Irlan bd09b243c2 use mvc for the testbed, update almost all tests, bugfixes, improvements, cleanup
Since I started altering the testbed for better maintainability, I prefered to drop this (tested) large change with a single commit. Some changes below:

Put some globals in their correct place,

Now Testbed uses the MVC pattern (Model-View Controller). This way it becomes better to maintain than using no pattern  in my opinion.

Fixed some bugs in the debug draw interface.

Of course, updated almost all tests because of the differences.

Update script.
2018-04-10 00:57:14 -03:00

213 lines
4.7 KiB
C++

/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_STATIC_TREE_H
#define B3_STATIC_TREE_H
#include <bounce/common/template/stack.h>
#include <bounce/collision/shapes/aabb3.h>
#include <bounce/collision/collision.h>
#define NULL_NODE_S (0xFFFFFFFF)
// AABB tree for static AABBs.
class b3StaticTree
{
public:
b3StaticTree();
~b3StaticTree();
// Build this tree from a list of AABBs.
void Build(const b3AABB3* aabbs, u32 count);
// Get the AABB of a given proxy.
const b3AABB3& GetAABB(u32 proxyId) const;
// Get the user data associated with a given proxy.
u32 GetUserData(u32 proxyId) const;
// Report the client callback all AABBs that are overlapping with
// the given AABB. The client callback must return true if the query
// must be stopped or false to continue looking for more overlapping pairs.
template<class T>
void QueryAABB(T* callback, const b3AABB3& aabb) const;
// Report the client callback all AABBs that are overlapping with
// the given ray. The client callback must return the new intersection fraction
// (real). If the fraction == 0 then the query is cancelled immediatly.
template<class T>
void RayCast(T* callback, const b3RayCastInput& input) const;
// Draw this tree.
void Draw() const;
u32 GetSize() const;
private :
// A node in a static tree.
struct b3Node
{
b3AABB3 aabb;
u32 child1;
union
{
u32 child2;
u32 index;
};
// Is this node a leaf?
bool IsLeaf() const
{
return child1 == NULL_NODE_S;
}
};
//
void Build(const b3AABB3* set, b3Node* node, u32* indices, u32 count, u32 minObjectsPerLeaf, u32 nodeCapacity, u32& leafCount, u32& internalCount);
// The nodes of this tree stored in an array.
u32 m_nodeCount;
b3Node* m_nodes;
};
inline const b3AABB3& b3StaticTree::GetAABB(u32 proxyId) const
{
B3_ASSERT(proxyId < m_nodeCount);
return m_nodes[proxyId].aabb;
}
inline u32 b3StaticTree::GetUserData(u32 proxyId) const
{
B3_ASSERT(proxyId < m_nodeCount);
B3_ASSERT(m_nodes[proxyId].IsLeaf());
return m_nodes[proxyId].index;
}
template<class T>
inline void b3StaticTree::QueryAABB(T* callback, const b3AABB3& aabb) const
{
if (m_nodeCount == 0)
{
return;
}
u32 root = 0;
b3Stack<u32, 256> stack;
stack.Push(root);
while (stack.IsEmpty() == false)
{
u32 nodeIndex = stack.Top();
if (nodeIndex == NULL_NODE_S)
{
continue;
}
stack.Pop();
const b3Node* node = m_nodes + nodeIndex;
if (b3TestOverlap(node->aabb, aabb) == true)
{
if (node->IsLeaf() == true)
{
if (callback->Report(nodeIndex) == false)
{
return;
}
}
else
{
stack.Push(node->child1);
stack.Push(node->child2);
}
}
}
}
template<class T>
inline void b3StaticTree::RayCast(T* callback, const b3RayCastInput& input) const
{
if (m_nodeCount == 0)
{
return;
}
b3Vec3 p1 = input.p1;
b3Vec3 p2 = input.p2;
b3Vec3 d = p2 - p1;
float32 maxFraction = input.maxFraction;
// Ensure non-degenerate segment.
B3_ASSERT(b3Dot(d, d) > B3_EPSILON * B3_EPSILON);
u32 root = 0;
b3Stack<u32, 256> stack;
stack.Push(root);
while (stack.IsEmpty() == false)
{
i32 nodeIndex = stack.Top();
stack.Pop();
if (nodeIndex == NULL_NODE_S)
{
continue;
}
const b3Node* node = m_nodes + nodeIndex;
float32 minFraction = 0.0f;
if (node->aabb.TestRay(p1, p2, maxFraction, minFraction) == true)
{
if (node->IsLeaf() == true)
{
b3RayCastInput subInput;
subInput.p1 = input.p1;
subInput.p2 = input.p2;
subInput.maxFraction = maxFraction;
float32 newFraction = callback->Report(subInput, nodeIndex);
if (newFraction == 0.0f)
{
// The client has stopped the query.
return;
}
}
else
{
stack.Push(node->child1);
stack.Push(node->child2);
}
}
}
}
inline u32 b3StaticTree::GetSize() const
{
u32 size = 0;
size += sizeof(b3StaticTree);
size += m_nodeCount * sizeof(b3Node);
return size;
}
#endif