mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
486 lines
15 KiB
C++
486 lines
15 KiB
C++
#ifndef ENTITY_H
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#define ENTITY_H
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#include <glm/glm.hpp> //glm::mat4
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#include <list> //std::list
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#include <array> //std::array
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#include <memory> //std::unique_ptr
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class Transform
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{
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protected:
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//Local space information
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glm::vec3 m_pos = { 0.0f, 0.0f, 0.0f };
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glm::vec3 m_eulerRot = { 0.0f, 0.0f, 0.0f }; //In degrees
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glm::vec3 m_scale = { 1.0f, 1.0f, 1.0f };
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//Global space information concatenate in matrix
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glm::mat4 m_modelMatrix = glm::mat4(1.0f);
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//Dirty flag
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bool m_isDirty = true;
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protected:
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glm::mat4 getLocalModelMatrix()
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{
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const glm::mat4 transformX = glm::rotate(glm::mat4(1.0f), glm::radians(m_eulerRot.x), glm::vec3(1.0f, 0.0f, 0.0f));
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const glm::mat4 transformY = glm::rotate(glm::mat4(1.0f), glm::radians(m_eulerRot.y), glm::vec3(0.0f, 1.0f, 0.0f));
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const glm::mat4 transformZ = glm::rotate(glm::mat4(1.0f), glm::radians(m_eulerRot.z), glm::vec3(0.0f, 0.0f, 1.0f));
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// Y * X * Z
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const glm::mat4 rotationMatrix = transformY * transformX * transformZ;
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// translation * rotation * scale (also know as TRS matrix)
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return glm::translate(glm::mat4(1.0f), m_pos) * rotationMatrix * glm::scale(glm::mat4(1.0f), m_scale);
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}
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public:
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void computeModelMatrix()
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{
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m_modelMatrix = getLocalModelMatrix();
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m_isDirty = false;
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}
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void computeModelMatrix(const glm::mat4& parentGlobalModelMatrix)
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{
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m_modelMatrix = parentGlobalModelMatrix * getLocalModelMatrix();
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m_isDirty = false;
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}
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void setLocalPosition(const glm::vec3& newPosition)
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{
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m_pos = newPosition;
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m_isDirty = true;
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}
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void setLocalRotation(const glm::vec3& newRotation)
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{
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m_eulerRot = newRotation;
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m_isDirty = true;
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}
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void setLocalScale(const glm::vec3& newScale)
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{
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m_scale = newScale;
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m_isDirty = true;
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}
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const glm::vec3& getGlobalPosition() const
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{
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return m_modelMatrix[3];
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}
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const glm::vec3& getLocalPosition() const
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{
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return m_pos;
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}
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const glm::vec3& getLocalRotation() const
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{
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return m_eulerRot;
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}
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const glm::vec3& getLocalScale() const
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{
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return m_scale;
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}
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const glm::mat4& getModelMatrix() const
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{
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return m_modelMatrix;
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}
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glm::vec3 getRight() const
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{
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return m_modelMatrix[0];
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}
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glm::vec3 getUp() const
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{
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return m_modelMatrix[1];
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}
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glm::vec3 getBackward() const
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{
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return m_modelMatrix[2];
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}
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glm::vec3 getForward() const
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{
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return -m_modelMatrix[2];
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}
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glm::vec3 getGlobalScale() const
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{
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return { glm::length(getRight()), glm::length(getUp()), glm::length(getBackward()) };
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}
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bool isDirty() const
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{
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return m_isDirty;
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}
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};
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struct Plane
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{
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glm::vec3 normal = { 0.f, 1.f, 0.f }; // unit vector
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float distance = 0.f; // Distance with origin
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Plane() = default;
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Plane(const glm::vec3& p1, const glm::vec3& norm)
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: normal(glm::normalize(norm)),
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distance(glm::dot(normal, p1))
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{}
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float getSignedDistanceToPlane(const glm::vec3& point) const
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{
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return glm::dot(normal, point) - distance;
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}
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};
