Almost working bvh
This commit is contained in:
parent
0687ff4858
commit
493f311ad0
@ -1,3 +1,3 @@
|
||||
#!/usr/bin/env bash
|
||||
|
||||
odin build main_release -collection:common=./common -collection:game=./game -out:game_debug.bin -strict-style -vet -debug
|
||||
odin build main_release -collection:common=./common -collection:game=./game -out:game_debug.bin -strict-style -vet -debug
|
||||
|
@ -1,3 +1,3 @@
|
||||
#!/usr/bin/env bash
|
||||
|
||||
odin build main_release -out:game_release.bin -strict-style -vet -no-bounds-check -o:speed
|
||||
odin build main_release -collection:common=./common -collection:game=./game -out:game_release.bin -strict-style -vet -no-bounds-check -o:speed -debug
|
||||
|
@ -2,6 +2,9 @@ package assets
|
||||
|
||||
import "core:c"
|
||||
import "core:log"
|
||||
import "core:math"
|
||||
import lg "core:math/linalg"
|
||||
import "game:physics/bvh"
|
||||
import rl "vendor:raylib"
|
||||
|
||||
Loaded_Texture :: struct {
|
||||
@ -14,9 +17,25 @@ Loaded_Model :: struct {
|
||||
modtime: c.long,
|
||||
}
|
||||
|
||||
Loaded_BVH :: struct {
|
||||
// AABB of all bvhs
|
||||
aabb: bvh.AABB,
|
||||
// BVH for each mesh in a model
|
||||
bvhs: []bvh.BVH,
|
||||
modtime: c.long,
|
||||
}
|
||||
|
||||
destroy_loaded_bvh :: proc(loaded_bvh: Loaded_BVH) {
|
||||
for &mesh_bvh in loaded_bvh.bvhs {
|
||||
bvh.destroy_bvh(&mesh_bvh)
|
||||
}
|
||||
delete(loaded_bvh.bvhs)
|
||||
}
|
||||
|
||||
Asset_Manager :: struct {
|
||||
textures: map[cstring]Loaded_Texture,
|
||||
models: map[cstring]Loaded_Model,
|
||||
bvhs: map[cstring]Loaded_BVH,
|
||||
}
|
||||
|
||||
get_texture :: proc(assetman: ^Asset_Manager, path: cstring) -> rl.Texture2D {
|
||||
@ -45,12 +64,22 @@ get_texture :: proc(assetman: ^Asset_Manager, path: cstring) -> rl.Texture2D {
|
||||
}
|
||||
}
|
||||
|
||||
get_model :: proc(assetman: ^Asset_Manager, path: cstring) -> rl.Model {
|
||||
modtime := rl.GetFileModTime(path)
|
||||
get_model_ex :: proc(
|
||||
assetman: ^Asset_Manager,
|
||||
path: cstring,
|
||||
ref_modtime: c.long = 0, // will check reload status using reference load time. When 0 reloaded will be true only if this call triggered reload
|
||||
) -> (
|
||||
model: rl.Model,
|
||||
modtime: c.long,
|
||||
reloaded: bool,
|
||||
) {
|
||||
new_modtime := rl.GetFileModTime(path)
|
||||
|
||||
existing, ok := assetman.models[path]
|
||||
if ok && existing.modtime == modtime {
|
||||
return existing.model
|
||||
if ok && existing.modtime == new_modtime {
|
||||
return existing.model,
|
||||
existing.modtime,
|
||||
ref_modtime == 0 ? false : existing.modtime == ref_modtime
|
||||
}
|
||||
|
||||
if ok {
|
||||
@ -63,12 +92,66 @@ get_model :: proc(assetman: ^Asset_Manager, path: cstring) -> rl.Model {
|
||||
if rl.IsModelValid(loaded) {
|
||||
assetman.models[path] = {
|
||||
model = loaded,
|
||||
modtime = new_modtime,
|
||||
}
|
||||
return loaded, new_modtime, true
|
||||
} else {
|
||||
return rl.Model{}, 0, true
|
||||
}
|
||||
}
|
||||
|
||||
get_model :: proc(assetman: ^Asset_Manager, path: cstring) -> rl.Model {
|
||||
model, _, _ := get_model_ex(assetman, path)
