mirror of
https://github.com/overte-org/overte.git
synced 2025-04-25 20:16:16 +02:00
fixed line spacing and added BoundingBox support
This commit is contained in:
parent
6d3ec662a1
commit
b3ef9868e3
2 changed files with 157 additions and 138 deletions
|
@ -1,87 +1,95 @@
|
||||||
//
|
//
|
||||||
// VoxelProjectedShadow.cpp - The projected shadow (on the 2D view plane) for a voxel
|
// VoxelProjectedShadow.cpp - The projected shadow (on the 2D view plane) for a voxel
|
||||||
// hifi
|
// hifi
|
||||||
//
|
//
|
||||||
// Added by Brad Hefta-Gaub on 06/11/13.
|
// Added by Brad Hefta-Gaub on 06/11/13.
|
||||||
//
|
//
|
||||||
|
|
||||||
#include "VoxelProjectedShadow.h"
|
#include "VoxelProjectedShadow.h"
|
||||||
#include "GeometryUtil.h"
|
#include "GeometryUtil.h"
|
||||||
|
|
||||||
void VoxelProjectedShadow::setVertex(int vertex, const glm::vec2& point) {
|
|
||||||
_vertices[vertex] = point;
|
bool BoundingBox::contains(const BoundingBox& box) const {
|
||||||
|
return (
|
||||||
// keep track of our bounding box
|
(box.corner.x >= corner.x) &&
|
||||||
if (point.x > _maxX) {
|
(box.corner.y >= corner.y) &&
|
||||||
_maxX = point.x;
|
(box.corner.x + box.size.x <= corner.x + size.x) &&
|
||||||
}
|
(box.corner.y + box.size.y <= corner.y + size.y)
|
||||||
if (point.y > _maxY) {
|
);
|
||||||
_maxY = point.y;
|
};
|
||||||
}
|
|
||||||
if (point.x < _minX) {
|
void VoxelProjectedShadow::setVertex(int vertex, const glm::vec2& point) {
|
||||||
_minX = point.x;
|
_vertices[vertex] = point;
|
||||||
}
|
|
||||||
if (point.y < _minY) {
|
// keep track of our bounding box
|
||||||
_minY = point.y;
|
if (point.x > _maxX) {
|
||||||
}
|
_maxX = point.x;
|
||||||
|
}
|
||||||
};
|
if (point.y > _maxY) {
|
||||||
|
_maxY = point.y;
|
||||||
bool VoxelProjectedShadow::occludes(const VoxelProjectedShadow& occludee) const {
|
}
|
||||||
|
if (point.x < _minX) {
|
||||||
// first check the bounding boxes, the occludee mush be fully within the boounding box of this shadow
|
_minX = point.x;
|
||||||
if ((occludee.getMaxX() > getMaxX()) ||
|
}
|
||||||
(occludee.getMaxY() > getMaxY()) ||
|
if (point.y < _minY) {
|
||||||
(occludee.getMinX() < getMinX()) ||
|
_minY = point.y;
|
||||||
(occludee.getMinY() < getMinY())) {
|
}
|
||||||
return false;
|
|
||||||
}
|
};
|
||||||
|
|
||||||
// if we got this far, then check each vertex of the occludee, if all those points
|
bool VoxelProjectedShadow::occludes(const VoxelProjectedShadow& occludee) const {
|
||||||
// are inside our polygon, then the tested occludee is fully occluded
|
|
||||||
for(int i = 0; i < occludee.getVertexCount(); i++) {
|
// first check the bounding boxes, the occludee mush be fully within the boounding box of this shadow
|
||||||
if (!pointInside(occludee.getVertex(i))) {
|
if ((occludee.getMaxX() > getMaxX()) ||
|
||||||
return false;
|
(occludee.getMaxY() > getMaxY()) ||
|
||||||
}
|
(occludee.getMinX() < getMinX()) ||
|
||||||
}
|
(occludee.getMinY() < getMinY())) {
|
||||||
|
return false;
|
||||||
// if we got this far, then indeed the occludee is fully occluded by us
|
}
|
||||||
return true;
|
|
||||||
}
|
// if we got this far, then check each vertex of the occludee, if all those points
