#include "world.h" #include "game.h" size_t buildWorldBVHLeafs(BVHNode leafs[WORLD_ENTITY_MAX], const World* world) { size_t leafsSize = 0; const Entity* entities = world->entities; bool grouped[WORLD_ENTITY_MAX]; int ungroupedCount = WORLD_ENTITY_MAX; memset(grouped, 0, sizeof(grouped)); while (ungroupedCount > 0) { BVHNode leaf; for (int leafIndex = 0; leafIndex < BVH_MAX; ++leafIndex) { int closest = -1; int closestGroupedIndex = 0; float closestDistance = world->size.x; // Find closest. for (int index = 0; index < WORLD_ENTITY_MAX; ++index) { if (grouped[index]) { continue; } // First entity. if (leafIndex == 0) { closest = index; break; } float distance = 0.0; BoundingBox overlapBox; overlapBox.min = entities[index].position; overlapBox.max = overlapBox.min; for (int innerIndex = 0; innerIndex < leafIndex; ++innerIndex) { distance += Vector3Distance( entities[leaf.entities[innerIndex]].position, entities[index].position); overlapBox.min = Vector3Min( overlapBox.min, entities[leaf.entities[innerIndex]].box.min); overlapBox.min = Vector3Min( overlapBox.min, entities[index].box.min); overlapBox.max = Vector3Max( overlapBox.max, entities[leaf.entities[innerIndex]].box.max); overlapBox.max = Vector3Max( overlapBox.max, entities[index].box.max); } distance /= (float)leafIndex; bool overlaps = false; // Too big (will count it as a overlap). if (Vector3Distance(overlapBox.min, overlapBox.max) >= BVH_BOX_MAX) { overlaps = true; } // Check if overlap is already happening. for (int nodeIndex = 0; nodeIndex < leafsSize && !overlaps; ++nodeIndex) { if (CheckCollisionBoxes(overlapBox, leafs[nodeIndex].box)) { overlaps = true; break; } } // Update distance. if (!overlaps && distance < closestDistance) { closestDistance = distance; closest = index; } } if (closest == -1) { leaf.entities[leafIndex] = -1; } else { leaf.entities[leafIndex] = closest; grouped[closest] = true; --ungroupedCount; } } // Get bounding box. leaf.box = world->entities[leaf.entities[0]].box; for (int index = 1; index < BVH_MAX; ++index) { if (leaf.entities[index] == -1) { continue; } leaf.box.min = Vector3Min( leaf.box.min, world->entities[leaf.entities[index]].box.min); leaf.box.max = Vector3Max( leaf.box.max, world->entities[leaf.entities[index]].box.max); } // Get position. leaf.position = Vector3Scale(Vector3Add(leaf.box.min, leaf.box.max), 0.5); memset(leaf.branches, 0, BVH_MAX_BRANCH_COUNT * sizeof(BVHNode*)); leafs[leafsSize] = leaf; ++leafsSize; } #ifdef FT_DEBUG_MODE // Test if everything is grouped. for (int index = 0; index < WORLD_ENTITY_MAX; ++index) { if (!grouped[index]) { printf("Ungrouped: %d\n", index); } } // Test for leaf collision. for (int outer = 0; outer < leafsSize; ++outer) { for (int inner = 0; inner < leafsSize; ++inner) { if (outer != inner && CheckCollisionBoxes(leafs[outer].box, leafs[inner].box)) { printf("Leaf collision: %d and %d\n", outer, inner); } } } printf("leaf count: %ld\n", leafsSize); #endif return leafsSize; } BVHNode buildWorldBVHTree(BVHNode* nodes, size_t nodesSize, const World* world) { BVHNode node; int taken[BVH_MAX_BRANCH_COUNT]; memset(&node, 0, sizeof(BVHNode)); for (int index = 1; index < BVH_MAX_BRANCH_COUNT; ++index) { taken[index] = -1; } // Add first node to branch. node.branches[0] = (BVHNode*)FT_MALLOC(sizeof(BVHNode)); if (node.branches[0] == NULL) { ALLOCATION_ERROR; return node; } memcpy(node.branches[0], &nodes[0], sizeof(BVHNode)); taken[0] = 0; node.branchCount = 1; for (int branchIndex = 1; branchIndex < BVH_MAX_BRANCH_COUNT; ++branchIndex) { int closest = -1; float closestDistance = world->size.x; // Find closest node. for (int nodeIndex = 0; nodeIndex < nodesSize; ++nodeIndex) { bool alreadyUsed = false; for (int index = 0; index < node.branchCount; ++index) { if (taken[index] == nodeIndex) { alreadyUsed = true; break; } } if (alreadyUsed) { continue; } float distance = 0.0; BoundingBox box; box = nodes[nodeIndex].box; // Get distance and bounding box. for (int index = 0; index < branchIndex; ++index) { distance += Vector3Distance(nodes[nodeIndex].position, node.branches[index]->position); box.min = Vector3Min(box.min, nodes[nodeIndex].box.min); box.min = Vector3Min(box.min, node.branches[index]->box.min); box.max = Vector3Max(box.max, nodes[nodeIndex].box.max); box.max = Vector3Max(box.max, node.branches[index]->box.max); } distance /= (float)branchIndex; // TODO: Use bounding box for the thing if (distance < closestDistance) { closest = nodeIndex; closestDistance = distance; } } if (closest != -1) { node.branches[branchIndex] = (BVHNode*)FT_MALLOC(sizeof(BVHNode)); if (node.branches[branchIndex] == NULL) { ALLOCATION_ERROR; } memcpy(node.branches[branchIndex], &nodes[closest], sizeof(BVHNode)); ++node.branchCount; } } // Create node bounding box. node.box = node.branches[0]->box; for (int index = 0; index < BVH_MAX_BRANCH_COUNT; ++index) { if (node.branches[index] != NULL) { node.box.min = Vector3Min(node.box.min, node.branches[index]->box.min); node.box.max = Vector3Max(node.box.max, node.branches[index]->box.max); } } return node; } // Very messy right now. Mostly been playing around. void buildWorldBVH(World* world) { Entity* entities = world->entities; // Get leafs. BVHNode leafs[WORLD_ENTITY_MAX]; size_t leafsSize = buildWorldBVHLeafs(leafs, world); memcpy(world->bvhTest, leafs, sizeof(leafs)); world->bvhTestSize = leafsSize; } World createWorld(int seed) { World world; world.size = WORLD_SIZE; // Heightmap image. int offsetX = FT_RANDOM16(seed); int offsetY = FT_RANDOM16(seed); Image image = GenImagePerlinNoise(WORLD_IMAGE_WIDTH, WORLD_IMAGE_HEIGHT, offsetX, offsetY, WORLD_IMAGE_SCALE); // Heightmap. Mesh mesh = GenMeshHeightmap(image, world.size); world.heightmap = LoadModelFromMesh(mesh); world.texture = LoadTextureFromImage(image); world.heightmap.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = world.texture; UnloadImage(image); // Entities. for (int index = 0; index < WORLD_ENTITY_MAX; ++index) { FT_RANDOM16(seed); Entity entity = createEntity(seed % ENTITY_COUNT, Vector3Zero()); Vector3 position; position.x = FT_RANDOM16(seed) % (int)world.size.x; position.z = FT_RANDOM16(seed) % (int)world.size.z; position.y = getWorldHeightAtLocation(&world, position.x, position.z) + 1.0; setEntityPosition(&entity, position); world.entities[index] = entity; } double currentTime = GetTime(); buildWorldBVH(&world); #ifdef FT_DEBUG_MODE printf("BVH build time: %lf\n", GetTime() - currentTime); #endif return world; } void updateWorld(World* world, Game* game) { DrawModel(world->heightmap, Vector3Zero(), 1.0, WHITE); for (int index = 0; index < WORLD_ENTITY_MAX; ++index) { updateEntity(&world->entities[index], game); } // Draw BVH leafs. #ifdef FT_DEBUG_MODE for (int index = 0; index < world->bvhTestSize; ++index) { Color colors[] = {RED, GREEN, BLUE, ORANGE, YELLOW, PINK}; DrawBoundingBox(world->bvhTest[index].box, colors[index % 6]); DrawSphereEx(world->bvhTest[index].box.min, 0.3, 2, 2, BLUE); DrawSphereEx(world->bvhTest[index].box.max, 0.3, 2, 2, BLUE); } #endif } void freeWorld(World world) { UnloadTexture(world.texture); UnloadModel(world.heightmap); } float getWorldHeightAtLocation(const World* world, float x, float y) { float mapX = (float)world->texture.width / world->size.x * x; float mapY = (float)world->texture.height / world->size.z * y; RayCollision result; for (int yOffset = -1; yOffset < 2; ++yOffset) { for (int xOffset = -1; xOffset < 2; ++xOffset) { int pixelX = mapX + xOffset; int pixelY = mapY + yOffset; if (pixelX < 0 || pixelX >= world->texture.width || pixelY < 0 || pixelY >= world->texture.height) { continue; } int verticeStart = (pixelY * (world->texture.width - 1) + pixelX) * 18; float* vertices = &world->heightmap.meshes[0].vertices[verticeStart]; // Cast to triangles at pixel. Really hacky indeed. Ray ray = (Ray){ .position = (Vector3){x, world->size.y * 2.0, y}, .direction = (Vector3){0.0, -1.0, 0.0} }; result = GetRayCollisionTriangle( ray, (Vector3){vertices[0], vertices[1], vertices[2]}, (Vector3){vertices[3], vertices[4], vertices[5]}, (Vector3){vertices[6], vertices[7], vertices[8]}); // Test other triangle. if (!result.hit) { result = GetRayCollisionTriangle( ray, (Vector3){vertices[9], vertices[10], vertices[11]}, (Vector3){vertices[12], vertices[13], vertices[14]}, (Vector3){vertices[15], vertices[16], vertices[17]}); } if (result.hit) { return result.point.y; } } } return 0.0; } // Abortions are good. Get more abortions.