|
||||
|
||||
return model
|
||||
}
|
||||
|
||||
null_bvhs: []bvh.BVH
|
||||
|
||||
get_bvh :: proc(assetman: ^Asset_Manager, path: cstring) -> Loaded_BVH {
|
||||
loaded_bvh, ok := assetman.bvhs[path]
|
||||
model, modtime, reloaded := get_model_ex(assetman, path, loaded_bvh.modtime)
|
||||
|
||||
should_recreate := reloaded || !ok || true
|
||||
|
||||
if ok && should_recreate {
|
||||
destroy_loaded_bvh(loaded_bvh)
|
||||
delete_key(&assetman.bvhs, path)
|
||||
}
|
||||
|
||||
if should_recreate {
|
||||
new_bvhs := make([]bvh.BVH, model.meshCount)
|
||||
|
||||
outer_aabb := bvh.AABB {
|
||||
min = math.F32_MAX,
|
||||
max = math.F32_MIN,
|
||||
}
|
||||
|
||||
for i in 0 ..< model.meshCount {
|
||||
mesh := model.meshes[i]
|
||||
vertices := (cast([^]rl.Vector3)mesh.vertices)[:mesh.vertexCount]
|
||||
indices := mesh.indices[:mesh.triangleCount * 3]
|
||||
|
||||
mesh_bvh := bvh.build_bvh_from_mesh(
|
||||
{vertices = vertices, indices = indices},
|
||||
context.allocator,
|
||||
)
|
||||
|
||||
root_aabb := mesh_bvh.bvh.nodes[0].aabb
|
||||
outer_aabb.min = lg.min(outer_aabb.min, root_aabb.min)
|
||||
outer_aabb.max = lg.max(outer_aabb.max, root_aabb.max)
|
||||
|
||||
new_bvhs[i] = mesh_bvh.bvh
|
||||
}
|
||||
|
||||
assetman.bvhs[path] = Loaded_BVH {
|
||||
aabb = outer_aabb,
|
||||
bvhs = new_bvhs,
|
||||
modtime = modtime,
|
||||
}
|
||||
return loaded
|
||||
} else {
|
||||
return rl.Model{}
|
||||
}
|
||||
|
||||
return assetman.bvhs[path]
|
||||
}
|
||||
|
||||
shutdown :: proc(assetman: ^Asset_Manager) {
|
||||
@ -78,6 +161,10 @@ shutdown :: proc(assetman: ^Asset_Manager) {
|
||||
for _, model in assetman.models {
|
||||
rl.UnloadModel(model.model)
|
||||
}
|
||||
for _, loaded_bvh in assetman.bvhs {
|
||||
destroy_loaded_bvh(loaded_bvh)
|
||||
}
|
||||
delete(assetman.textures)
|
||||
delete(assetman.models)
|
||||
delete(assetman.bvhs)
|
||||
}
|
||||
|
@ -21,6 +21,7 @@ import "core:log"
|
||||
import "core:math"
|
||||
import "core:math/linalg"
|
||||
import "game:physics"
|
||||
import "game:physics/bvh"
|
||||
import rl "vendor:raylib"
|
||||
import "vendor:raylib/rlgl"
|
||||
|
||||
@ -71,6 +72,7 @@ Game_Memory :: struct {
|
||||
runtime_world: Runtime_World,
|
||||
es: Editor_State,
|
||||
editor: bool,
|
||||
preview_bvh: int,
|
||||
}
|
||||
|
||||
Track_Edit_State :: enum {
|
||||
@ -360,6 +362,13 @@ update :: proc() {
|
||||
|
||||
dt := rl.GetFrameTime()
|
||||
|
||||
if rl.IsKeyReleased(.LEFT_BRACKET) {
|
||||
g_mem.preview_bvh -= 1
|
||||
}
|
||||
if rl.IsKeyReleased(.RIGHT_BRACKET) {
|
||||
g_mem.preview_bvh += 1
|
||||
}
|
||||
|
||||
if g_mem.editor {
|
||||
update_editor(get_editor_state())
|
||||
} else {
|
||||
@ -409,25 +418,68 @@ draw :: proc() {
|
||||
|
||||
interpolated_points := calculate_spline_interpolated_points(points[:], context.temp_allocator)
|
||||
|
||||
collision, segment_idx := raycast_spline_tube(
|
||||
interpolated_points,
|
||||
rl.GetScreenToWorldRay(rl.GetMousePosition(), camera),
|
||||
)
|
||||
// collision, segment_idx := raycast_spline_tube(
|
||||
// interpolated_points,
|
||||
