Game of Ur 0.3.3
This is a computer adaptation of Game of Ur, written in C++ mainly using SDL and OpenGL.
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Spatial Queries

Files

file  spatial_query_basic_types.hpp
 Classes and structs representing data related to the engine's spatial query system (the precursor to a full-fledged physics system).
 
file  spatial_query_math.hpp
 Geometrical, mathematical functions and related structs used to answer some simple questions about shapes situated somewhere in the world.
 
file  spatial_query_octree.hpp
 Data structures, functions, and methods relating to the hierarchical organization and representation of spatial data.
 
file  spatial_query_system.hpp
 The file containing classes related to the spatial query system, which uses simplified geometrical data and spatial indexing data structures to answer spatial queries generated by other parts of the program.
 

Classes

struct  ToyMaker::VolumeBase_
 The base class of all spatial query volumes. More...
 
struct  ToyMaker::Volume< TDerived >
 
struct  ToyMaker::VolumeBox
 Holds the parameters describing the spatial query volume of a simple three-dimensionsal box. More...
 
struct  ToyMaker::VolumeCapsule
 Holds the parameters describing the spatial query volume of a simple three-dimensionsal capsule (or pill, or whatever you like). More...
 
struct  ToyMaker::VolumeSphere
 Holds parameters describing a spherical spatial query volume. More...
 
struct  ToyMaker::AreaTriangle
 A set of 3 points located in the world forming a (hopefully sensible) triangle. More...
 
struct  ToyMaker::AreaCircle
 A set of numbers representing a single circle situated somewhere in the world. More...
 
struct  ToyMaker::Ray
 A set of numbers describing a ray with its source at some finite point in the world, projected in a direction for some positive length. More...
 
struct  ToyMaker::Plane
 A set of numbers describing a plane situated somewhere in the world. More...
 
struct  ToyMaker::ObjectBounds
 A component defining the true bounds of a spatially queryable object situated somewhere in the world. More...
 
class  ToyMaker::AxisAlignedBounds
 An object containing a coarse simplified representation, AABB, of spatially queryable objects. More...
 
class  ToyMaker::OctreeNode
 A single node of an octree, representing a single octant of the 8 that make up its parent region. More...
 
class  ToyMaker::Octree
 A data structure used for speeding up spatial queries about 3-dimensional objects in the scene. More...
 
class  ToyMaker::SpatialQuerySystem
 The spatial query system, an ECS System that tracks and updates spatial query data for objects in the scene, and which exposes spatial query methods. More...
 
class  ToyMaker::SpatialQuerySystem::LightBoundsComputeSystem
 A subsystem of the spatial query system responsible for tracking light volumes and recomputing their ObjectBounds accordingly. More...
 

Typedefs

using ToyMaker::BoxCorner = uint8_t
 Type used to represent the name of the corner of a box.
 

Enumerations

enum  ToyMaker::BoxCornerSpecifier : BoxCorner { RIGHT =0x1 , TOP =0x2 , FRONT =0x4 }
 Enum values correspond to bits on a BoxCorner which help specify which side of the box on each axis is being indicated.
 

Functions

bool ToyMaker::isFinite (float number)
 Tests whether a given number is finite.
 
bool ToyMaker::isFinite (const glm::vec3 &vector)
 Tests whether a set of 3 numbers is finite.
 
bool ToyMaker::isPositive (float number)
 Tests whether a number is positive.
 
bool ToyMaker::isPositive (const glm::vec3 &vector)
 Tests whether a set of 3 numbers is positive.
 
bool ToyMaker::isNonNegative (float number)
 Tests whether a number is non-negative.
 
bool ToyMaker::isNonNegative (const glm::vec3 &vector)
 Tests whether a set of numbers is non-negative.
 
std::array< AreaTriangle, 12 > ToyMaker::computeBoxFaceTriangles (const std::array< glm::vec3, 8 > &boxCorners)
 Generates a list of triangles making up the surface of a box situated somewhere in the world, given the coordinates of its corners.
 
std::pair< bool, glm::vec3 > ToyMaker::computeIntersection (const Ray &ray, const Plane &plane)
 Returns a bool-vector pair, with bool indicating whether a point of intersection was found, and the vector containing the point of intersection.
 
std::pair< bool, glm::vec3 > ToyMaker::computeIntersection (const Ray &ray, const AreaTriangle &triangle)
 Returns a bool-vector pair, with bool indicating whether a point of intersection was found, and the vector containing the point of intersection.
 
std::pair< uint8_t, std::pair< glm::vec3, glm::vec3 > > ToyMaker::computeIntersections (const Ray &ray, const AxisAlignedBounds &axisAlignedBounds)
 Returns an unsigned int and vector-pair pair, with unsigned indicating whether any and how many points of intersection were found with the AABB, and the vector containing the points of intersection.
 
bool ToyMaker::overlaps (const glm::vec3 &point, const AxisAlignedBounds &bounds)
 Returns an unsigned int and vector pair pair, with int indicating whether and how many points of intersection were found, and the vector containing the points of intersection.
 
bool ToyMaker::overlaps (const Ray &ray, const AxisAlignedBounds &bounds)
 Returns whether ray overlaps with bounds.
 
bool ToyMaker::overlaps (const AxisAlignedBounds &one, const AxisAlignedBounds &two)
 Returns whether one overlaps two.
 
bool ToyMaker::contains (const glm::vec3 &point, const AxisAlignedBounds &bounds)
 Returns whether point is contained by bounds.
 
bool ToyMaker::contains (const Ray &ray, const AxisAlignedBounds &bounds)
 Returns whether ray is contained by bounds.
 
bool ToyMaker::contains (const AxisAlignedBounds &one, const AxisAlignedBounds &two)
 Returns whether one is contained by two.
 
