> normals;
normals.reserve(faces.size() / 3);
size_t nearestFaceIndex = 0;
double minDistance = std::numeric_limits<double>::max();