// rl.GetScreenToWorldRay(rl.GetMousePosition(), camera),
|
||||
// )
|
||||
|
||||
car_body := physics.get_body(&world.physics_scene, runtime_world.car_handle)
|
||||
car_model := assets.get_model(&g_mem.assetman, "assets/toyota_corolla_ae86_trueno.glb")
|
||||
|
||||
mesh_col: bvh.Collision
|
||||
hit_mesh_idx := -1
|
||||
|
||||
rl_ray := rl.GetScreenToWorldRay(rl.GetMousePosition(), camera)
|
||||
ray := bvh.Ray {
|
||||
origin = rl_ray.position,
|
||||
dir = rl_ray.direction,
|
||||
}
|
||||
|
||||
{
|
||||
rl.BeginMode3D(camera)
|
||||
defer rl.EndMode3D()
|
||||
|
||||
rl.DrawGrid(100, 1)
|
||||
|
||||
{
|
||||
mesh_bvh := assets.get_bvh(&g_mem.assetman, "assets/toyota_corolla_ae86_trueno.glb")
|
||||
|
||||
for &blas, i in mesh_bvh.bvhs {
|
||||
mesh := car_model.meshes[i]
|
||||
|
||||
if i == -1 {
|
||||
bvh.debug_draw_bvh_bounds(
|
||||
&blas,
|
||||
bvh.bvh_mesh_from_rl_mesh(mesh),
|
||||
0,
|
||||
g_mem.preview_bvh,
|
||||
)
|
||||
}
|
||||
|
||||
vertices := (cast([^]rl.Vector3)mesh.vertices)[:mesh.vertexCount]
|
||||
indices := mesh.indices[:mesh.triangleCount * 3]
|
||||
if bvh.traverse_bvh_ray_mesh(
|
||||
&blas,
|
||||
bvh.Mesh{vertices = vertices, indices = indices},
|
||||
ray,
|
||||
&mesh_col,
|
||||
) {
|
||||
hit_mesh_idx = i
|
||||
}
|
||||
}
|
||||
|
||||
if mesh_col.hit {
|
||||
rl.DrawSphereWires(ray.origin + ray.dir * mesh_col.t, 1, 8, 8, rl.RED)
|
||||
}
|
||||
}
|
||||
|
||||
if !g_mem.editor {
|
||||
car_body := physics.get_body(&world.physics_scene, runtime_world.car_handle)
|
||||
car_matrix := rl.QuaternionToMatrix(car_body.q)
|
||||
car_model.transform = car_matrix
|
||||
|
||||
rl.DrawModel(car_model, car_body.x - runtime_world.car_com, 1, rl.WHITE)
|
||||
} else {
|
||||
// rl.DrawModel(car_model, 0, 1, rl.WHITE)
|
||||
}
|
||||
|
||||
physics.draw_debug_scene(&world.physics_scene)
|
||||
@ -471,10 +523,6 @@ draw :: proc() {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if collision.hit {
|
||||
rl.DrawSphereWires(collision.point, 1, 8, 8, rl.RED)
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
@ -484,9 +532,19 @@ draw :: proc() {
|
||||
if g_mem.editor {
|
||||
rl.DrawText("Editor", 5, 5, 8, rl.ORANGE)
|
||||
|
||||
if collision.hit {
|
||||
rl.DrawText(fmt.ctprintf("Segment: %v", segment_idx), 5, 32, 8, rl.ORANGE)
|
||||
}
|
||||
rl.DrawText(
|
||||
fmt.ctprintf(
|
||||
"mesh: %v, tri: %v, bary: %v, idx: %v",
|
||||
hit_mesh_idx,
|
||||
mesh_col.prim,
|
||||
mesh_col.bary,
|
||||
g_mem.preview_bvh,
|
||||
),
|
||||
5,
|
||||
32,
|
||||
8,
|
||||
rl.ORANGE,
|
||||
)
|
||||
|
||||
switch g_mem.es.track_edit_state {
|
||||
case .Select:
|
||||
|
382
game/physics/bvh/bvh.odin
Normal file
382
game/physics/bvh/bvh.odin
Normal file
@ -0,0 +1,382 @@
|
||||
package bvh
|
||||
|
||||
import "../collision"
|
||||
import "base:runtime"
|
||||
import "core:container/queue"
|
||||
import "core:log"
|
||||
import "core:math"
|
||||
import lg "core:math/linalg"
|
||||
import "core:mem"
|
||||
import rl "vendor:raylib"
|
||||
|
||||
_ :: log
|
||||
_ :: rl
|
||||
_ :: lg
|
||||
|
||||
Vec3 :: [3]f32
|
||||
|
||||
AABB :: struct {
|
||||
min, max: Vec3,
|
||||
