Improved collision system use of BVH
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f74298d21d
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f75a5133d5
5 changed files with 38 additions and 8 deletions
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@ -163,13 +163,7 @@ void DrawingProgram::parallel_loop_all_components(std::function<void(const std::
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}
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void DrawingProgram::check_all_collisions_base(const SCollision::ColliderCollection<WorldScalar>& checkAgainstWorld, const SCollision::ColliderCollection<float>& checkAgainstCam) {
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for(auto& c : components.client_list())
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c->obj->globalCollisionCheck = false;
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compCache.traverse_bvh_run_function(checkAgainstWorld.bounds, [&](const std::shared_ptr<DrawingProgramCache::BVHNode>& node, const std::vector<CollabListType::ObjectInfoPtr>& comps) {
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for(auto& c : comps)
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c->obj->globalCollisionCheck = c->obj->collides_with(world.drawData.cam.c, checkAgainstWorld, checkAgainstCam, colliderAllocated);
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return true;
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});
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compCache.traverse_bvh_collision_check(checkAgainstWorld, checkAgainstCam);
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}
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void DrawingProgram::check_all_collisions(const SCollision::ColliderCollection<WorldScalar>& checkAgainst) {
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@ -77,6 +77,37 @@ std::pair<std::shared_ptr<DrawingProgramCache::BVHNode>, std::vector<DrawingProg
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return {nullptr, bvhNode->components.end()};
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}
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void DrawingProgramCache::traverse_bvh_collision_check(const SCollision::ColliderCollection<WorldScalar>& checkAgainstWorld, const SCollision::ColliderCollection<float>& checkAgainstCam) {
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for(auto& c : drawP.components.client_list())
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c->obj->globalCollisionCheck = false;
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for(auto& c : unsortedComponents)
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c->obj->globalCollisionCheck = c->obj->collides_with(drawP.world.drawData.cam.c, checkAgainstWorld, checkAgainstCam, drawP.colliderAllocated);
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traverse_bvh_collision_check_recursive(bvhRoot, checkAgainstWorld, checkAgainstCam);
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}
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void DrawingProgramCache::traverse_bvh_collision_check_recursive_tiny(const std::shared_ptr<BVHNode>& bvhNode, bool collided) {
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if(bvhNode) {
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for(auto& c : bvhNode->components)
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c->obj->globalCollisionCheck = collided;
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for(auto& p : bvhNode->children)
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traverse_bvh_collision_check_recursive_tiny(p, collided);
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}
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}
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void DrawingProgramCache::traverse_bvh_collision_check_recursive(const std::shared_ptr<BVHNode>& bvhNode, const SCollision::ColliderCollection<WorldScalar>& checkAgainstWorld, const SCollision::ColliderCollection<float>& checkAgainstCam) {
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if(bvhNode) {
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auto& camCoords = drawP.world.drawData.cam.c;
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if((camCoords.inverseScale >> DRAWCOMP_COLLIDE_MIN_SHIFT_TINY) >= bvhNode->coords.inverseScale)
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traverse_bvh_collision_check_recursive_tiny(bvhNode, SCollision::collide(checkAgainstCam, camCoords.to_space(bvhNode->bounds.min)));
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else {
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for(auto& c : bvhNode->components)
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c->obj->globalCollisionCheck = c->obj->collides_with(drawP.world.drawData.cam.c, checkAgainstWorld, checkAgainstCam, drawP.colliderAllocated);
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for(auto& p : bvhNode->children)
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traverse_bvh_collision_check_recursive(p, checkAgainstWorld, checkAgainstCam);
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}
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}
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}
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void DrawingProgramCache::traverse_bvh_run_function(const SCollision::AABB<WorldScalar>& aabb, std::function<bool(const std::shared_ptr<BVHNode> node, const std::vector<CollabListType::ObjectInfoPtr>& components)> f) {
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f(nullptr, unsortedComponents);
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traverse_bvh_run_function_recursive(bvhRoot, aabb, f);
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@ -37,6 +37,7 @@ class DrawingProgramCache {
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std::unordered_set<std::shared_ptr<BVHNode>> nodesWithCachedSurfaces;
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void traverse_bvh_collision_check(const SCollision::ColliderCollection<WorldScalar>& checkAgainstWorld, const SCollision::ColliderCollection<float>& checkAgainstCam);
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void traverse_bvh_run_function(const SCollision::AABB<WorldScalar>& aabb, std::function<bool(const std::shared_ptr<BVHNode> node, const std::vector<CollabListType::ObjectInfoPtr>& components)> f);
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void force_rebuild();
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@ -45,6 +46,9 @@ class DrawingProgramCache {
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void invalidate_cache_before_pos(uint64_t placementToInvalidateAt);
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private:
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void traverse_bvh_collision_check_recursive(const std::shared_ptr<BVHNode>& bvhNode, const SCollision::ColliderCollection<WorldScalar>& checkAgainstWorld, const SCollision::ColliderCollection<float>& checkAgainstCam);
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void traverse_bvh_collision_check_recursive_tiny(const std::shared_ptr<BVHNode>& bvhNode, bool collided);
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void build_bvh_node_coords_and_resolution(BVHNode& node);
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void refresh_draw_cache(const std::shared_ptr<BVHNode>& bvhNode, const DrawData& drawData);
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