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struct Frustum
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{
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Plane topFace;
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Plane bottomFace;
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Plane rightFace;
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Plane leftFace;
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Plane farFace;
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Plane nearFace;
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};
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struct BoundingVolume
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{
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virtual bool isOnFrustum(const Frustum& camFrustum, const Transform& transform) const = 0;
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virtual bool isOnOrForwardPlane(const Plane& plane) const = 0;
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bool isOnFrustum(const Frustum& camFrustum) const
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{
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return (isOnOrForwardPlane(camFrustum.leftFace) &&
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isOnOrForwardPlane(camFrustum.rightFace) &&
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isOnOrForwardPlane(camFrustum.topFace) &&
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isOnOrForwardPlane(camFrustum.bottomFace) &&
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isOnOrForwardPlane(camFrustum.nearFace) &&
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isOnOrForwardPlane(camFrustum.farFace));
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};
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};
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struct Sphere : public BoundingVolume
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{
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glm::vec3 center{ 0.f, 0.f, 0.f };
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float radius{ 0.f };
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Sphere(const glm::vec3& inCenter, float inRadius)
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: BoundingVolume{}, center{ inCenter }, radius{ inRadius }
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{}
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bool isOnOrForwardPlane(const Plane& plane) const final
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{
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return plane.getSignedDistanceToPlane(center) > -radius;
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}
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bool isOnFrustum(const Frustum& camFrustum, const Transform& transform) const final
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{
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//Get global scale thanks to our transform
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const glm::vec3 globalScale = transform.getGlobalScale();
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//Get our global center with process it with the global model matrix of our transform
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const glm::vec3 globalCenter{ transform.getModelMatrix() * glm::vec4(center, 1.f) };
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//To wrap correctly our shape, we need the maximum scale scalar.
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const float maxScale = std::max(std::max(globalScale.x, globalScale.y), globalScale.z);
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//Max scale is assuming for the diameter. So, we need the half to apply it to our radius
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Sphere globalSphere(globalCenter, radius * (maxScale * 0.5f));
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//Check Firstly the result that have the most chance to failure to avoid to call all functions.
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return (globalSphere.isOnOrForwardPlane(camFrustum.leftFace) &&
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globalSphere.isOnOrForwardPlane(camFrustum.rightFace) &&
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globalSphere.isOnOrForwardPlane(camFrustum.farFace) &&
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globalSphere.isOnOrForwardPlane(camFrustum.nearFace) &&
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globalSphere.isOnOrForwardPlane(camFrustum.topFace) &&
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globalSphere.isOnOrForwardPlane(camFrustum.bottomFace));
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};
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};
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struct SquareAABB : public BoundingVolume
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{
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glm::vec3 center{ 0.f, 0.f, 0.f };
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float extent{ 0.f };
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SquareAABB(const glm::vec3& inCenter, float inExtent)
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: BoundingVolume{}, center{ inCenter }, extent{ inExtent }
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{}
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bool isOnOrForwardPlane(const Plane& plane) const final
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{
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// Compute the projection interval radius of b onto L(t) = b.c + t * p.n
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const float r = extent * (std::abs(plane.normal.x) + std::abs(plane.normal.y) + std::abs(plane.normal.z));
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return -r <= plane.getSignedDistanceToPlane(center);
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}
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bool isOnFrustum(const Frustum& camFrustum, const Transform& transform) const final
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{
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//Get global scale thanks to our transform
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const glm::vec3 globalCenter{ transform.getModelMatrix() * glm::vec4(center, 1.f) };
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// Scaled orientation
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const glm::vec3 right = transform.getRight() * extent;
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const glm::vec3 up = transform.getUp() * extent;
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const glm::vec3 forward = transform.getForward() * extent;
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const float newIi = std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, right)) +
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std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, up)) +
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std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, forward));
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const float newIj = std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, right)) +
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std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, up)) +
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std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, forward));
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const float newIk = std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, right)) +
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std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, up)) +
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std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, forward));
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const SquareAABB globalAABB(globalCenter, std::max(std::max(newIi, newIj), newIk));
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return (globalAABB.isOnOrForwardPlane(camFrustum.leftFace) &&
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globalAABB.isOnOrForwardPlane(camFrustum.rightFace) &&
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globalAABB.isOnOrForwardPlane(camFrustum.topFace) &&
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globalAABB.isOnOrForwardPlane(camFrustum.bottomFace) &&
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globalAABB.isOnOrForwardPlane(camFrustum.nearFace) &&