}
|
||||
|
||||
// Helper struct to avoid passing verts/indices separately
|
||||
Mesh :: struct {
|
||||
vertices: []Vec3,
|
||||
indices: []u16,
|
||||
}
|
||||
|
||||
BVH :: struct {
|
||||
nodes: []Node,
|
||||
// Triangle IDs. first_index = indices[primitive * 3]
|
||||
primitives: []u16,
|
||||
nodes_used: i32,
|
||||
}
|
||||
|
||||
destroy_bvh :: proc(bvh: ^BVH) {
|
||||
delete(bvh.nodes)
|
||||
delete(bvh.primitives)
|
||||
}
|
||||
|
||||
// Helper struct to store mesh data together with its bvh for convenience
|
||||
// You don't have to use it
|
||||
Mesh_BVH :: struct {
|
||||
bvh: BVH,
|
||||
mesh: Mesh,
|
||||
}
|
||||
|
||||
Node :: struct {
|
||||
aabb: AABB,
|
||||
// Index of the left child, right child is left_child + 1
|
||||
child_or_prim_start: i32,
|
||||
prim_len: i32,
|
||||
}
|
||||
|
||||
// uvw
|
||||
Bary :: [3]f32
|
||||
|
||||
is_leaf_node :: #force_inline proc(node: Node) -> bool {
|
||||
return node.prim_len > 0
|
||||
}
|
||||
|
||||
#assert(size_of(Node) == 32)
|
||||
|
||||
build_bvh_from_mesh :: proc(mesh: Mesh, allocator := context.allocator) -> (mesh_bvh: Mesh_BVH) {
|
||||
vertices, indices := mesh.vertices, mesh.indices
|
||||
assert(len(indices) % 3 == 0)
|
||||
|
||||
bvh := &mesh_bvh.bvh
|
||||
|
||||
num_triangles := len(indices) / 3
|
||||
|
||||
// Caller owned, allocator might be temp_allocator so do this before checkpoint below, otherwise we the result accidentally
|
||||
bvh.nodes, _ = mem.make_aligned([]Node, num_triangles * 2 - 1, size_of(Node), allocator)
|
||||
bvh.primitives = make([]u16, num_triangles, allocator)
|
||||
|
||||
// Clean up after ourselves
|
||||
temp := runtime.default_temp_allocator_temp_begin()
|
||||
defer runtime.default_temp_allocator_temp_end(temp)
|
||||
|
||||
// Temp stuff
|
||||
centroids := make([]Vec3, num_triangles, context.temp_allocator)
|
||||
aabbs := make([]AABB, num_triangles, context.temp_allocator)
|
||||
|
||||
// Calculate centroids and aabbs
|
||||
for i in 0 ..< num_triangles {
|
||||
i1, i2, i3 := indices[i * 3], indices[i * 3 + 1], indices[i * 3 + 2]
|
||||
v1, v2, v3 := vertices[i1], vertices[i2], vertices[i3]
|
||||
|
||||
centroids[i] = (v1 + v2 + v3) * 0.33333333333
|
||||
|
||||
aabbs[i].min = Vec3{min(v1.x, v2.x, v3.x), min(v1.y, v2.y, v3.y), min(v1.z, v2.z, v3.z)}
|
||||
aabbs[i].max = Vec3{max(v1.x, v2.x, v3.x), max(v1.y, v2.y, v3.y), max(v1.z, v2.z, v3.z)}
|
||||
|
||||
size := aabbs[i].max - aabbs[i].min
|
||||
assert(size.x >= 0)
|
||||
assert(size.y >= 0)
|
||||
assert(size.z >= 0)
|
||||
|
||||
bvh.primitives[i] = u16(i)
|
||||
}
|
||||
|
||||
bvh.nodes_used = 1 // root
|
||||
|
||||
root := &bvh.nodes[0]
|
||||
root.child_or_prim_start = 0
|
||||
root.prim_len = i32(num_triangles)
|
||||
|
||||
update_node_bounds(bvh, 0, aabbs)
|
||||
subdivide(bvh, 0, centroids, aabbs)
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
/// Useful for a top level accel structure
|
||||
build_bvh_from_aabbs :: proc(aabbs: []AABB, allocator := context.allocator) -> (bvh: BVH) {
|
||||
bvh.nodes, _ = mem.make_aligned([]Node, len(aabbs) * 2 - 1, size_of(Node), allocator)
|