|
||||||
|
// are inside our polygon, then the tested occludee is fully occluded
|
||||||
bool VoxelProjectedShadow::pointInside(const glm::vec2& point) const {
|
for(int i = 0; i < occludee.getVertexCount(); i++) {
|
||||||
bool pointInside = false; // assume the worst
|
if (!pointInside(occludee.getVertex(i))) {
|
||||||
|
return false;
|
||||||
// first check the bounding boxes, the point mush be fully within the boounding box of this shadow
|
}
|
||||||
if ((point.x > getMaxX()) ||
|
}
|
||||||
(point.y > getMaxY()) ||
|
|
||||||
(point.x < getMinX()) ||
|
// if we got this far, then indeed the occludee is fully occluded by us
|
||||||
(point.y < getMinY())) {
|
return true;
|
||||||
return false;
|
}
|
||||||
}
|
|
||||||
|
bool VoxelProjectedShadow::pointInside(const glm::vec2& point) const {
|
||||||
float e = (getMaxX() - getMinX()) / 100.0f; // some epsilon
|
// first check the bounding boxes, the point mush be fully within the boounding box of this shadow
|
||||||
|
if ((point.x > getMaxX()) ||
|
||||||
// We need to have one ray that goes from a known outside position to the point in question. We'll pick a
|
(point.y > getMaxY()) ||
|
||||||
// start point just outside of our min X
|
(point.x < getMinX()) ||
|
||||||
glm::vec2 r1p1(getMinX() - e, point.y);
|
(point.y < getMinY())) {
|
||||||
glm::vec2 r1p2(point);
|
return false;
|
||||||
|
}
|
||||||
glm::vec2 r2p1(getVertex(getVertexCount()-1)); // start with last vertex to first vertex
|
|
||||||
glm::vec2 r2p2;
|
float e = (getMaxX() - getMinX()) / 100.0f; // some epsilon
|
||||||
|
|
||||||
// Test the ray against all sides
|
// We need to have one ray that goes from a known outside position to the point in question. We'll pick a
|
||||||
int intersections = 0;
|
// start point just outside of our min X
|
||||||
for (int i = 0; i < getVertexCount(); i++) {
|
glm::vec2 r1p1(getMinX() - e, point.y);
|
||||||
r2p2 = getVertex(i);
|
glm::vec2 r1p2(point);
|
||||||
if (doLineSegmentsIntersect(r1p1, r1p2, r2p1, r2p2)) {
|
|
||||||
intersections++;
|
glm::vec2 r2p1(getVertex(getVertexCount()-1)); // start with last vertex to first vertex
|
||||||
}
|
glm::vec2 r2p2;
|
||||||
r2p1 = r2p2; // set up for next side
|
|
||||||
}
|
// Test the ray against all sides
|
||||||
|
int intersections = 0;
|
||||||
// If odd number of intersections, we're inside
|
for (int i = 0; i < getVertexCount(); i++) {
|
||||||
return ((intersections & 1) == 1);
|
r2p2 = getVertex(i);
|
||||||
}
|
if (doLineSegmentsIntersect(r1p1, r1p2, r2p1, r2p2)) {
|
||||||
|
intersections++;
|
||||||
|
}
|
||||||
|
r2p1 = r2p2; // set up for next side
|
||||||
|
}
|
||||||
|
|
||||||
|
// If odd number of intersections, we're inside
|
||||||
|
return ((intersections & 1) == 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,51 +1,62 @@
|
||||||
//
|
//
|
||||||
// VoxelProjectedShadow.h - The projected shadow (on the 2D view plane) for a voxel
|
// VoxelProjectedShadow.h - The projected shadow (on the 2D view plane) for a voxel
|
||||||
// hifi
|
// hifi
|
||||||
//
|
//
|
||||||
// Added by Brad Hefta-Gaub on 06/11/13.
|
// Added by Brad Hefta-Gaub on 06/11/13.