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globalAABB.isOnOrForwardPlane(camFrustum.farFace));
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};
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};
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struct AABB : public BoundingVolume
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{
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glm::vec3 center{ 0.f, 0.f, 0.f };
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glm::vec3 extents{ 0.f, 0.f, 0.f };
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AABB(const glm::vec3& min, const glm::vec3& max)
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: BoundingVolume{}, center{ (max + min) * 0.5f }, extents{ max.x - center.x, max.y - center.y, max.z - center.z }
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{}
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AABB(const glm::vec3& inCenter, float iI, float iJ, float iK)
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: BoundingVolume{}, center{ inCenter }, extents{ iI, iJ, iK }
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{}
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std::array<glm::vec3, 8> getVertice() const
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{
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std::array<glm::vec3, 8> vertice;
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vertice[0] = { center.x - extents.x, center.y - extents.y, center.z - extents.z };
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vertice[1] = { center.x + extents.x, center.y - extents.y, center.z - extents.z };
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vertice[2] = { center.x - extents.x, center.y + extents.y, center.z - extents.z };
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vertice[3] = { center.x + extents.x, center.y + extents.y, center.z - extents.z };
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vertice[4] = { center.x - extents.x, center.y - extents.y, center.z + extents.z };
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vertice[5] = { center.x + extents.x, center.y - extents.y, center.z + extents.z };
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vertice[6] = { center.x - extents.x, center.y + extents.y, center.z + extents.z };
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vertice[7] = { center.x + extents.x, center.y + extents.y, center.z + extents.z };
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return vertice;
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}
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//see https://gdbooks.gitbooks.io/3dcollisions/content/Chapter2/static_aabb_plane.html
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bool isOnOrForwardPlane(const Plane& plane) const final
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{
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// Compute the projection interval radius of b onto L(t) = b.c + t * p.n
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const float r = extents.x * std::abs(plane.normal.x) + extents.y * std::abs(plane.normal.y) +
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extents.z * std::abs(plane.normal.z);
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return -r <= plane.getSignedDistanceToPlane(center);
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}
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bool isOnFrustum(const Frustum& camFrustum, const Transform& transform) const final
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{
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//Get global scale thanks to our transform
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const glm::vec3 globalCenter{ transform.getModelMatrix() * glm::vec4(center, 1.f) };
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// Scaled orientation
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const glm::vec3 right = transform.getRight() * extents.x;
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const glm::vec3 up = transform.getUp() * extents.y;
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const glm::vec3 forward = transform.getForward() * extents.z;
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const float newIi = std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, right)) +
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std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, up)) +
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std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, forward));
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const float newIj = std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, right)) +
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std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, up)) +
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std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, forward));
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const float newIk = std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, right)) +
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std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, up)) +
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std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, forward));
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const AABB globalAABB(globalCenter, newIi, newIj, newIk);
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return (globalAABB.isOnOrForwardPlane(camFrustum.leftFace) &&
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globalAABB.isOnOrForwardPlane(camFrustum.rightFace) &&
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globalAABB.isOnOrForwardPlane(camFrustum.topFace) &&
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globalAABB.isOnOrForwardPlane(camFrustum.bottomFace) &&
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globalAABB.isOnOrForwardPlane(camFrustum.nearFace) &&
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globalAABB.isOnOrForwardPlane(camFrustum.farFace));
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};
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};
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Frustum createFrustumFromCamera(const Camera& cam, float aspect, float fovY, float zNear, float zFar)
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{
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Frustum frustum;
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const float halfVSide = zFar * tanf(fovY * .5f);
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const float halfHSide = halfVSide * aspect;
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const glm::vec3 frontMultFar = zFar * cam.Front;
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frustum.nearFace = { cam.Position + zNear * cam.Front, cam.Front };
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frustum.farFace = { cam.Position + frontMultFar, -cam.Front };
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frustum.rightFace = { cam.Position, glm::cross(frontMultFar - cam.Right * halfHSide, cam.Up) };
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frustum.leftFace = { cam.Position, glm::cross(cam.Up, frontMultFar + cam.Right * halfHSide) };
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frustum.topFace = { cam.Position, glm::cross(cam.Right, frontMultFar - cam.Up * halfVSide) };
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frustum.bottomFace = { cam.Position, glm::cross(frontMultFar + cam.Up * halfVSide, cam.Right) };
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return frustum;
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}
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AABB generateAABB(const Model& model)
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{
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glm::vec3 minAABB = glm::vec3(std::numeric_limits<float>::max());
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glm::vec3 maxAABB = glm::vec3(std::numeric_limits<float>::min());
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for (auto&& mesh : model.meshes)
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{
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for (auto&& vertex : mesh.vertices)
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{
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minAABB.x = std::min(minAABB.x, vertex.Position.x);
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minAABB.y = std::min(minAABB.y, vertex.Position.y);
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minAABB.z = std::min(minAABB.z, vertex.Position.z);