||||
bvh.primitives = make([]u16, len(aabbs), allocator)
|
||||
|
||||
temp := runtime.default_temp_allocator_temp_begin()
|
||||
defer runtime.default_temp_allocator_temp_end(temp)
|
||||
|
||||
// Temp stuff
|
||||
centroids := make([]Vec3, len(aabbs), context.temp_allocator)
|
||||
|
||||
// Calculate centroids
|
||||
for i in 0 ..< len(aabbs) {
|
||||
centroids[i] = (aabbs[i].max + aabbs[i].min) * 0.5
|
||||
|
||||
bvh.primitives[i] = u16(i)
|
||||
}
|
||||
|
||||
bvh.nodes_used = 1
|
||||
|
||||
root := &bvh.nodes[0]
|
||||
root.prim_len = i32(len(aabbs))
|
||||
|
||||
update_node_bounds(&bvh, 0, aabbs)
|
||||
|
||||
subdivide(&bvh, 0, centroids, aabbs)
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
update_node_bounds :: proc(bvh: ^BVH, node_idx: i32, prim_aabbs: []AABB) {
|
||||
node := &bvh.nodes[node_idx]
|
||||
|
||||
node.aabb.min = math.F32_MAX
|
||||
node.aabb.max = math.F32_MIN
|
||||
|
||||
for i in node.child_or_prim_start ..< node.child_or_prim_start + node.prim_len {
|
||||
prim_aabb := prim_aabbs[bvh.primitives[i]]
|
||||
node.aabb.min.x = min(node.aabb.min.x, prim_aabb.min.x)
|
||||
node.aabb.min.y = min(node.aabb.min.y, prim_aabb.min.y)
|
||||
node.aabb.min.z = min(node.aabb.min.z, prim_aabb.min.z)
|
||||
|
||||
node.aabb.max.x = max(node.aabb.max.x, prim_aabb.max.x)
|
||||
node.aabb.max.y = max(node.aabb.max.y, prim_aabb.max.y)
|
||||
node.aabb.max.z = max(node.aabb.max.z, prim_aabb.max.z)
|
||||
}
|
||||
|
||||
size := node.aabb.max - node.aabb.min
|
||||
assert(size.x >= 0)
|
||||
assert(size.y >= 0)
|
||||
assert(size.z >= 0)
|
||||
}
|
||||
|
||||
subdivide :: proc(bvh: ^BVH, node_idx: i32, centroids: []Vec3, aabbs: []AABB) {
|
||||
node := &bvh.nodes[node_idx]
|
||||
|
||||
if node.prim_len <= 2 {
|
||||
return
|
||||
}
|
||||
|
||||
size := node.aabb.max - node.aabb.min
|
||||
|
||||
// Split along longest axis
|
||||
largest_side := size.x
|
||||
split_axis := 0
|
||||
if size.y > largest_side {
|
||||
split_axis = 1
|
||||
largest_side = size.y
|
||||
}
|
||||
if size.z > largest_side {
|
||||
split_axis = 2
|
||||
}
|
||||
|
||||
split_pos := node.aabb.min[split_axis] + size[split_axis] * 0.5
|
||||
|
||||
// Partition
|
||||
i := node.child_or_prim_start
|
||||
j := i + node.prim_len - 1
|
||||
|
||||
for i <= j {
|
||||
prim_i := bvh.primitives[i]
|
||||
prim_j := bvh.primitives[j]
|
||||
if centroids[prim_i][split_axis] < split_pos {
|
||||
i += 1
|
||||
} else {
|
||||
bvh.primitives[i] = prim_j
|
||||
bvh.primitives[j] = prim_i
|
||||
j -= 1
|
||||
}
|
||||
}
|
||||
|
||||
left_count := i - node.child_or_prim_start
|
||||
if left_count == 0 || left_count == node.prim_len {
|
||||
return
|
||||
}
|
||||
|
||||
left_child := bvh.nodes_used
|
||||
right_child := bvh.nodes_used + 1
|
||||
bvh.nodes_used += 2
|
||||
|
||||
prim_start := node.child_or_prim_start
|
||||
node.child_or_prim_start = left_child
|
||||
|
||||
bvh.nodes[left_child] = {}
|
||||
bvh.nodes[right_child] = {}
|
||||
|
||||
bvh.nodes[left_child].child_or_prim_start = prim_start
|
||||
bvh.nodes[left_child].prim_len = left_count
|
||||
bvh.nodes[right_child].child_or_prim_start = i
