#pragma once #include "vectors.h" // Node in a binary AABB tree struct AABBTreeNode { AABBTreeNode(const FVector2 &aabb_min, const FVector2 &aabb_max, int line_index) : aabb_left(aabb_min.X), aabb_top(aabb_min.Y), aabb_right(aabb_max.X), aabb_bottom(aabb_max.Y), left_node(-1), right_node(-1), line_index(line_index) { } AABBTreeNode(const FVector2 &aabb_min, const FVector2 &aabb_max, int left, int right) : aabb_left(aabb_min.X), aabb_top(aabb_min.Y), aabb_right(aabb_max.X), aabb_bottom(aabb_max.Y), left_node(left), right_node(right), line_index(-1) { } // Axis aligned bounding box for the node float aabb_left, aabb_top; float aabb_right, aabb_bottom; // Child node indices int left_node; int right_node; // AABBTreeLine index if it is a leaf node. Index is -1 if it is not. int line_index; // Padding to keep 16-byte length (this structure is uploaded to the GPU) int padding; }; // Line segment for leaf nodes in an AABB tree struct AABBTreeLine { float x, y; float dx, dy; }; // Axis aligned bounding box tree used for ray testing lines. class LevelAABBTree { public: // Constructs a tree for the current level LevelAABBTree(); // Nodes in the AABB tree. Last node is the root node. TArray nodes; // Line segments for the leaf nodes in the tree. TArray lines; // Shoot a ray from ray_start to ray_end and return the closest hit as a fractional value between 0 and 1. Returns 1 if no line was hit. double RayTest(const DVector3 &ray_start, const DVector3 &ray_end); private: // Test if a ray overlaps an AABB node or not bool OverlapRayAABB(const DVector2 &ray_start2d, const DVector2 &ray_end2d, const AABBTreeNode &node); // Intersection test between a ray and a line segment double IntersectRayLine(const DVector2 &ray_start, const DVector2 &ray_end, int line_index, const DVector2 &raydelta, double rayd, double raydist2); // Generate a tree node and its children recursively int GenerateTreeNode(int *lines, int num_lines, const FVector2 *centroids, int *work_buffer); };