|
||||||
//
|
//
|
||||||
|
|
||||||
#ifndef _VOXEL_PROJECTED_SHADOW_
|
#ifndef _VOXEL_PROJECTED_SHADOW_
|
||||||
#define _VOXEL_PROJECTED_SHADOW_
|
#define _VOXEL_PROJECTED_SHADOW_
|
||||||
|
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
|
|
||||||
const int MAX_SHADOW_VERTEX_COUNT = 6;
|
const int MAX_SHADOW_VERTEX_COUNT = 6;
|
||||||
|
|
||||||
typedef glm::vec2 ShadowVertices[MAX_SHADOW_VERTEX_COUNT];
|
typedef glm::vec2 ShadowVertices[MAX_SHADOW_VERTEX_COUNT];
|
||||||
|
|
||||||
class VoxelProjectedShadow
|
class BoundingBox {
|
||||||
{
|
public:
|
||||||
|
BoundingBox(glm::vec2 corner, glm::vec2 size) : corner(corner), size(size) {};
|
||||||
public:
|
glm::vec2 corner;
|
||||||
|
glm::vec2 size;
|
||||||
VoxelProjectedShadow() : _vertexCount(0), _maxX(0.0f), _maxY(0.0f), _minX(FLT_MAX), _minY(FLT_MAX) { };
|
bool contains(const BoundingBox& box) const;
|
||||||
VoxelProjectedShadow(int vertexCount) : _vertexCount(vertexCount), _maxX(0.0f), _maxY(0.0f), _minX(FLT_MAX), _minY(FLT_MAX)
|
};
|
||||||
{ };
|
|
||||||
|
class VoxelProjectedShadow {
|
||||||
~VoxelProjectedShadow() { };
|
|
||||||
const ShadowVertices& getVerices() const { return _vertices; };
|
public:
|
||||||
const glm::vec2& getVertex(int i) const { return _vertices[i]; };
|
|
||||||
void setVertex(int vertex, const glm::vec2& point);
|
VoxelProjectedShadow(int vertexCount = 0) :
|
||||||
int getVertexCount() const { return _vertexCount; };
|
_vertexCount(vertexCount), _maxX(-FLT_MAX), _maxY(-FLT_MAX), _minX(FLT_MAX), _minY(FLT_MAX)
|
||||||
void setVertexCount(int vertexCount) { _vertexCount = vertexCount; };
|
{ };
|
||||||
|
|
||||||
bool occludes(const VoxelProjectedShadow& occludee) const;
|
~VoxelProjectedShadow() { };
|
||||||
bool pointInside(const glm::vec2& point) const;
|
const ShadowVertices& getVerices() const { return _vertices; };
|
||||||
|
const glm::vec2& getVertex(int i) const { return _vertices[i]; };
|
||||||
float getMaxX() const { return _maxX; }
|
void setVertex(int vertex, const glm::vec2& point);
|
||||||
float getMaxY() const { return _maxY; }
|
int getVertexCount() const { return _vertexCount; };
|
||||||
float getMinX() const { return _minX; }
|
void setVertexCount(int vertexCount) { _vertexCount = vertexCount; };
|
||||||
float getMinY() const { return _minY; }
|
|
||||||
|
bool occludes(const VoxelProjectedShadow& occludee) const;
|
||||||
private:
|
bool pointInside(const glm::vec2& point) const;
|
||||||
int _vertexCount;
|
|
||||||
ShadowVertices _vertices;
|
float getMaxX() const { return _maxX; }
|
||||||
float _maxX;
|
float getMaxY() const { return _maxY; }
|
||||||
float _maxY;
|
float getMinX() const { return _minX; }
|
||||||
float _minX;
|
float getMinY() const { return _minY; }
|
||||||
float _minY;
|
|
||||||
};
|
BoundingBox getBoundingBox() const {
|
||||||
|
return BoundingBox(glm::vec2(_minX,_minY), glm::vec2(_maxX - _minX, _maxY - _minY));
|
||||||
|
};
|
||||||
#endif // _VOXEL_PROJECTED_SHADOW_
|
|
||||||
|
private:
|
||||||
|
int _vertexCount;
|
||||||
|
ShadowVertices _vertices;
|
||||||
|
float _maxX;
|
||||||
|
float _maxY;
|
||||||
|
float _minX;
|
||||||
|
float _minY;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
#endif // _VOXEL_PROJECTED_SHADOW_
|
||||||
|
|
Loading…
Reference in a new issue