|
||||
bvh.nodes[right_child].prim_len = node.prim_len - left_count
|
||||
node.prim_len = 0
|
||||
|
||||
update_node_bounds(bvh, left_child, aabbs)
|
||||
update_node_bounds(bvh, right_child, aabbs)
|
||||
|
||||
subdivide(bvh, left_child, centroids, aabbs)
|
||||
subdivide(bvh, right_child, centroids, aabbs)
|
||||
}
|
||||
|
||||
Ray :: struct {
|
||||
origin, dir: Vec3,
|
||||
dir_inv: Vec3,
|
||||
}
|
||||
|
||||
Collision :: struct {
|
||||
hit: bool,
|
||||
t: f32,
|
||||
// which primitive we hit
|
||||
prim: u16,
|
||||
// Barycentric coords of the hit triangle
|
||||
bary: Bary,
|
||||
}
|
||||
|
||||
traverse_bvh_ray_mesh :: proc(bvh: ^BVH, mesh: Mesh, ray: Ray, out_collision: ^Collision) -> bool {
|
||||
ray := ray
|
||||
ray.dir_inv.x = 1.0 / ray.dir.x
|
||||
ray.dir_inv.y = 1.0 / ray.dir.y
|
||||
ray.dir_inv.z = 1.0 / ray.dir.z
|
||||
|
||||
if !out_collision.hit {
|
||||
out_collision.t = math.F32_MAX
|
||||
}
|
||||
|
||||
prev_t := out_collision.t
|
||||
|
||||
internal_traverse_bvh_ray_triangles(bvh, mesh, ray, out_collision)
|
||||
|
||||
return out_collision.hit && out_collision.t < prev_t
|
||||
}
|
||||
|
||||
internal_traverse_bvh_ray_triangles :: proc(
|
||||
bvh: ^BVH,
|
||||
mesh: Mesh,
|
||||
ray: Ray,
|
||||
out_collision: ^Collision,
|
||||
) {
|
||||
temp := runtime.default_temp_allocator_temp_begin()
|
||||
defer runtime.default_temp_allocator_temp_end(temp)
|
||||
|
||||
nodes_to_process: queue.Queue(i32)
|
||||
queue.init(&nodes_to_process, queue.DEFAULT_CAPACITY, context.temp_allocator)
|
||||
queue.push_back(&nodes_to_process, 0)
|
||||
|
||||
for queue.len(nodes_to_process) > 0 {
|
||||
node_idx := queue.pop_front(&nodes_to_process)
|
||||
assert(node_idx < bvh.nodes_used)
|
||||
|
||||
node := &bvh.nodes[node_idx]
|
||||
|
||||
if !internal_ray_aabb_test(ray, node.aabb, out_collision.t) {
|
||||
return
|
||||
}
|
||||
|
||||
rl.DrawBoundingBox(
|
||||
{min = node.aabb.min, max = node.aabb.max},
|
||||
debug_int_to_color(node_idx),
|
||||
)
|
||||
|
||||
if is_leaf_node(node^) {
|
||||
for i in node.child_or_prim_start ..< node.child_or_prim_start + node.prim_len {
|
||||
internal_ray_tri_test(ray, mesh, bvh.primitives[i], out_collision)
|
||||
}
|
||||
} else {
|
||||
left_node := node.child_or_prim_start
|
||||
|
||||
queue.push_back_elems(&nodes_to_process, left_node, left_node + 1)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// https://tavianator.com/2022/ray_box_boundary.html
|
||||
internal_ray_aabb_test :: proc(ray: Ray, box: AABB, min_t: f32) -> bool {
|
||||
_, ok := collision.intersect_ray_aabb(ray.origin, ray.dir, collision.Aabb{box.min, box.max})
|
||||
return ok
|
||||
|
||||
// t1 := (box.min[0] - ray.origin[0]) * ray.dir_inv[0]
|
||||
// t2 := (box.max[0] - ray.origin[0]) * ray.dir_inv[0]
|
||||
|
||||
// tmin := min(t1, t2)
|
||||
// tmax := max(t1, t2)
|
||||
|
||||
// for i in 1 ..< 3 {
|
||||
// t1 = (box.min[i] - ray.origin[i]) * ray.dir_inv[i]
|
||||
// t2 = (box.max[i] - ray.origin[i]) * ray.dir_inv[i]
|
||||
|
||||
// tmin = max(tmin, min(t1, t2))
|
||||
// tmax = min(tmax, max(t1, t2))