 ToyMaker::NLOHMANN_JSON_SERIALIZE_ENUM (ObjectBounds::TrueVolumeType, { {ObjectBounds::TrueVolumeType::BOX, "box"}, {ObjectBounds::TrueVolumeType::SPHERE, "sphere"}, {ObjectBounds::TrueVolumeType::CAPSULE, "capsule"}, }) inline void to_json(nlohmann
 
void ToyMaker::from_json (const nlohmann::json &json, ObjectBounds &objectBounds)
 
void ToyMaker::to_json (nlohmann::json &json, const AxisAlignedBounds &axisAlignedBounds)
 
void ToyMaker::from_json (const nlohmann::json &json, AxisAlignedBounds &objectBounds)
 

Detailed Description

Function Documentation

◆ computeBoxFaceTriangles()

std::array< AreaTriangle, 12 > ToyMaker::computeBoxFaceTriangles ( const std::array< glm::vec3, 8 > & boxCorners)

Generates a list of triangles making up the surface of a box situated somewhere in the world, given the coordinates of its corners.

Parameters
boxCornersAn array containing coordinates for the corners of a box located somewhere in the world.
Returns
std::array<AreaTriangle, 12> The triangles representing the faces of the box.

◆ computeIntersection() [1/2]

std::pair< bool, glm::vec3 > ToyMaker::computeIntersection ( const Ray & ray,
const AreaTriangle & triangle )

Returns a bool-vector pair, with bool indicating whether a point of intersection was found, and the vector containing the point of intersection.

Warning
Error if invalid ray or triangle specified (triangle with no area, or ray with no direction)

◆ computeIntersection() [2/2]

std::pair< bool, glm::vec3 > ToyMaker::computeIntersection ( const Ray & ray,
const Plane & plane )

Returns a bool-vector pair, with bool indicating whether a point of intersection was found, and the vector containing the point of intersection.

Warning
Error if invalid ray or plane specified (plane with no normal, or ray with no direction)

◆ computeIntersections()

std::pair< uint8_t, std::pair< glm::vec3, glm::vec3 > > ToyMaker::computeIntersections ( const Ray & ray,
const AxisAlignedBounds & axisAlignedBounds )

Returns an unsigned int and vector-pair pair, with unsigned indicating whether any and how many points of intersection were found with the AABB, and the vector containing the points of intersection.

(if the ray "glances off" the volume, it does not count as an intersection per my implementation)

Warning
Error if invalid ray or AABB specified, which includes an AABB with negative or zero volume.

◆ isFinite() [1/2]

bool ToyMaker::isFinite ( const glm::vec3 & vector)
inline

Tests whether a set of 3 numbers is finite.

Parameters
vectorThe numbers being tested.
Return values
trueThe numbers are (all) finite;
falseOne or more numbers are not finite;

◆ isFinite() [2/2]

bool ToyMaker::isFinite ( float number)
inline

Tests whether a given number is finite.

Parameters
numberThe number being tested.
Return values
trueThe number is finite;
falseThe number is not finite;

◆ isNonNegative() [1/2]

bool ToyMaker::isNonNegative ( const glm::vec3 & vector)
inline

Tests whether a set of numbers is non-negative.

Parameters
vectorThe numbers being tested.
Return values
trueThe numbers are (all) non-negative.
falseOne or more of the numbers are negative.

◆ isNonNegative() [2/2]

bool ToyMaker::isNonNegative ( float number)
inline

Tests whether a number is non-negative.

Parameters
numberThe number being tested.
Return values
trueThe number is non-negative;
falseThe number is negative;

◆ isPositive() [1/2]

bool ToyMaker::isPositive ( const glm::vec3 & vector)
inline

Tests whether a set of 3 numbers is positive.

Parameters
vectorThe numbers being tested.
Return values
trueThe numbers are (all) positive;
falseOne or more numbers are not positive;

◆ isPositive() [2/2]

bool ToyMaker::isPositive ( float number)
inline

Tests whether a number is positive.

Parameters
numberThe number being tested.
Return values
trueThe number is positive;
falseThe number is not positive;

◆ overlaps()

bool ToyMaker::overlaps ( const glm::vec3 & point,
const AxisAlignedBounds & bounds )

Returns an unsigned int and vector pair pair, with int indicating whether and how many points of intersection were found, and the vector containing the points of intersection.

Object bounds only supports convex shapes, and so one can expect that if a point of intersection exists, then there will be a second to go with it. (provided the ray is long enough) (and also unless the ray "glances off" the volume, which counts as no intersection per my implementation)

Returns a bool value indicating whether the ray passes through the object volume

Returns whether point is contained by bounds.