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maxAABB.x = std::max(maxAABB.x, vertex.Position.x);
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maxAABB.y = std::max(maxAABB.y, vertex.Position.y);
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maxAABB.z = std::max(maxAABB.z, vertex.Position.z);
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}
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}
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return AABB(minAABB, maxAABB);
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}
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Sphere generateSphereBV(const Model& model)
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{
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glm::vec3 minAABB = glm::vec3(std::numeric_limits<float>::max());
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glm::vec3 maxAABB = glm::vec3(std::numeric_limits<float>::min());
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for (auto&& mesh : model.meshes)
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{
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for (auto&& vertex : mesh.vertices)
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{
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minAABB.x = std::min(minAABB.x, vertex.Position.x);
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minAABB.y = std::min(minAABB.y, vertex.Position.y);
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minAABB.z = std::min(minAABB.z, vertex.Position.z);
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maxAABB.x = std::max(maxAABB.x, vertex.Position.x);
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maxAABB.y = std::max(maxAABB.y, vertex.Position.y);
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maxAABB.z = std::max(maxAABB.z, vertex.Position.z);
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}
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}
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return Sphere((maxAABB + minAABB) * 0.5f, glm::length(minAABB - maxAABB));
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}
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class Entity
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{
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public:
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//Scene graph
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std::list<std::unique_ptr<Entity>> children;
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Entity* parent = nullptr;
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//Space information
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Transform transform;
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Model* pModel = nullptr;
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std::unique_ptr<AABB> boundingVolume;
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// constructor, expects a filepath to a 3D model.
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Entity(Model& model) : pModel{ &model }
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{
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boundingVolume = std::make_unique<AABB>(generateAABB(model));
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//boundingVolume = std::make_unique<Sphere>(generateSphereBV(model));
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}
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AABB getGlobalAABB()
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{
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//Get global scale thanks to our transform
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const glm::vec3 globalCenter{ transform.getModelMatrix() * glm::vec4(boundingVolume->center, 1.f) };
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// Scaled orientation
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const glm::vec3 right = transform.getRight() * boundingVolume->extents.x;
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const glm::vec3 up = transform.getUp() * boundingVolume->extents.y;
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const glm::vec3 forward = transform.getForward() * boundingVolume->extents.z;
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const float newIi = std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, right)) +
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std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, up)) +
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std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, forward));
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const float newIj = std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, right)) +
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std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, up)) +
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std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, forward));
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const float newIk = std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, right)) +
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std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, up)) +
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std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, forward));
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return AABB(globalCenter, newIi, newIj, newIk);
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}
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//Add child. Argument input is argument of any constructor that you create. By default you can use the default constructor and don't put argument input.
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template<typename... TArgs>
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void addChild(TArgs&... args)
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{
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children.emplace_back(std::make_unique<Entity>(args...));
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children.back()->parent = this;
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}
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|
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|
//Update transform if it was changed
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|
void updateSelfAndChild()
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|
{
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|
if (transform.isDirty()) {
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|
forceUpdateSelfAndChild();
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|
return;
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|
}
|
|
|
|
for (auto&& child : children)
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|
{
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|
child->updateSelfAndChild();
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|
}
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|
}
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|
|
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//Force update of transform even if local space don't change
|
|
void forceUpdateSelfAndChild()
|
|
{
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|
if (parent)
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|
transform.computeModelMatrix(parent->transform.getModelMatrix());
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else
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|
transform.computeModelMatrix();
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|
|
|
for (auto&& child : children)
|
|
{
|
|
child->forceUpdateSelfAndChild();
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|
}
|
|
}
|
|
|
|
|
|
void drawSelfAndChild(const Frustum& frustum, Shader& ourShader, unsigned int& display, unsigned int& total)
|
|
{
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|
if (boundingVolume->isOnFrustum(frustum, transform))
|
|
{
|
|
ourShader.setMat4("model", transform.getModelMatrix());
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|
pModel->Draw(ourShader);
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|
display++;
|
|
}
|
|
total++;
|
|
|
|
for (auto&& child : children)
|
|
{
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|
child->drawSelfAndChild(frustum, ourShader, display, total);
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|
}
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|
}
|
|
};
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#endif
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