|
||||
// }
|
||||
|
||||
// return tmax > max(tmin, 0.0)
|
||||
}
|
||||
|
||||
// Möller–Trumbore intersection algorithm
|
||||
// https://jacco.ompf2.com/2022/04/13/how-to-build-a-bvh-part-1-basics/
|
||||
internal_ray_tri_test :: proc(ray: Ray, mesh: Mesh, tri: u16, col: ^Collision) {
|
||||
i1, i2, i3 := mesh.indices[tri * 3], mesh.indices[tri * 3 + 1], mesh.indices[tri * 3 + 2]
|
||||
v1, v2, v3 := mesh.vertices[i1], mesh.vertices[i2], mesh.vertices[i3]
|
||||
|
||||
t, _, barycentric, ok := collision.intersect_segment_triangle(
|
||||
{ray.origin, ray.origin + ray.dir},
|
||||
{v1, v2, v3},
|
||||
)
|
||||
|
||||
if ok && t < col.t {
|
||||
col.hit = true
|
||||
col.t = t
|
||||
col.prim = tri
|
||||
col.bary = barycentric
|
||||
}
|
||||
// rl.DrawTriangle3D(v1, v2, v3, debug_int_to_color(i32(tri)))
|
||||
|
||||
// rl_col := rl.GetRayCollisionTriangle(rl.Ray{ray.origin, ray.dir}, v1, v2, v3)
|
||||
|
||||
// if rl_col.hit && rl_col.distance < col.t {
|
||||
// col.hit = true
|
||||
// col.t = lg.distance(ray.origin, rl_col.point)
|
||||
// }
|
||||
|
||||
return
|
||||
|
||||
//e1, e2 := v2 - v1, v3 - v1
|
||||
|
||||
//h := lg.cross(ray.dir, e2)
|
||||
//a := lg.dot(e1, h)
|
||||
|
||||
//// ray parallel to triangle
|
||||
//if a > -0.0001 || a < 0.0001 {
|
||||
// return
|
||||
//}
|
||||
|
||||
//f: f32 = 1.0 / a
|
||||
//s := ray.origin - v1
|
||||
//u := f * lg.dot(s, h)
|
||||
//if u < 0 || u > 1 {
|
||||
// return
|
||||
//}
|
||||
//q := lg.cross(s, e1)
|
||||
//v := f * lg.dot(ray.dir, q)
|
||||
//if v < 0 || u + v > 1 {
|
||||
// return
|
||||
//}
|
||||
|
||||
//t := f * lg.dot(e2, q)
|
||||
//if t > 0.0001 && t < col.t {
|
||||
// col.hit = true
|
||||
// col.t = t
|
||||
// col.prim = tri
|
||||
// col.bary = Vec3{u, v, 0} // TODO: calc W
|
||||
//}
|
||||
}
|
115
game/physics/bvh/debug.odin
Normal file
115
game/physics/bvh/debug.odin
Normal file
@ -0,0 +1,115 @@
|
||||
package bvh
|
||||
|
||||
import "base:runtime"
|
||||
import "core:container/queue"
|
||||
import "core:fmt"
|
||||
import "core:log"
|
||||
import lg "core:math/linalg"
|
||||
import rl "vendor:raylib"
|
||||
import "vendor:raylib/rlgl"
|
||||
|
||||
_ :: fmt
|
||||
_ :: log
|
||||
|
||||
// Assuming rl.BeginMode3D was called before this
|
||||
debug_draw_bvh_bounds :: proc(bvh: ^BVH, mesh: Mesh, pos: rl.Vector3, node_index: int) {
|
||||
old_width := rlgl.GetLineWidth()
|
||||
rlgl.SetLineWidth(4)
|
||||
defer rlgl.SetLineWidth(old_width)
|
||||
|
||||
temp := runtime.default_temp_allocator_temp_begin()
|
||||
defer runtime.default_temp_allocator_temp_end(temp)
|
||||
|
||||
Traversal :: struct {
|
||||
node_idx: i32,
|
||||
should_draw: bool,
|
||||
}
|
||||
nodes_to_process: queue.Queue(Traversal)
|
||||
queue.init(&nodes_to_process, queue.DEFAULT_CAPACITY, context.temp_allocator)
|
||||
|
||||
queue.push_back(&nodes_to_process, Traversal{0, node_index == 0})
|
||||
|
||||
for queue.len(nodes_to_process) > 0 {
|
||||
traversal := queue.pop_front(&nodes_to_process)
|
||||
|
||||
node_idx := traversal.node_idx
|
||||
should_draw := traversal.should_draw || node_index == int(node_idx)
|
||||
|
||||
node := &bvh.nodes[node_idx]
|
||||
|
||||
if should_draw {
|
||||
rl.DrawBoundingBox(
|
||||
rl.BoundingBox{node.aabb.min + pos, node.aabb.max + pos},
|
||||
debug_int_to_color(node_idx + 1),
|
||||
)
|
||||
}
|
||||
|
||||
if !is_leaf_node(node^) {
|
||||
left_child := node.child_or_prim_start
|
||||
queue.push_back_elems(
|
||||
&nodes_to_process,
|
||||
Traversal{left_child, should_draw},
|
||||
Traversal{left_child + 1, should_draw},
|
||||
)
|
||||
} else if should_draw {
|
||||
for i in node.child_or_prim_start ..< node.child_or_prim_start + node.prim_len {
|
||||
tri := bvh.primitives[i]
|
||||
i1, i2, i3 :=
|
||||
mesh.indices[tri * 3], mesh.indices[tri * 3 + 1], mesh.indices[tri * 3 + 2]
|
||||
v1, v2, v3 := mesh.vertices[i1], mesh.vertices[i2], mesh.vertices[i3]
|
||||
|
||||
centroid := (v1 + v2 + v3) * 0.33333333
|
||||
|
||||
aabb: AABB
|
||||
aabb.min = Vec3 {
|
||||
min(v1.x, v2.x, v3.x),
|
||||
min(v1.y, v2.y, v3.y),
|
||||
min(v1.z, v2.z, v3.z),
|
||||
}
|
||||
aabb.max = Vec3 {
|
||||
max(v1.x, v2.x, v3.x),
|
||||
max(v1.y, v2.y, v3.y),
|
||||
max(v1.z, v2.z, v3.z),
|
||||
}
|
||||
|
||||
size := lg.length(aabb.max - aabb.min)
|
||||
rl.DrawTriangle3D(v1, v2, v3, debug_int_to_color(i32(tri) + 1))
|
||||
rl.DrawBoundingBox(
|
||||
rl.BoundingBox{aabb.min, aabb.max},
|
||||
debug_int_to_color(i32(tri) + 2),
|
||||
)
|
||||
|
||||
if size < 1 {
|
||||
rl.DrawCubeWiresV(centroid, 0.05, debug_int_to_color(i32(tri) + 3))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
debug_int_to_color :: proc(num: i32) -> (color: rl.Color) {
|
||||
x := debug_hash(num)
|
||||
|
||||
color.r = u8(x % 256)
|
||||
color.g = u8((x / 256) % 256)
|
||||
color.b = u8((x / 256 / 256) % 256)
|
||||
color.a = 255
|
||||
return
|
||||
}
|
||||
|
||||
debug_hash :: proc(num: i32) -> u32 {
|
||||
x := cast(u32)num
|
||||
|
||||
x = ((x >> 16) ~ x) * 0x45d9f3b
|
||||
x = ((x >> 16) ~ x) * 0x45d9f3b
|
||||
x = (x >> 16) ~ x
|
||||
|
||||
return x
|
||||
}
|
||||
|
||||
bvh_mesh_from_rl_mesh :: proc(mesh: rl.Mesh) -> Mesh {
|
||||
return Mesh {
|
||||
vertices = (cast([^]Vec3)mesh.vertices)[:mesh.vertexCount],
|
||||
indices = mesh.indices[:mesh.triangleCount * 3],
|
||||
}
|
||||
}
|
File diff suppressed because it is too large
Load Diff
@ -85,7 +85,7 @@ Body_Ptr :: #soa^#soa[]Body
|
||||
Suspension_Constraint_Ptr :: #soa^#soa[]Suspension_Constraint
|
||||
|
||||
_invalid_body: #soa[1]Body
|
||||
_invalid_body_slice: #soa[]Body
|
||||
_invalid_body_slice := _invalid_body[:]
|
||||
|
||||
_invalid_suspension_constraint: #soa[1]Suspension_Constraint
|
||||
_invalid_suspension_constraint_slice := _invalid_suspension_constraint[:]
|
||||
@ -93,7 +93,7 @@ _invalid_suspension_constraint_slice := _invalid_suspension_constraint[:]
|
||||
/// Returns pointer to soa slice. NEVER STORE IT
|
||||
get_body :: proc(scene: ^Scene, handle: Body_Handle) -> Body_Ptr {
|
||||
index := int(handle) - 1
|
||||
if index < 0 {
|
||||
if index < 0 || index >= len(scene.bodies_slice) {
|
||||
return &_invalid_body_slice[0]
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user