More cleanups of custom classes in favor of .NET runtime types.

This commit is contained in:
hondacrx
2021-11-15 18:04:57 -05:00
parent a9a51d0641
commit b026ee7ef8
132 changed files with 373 additions and 6833 deletions
@@ -19,6 +19,7 @@ using Framework.GameMath;
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using System.Runtime.InteropServices;
namespace Game.Collision
@@ -76,12 +77,12 @@ namespace Game.Collision
Vector3 d = gridBox.hi - gridBox.lo;
for (int i = 0; i < 3; i++)
{
if (nodeBox.hi[i] < gridBox.lo[i] || nodeBox.lo[i] > gridBox.hi[i])
if (nodeBox.hi.GetAt(i) < gridBox.lo.GetAt(i) || nodeBox.lo.GetAt(i) > gridBox.hi.GetAt(i))
Log.outError(LogFilter.Server, "Reached tree area in error - discarding node with: {0} objects", right - left + 1);
}
// find longest axis
axis = (int)d.primaryAxis();
split = 0.5f * (gridBox.lo[axis] + gridBox.hi[axis]);
split = 0.5f * (gridBox.lo.GetAt(axis) + gridBox.hi.GetAt(axis));
// partition L/R subsets
clipL = float.NegativeInfinity;
clipR = float.PositiveInfinity;
@@ -91,8 +92,8 @@ namespace Game.Collision
for (int i = left; i <= right; )
{
int obj = (int)dat.indices[i];
float minb = dat.primBound[obj].Lo[axis];
float maxb = dat.primBound[obj].Hi[axis];
float minb = dat.primBound[obj].Lo.GetAt(axis);
float maxb = dat.primBound[obj].Hi.GetAt(axis);
float center = (minb + maxb) * 0.5f;
if (center <= split)
{
@@ -115,9 +116,9 @@ namespace Game.Collision
nodeR = Math.Max(nodeR, maxb);
}
// check for empty space
if (nodeL > nodeBox.lo[axis] && nodeR < nodeBox.hi[axis])
if (nodeL > nodeBox.lo.GetAt(axis) && nodeR < nodeBox.hi.GetAt(axis))
{
float nodeBoxW = nodeBox.hi[axis] - nodeBox.lo[axis];
float nodeBoxW = nodeBox.hi.GetAt(axis) - nodeBox.lo.GetAt(axis);
float nodeNewW = nodeR - nodeL;
// node box is too big compare to space occupied by primitives?
if (1.3f * nodeNewW < nodeBoxW)
@@ -134,8 +135,8 @@ namespace Game.Collision
tempTree[nodeIndex + 1] = FloatToRawIntBits(nodeL);
tempTree[nodeIndex + 2] = FloatToRawIntBits(nodeR);
// update nodebox and recurse
nodeBox.lo[axis] = nodeL;
nodeBox.hi[axis] = nodeR;
nodeBox.lo.SetAt(nodeL, axis);
nodeBox.hi.SetAt(nodeR, axis);
Subdivide(left, rightOrig, tempTree, dat, gridBox, nodeBox, nextIndex1, depth + 1, stats);
return;
}
@@ -154,12 +155,12 @@ namespace Game.Collision
if (clipL <= split)
{
// keep looping on left half
gridBox.hi[axis] = split;
gridBox.hi.SetAt(split, axis);
prevClip = clipL;
wasLeft = true;
continue;
}
gridBox.hi[axis] = split;
gridBox.hi.SetAt(split, axis);
prevClip = float.NaN;
}
else if (left > right)
@@ -177,12 +178,12 @@ namespace Game.Collision
if (clipR >= split)
{
// keep looping on right half
gridBox.lo[axis] = split;
gridBox.lo.SetAt(split, axis);
prevClip = clipR;
wasLeft = false;
continue;
}
gridBox.lo[axis] = split;
gridBox.lo.SetAt(split, axis);
prevClip = float.NaN;
}
else
@@ -254,9 +255,12 @@ namespace Game.Collision
AABound gridBoxR = gridBox;
AABound nodeBoxL = nodeBox;
AABound nodeBoxR = nodeBox;
gridBoxL.hi[axis] = gridBoxR.lo[axis] = split;
nodeBoxL.hi[axis] = clipL;
nodeBoxR.lo[axis] = clipR;
gridBoxR.lo.SetAt(split, axis);
gridBoxL.hi.SetAt(split, axis);
nodeBoxL.hi.SetAt(clipL, axis);
nodeBoxR.lo.SetAt(clipR, axis);
// recurse
if (nl > 0)
Subdivide(left, right, tempTree, dat, gridBoxL, nodeBoxL, nextIndex, depth + 1, stats);
@@ -325,11 +329,11 @@ namespace Game.Collision
Vector3 invDir = new();
for (int i = 0; i < 3; ++i)
{
invDir[i] = 1.0f / dir[i];
if (MathFunctions.fuzzyNe(dir[i], 0.0f))
invDir.SetAt(1.0f / dir.GetAt(i), i);
if (MathFunctions.fuzzyNe(dir.GetAt(i), 0.0f))
{
float t1 = (bounds.Lo[i] - org[i]) * invDir[i];
float t2 = (bounds.Hi[i] - org[i]) * invDir[i];
float t1 = (bounds.Lo.GetAt(i) - org.GetAt(i)) * invDir.GetAt(i);
float t2 = (bounds.Hi.GetAt(i) - org.GetAt(i)) * invDir.GetAt(i);
if (t1 > t2)
MathFunctions.Swap<float>(ref t1, ref t2);
if (t1 > intervalMin)
@@ -356,7 +360,7 @@ namespace Game.Collision
for (int i = 0; i < 3; ++i)
{
offsetFront[i] = FloatToRawIntBits(dir[i]) >> 31;
offsetFront[i] = FloatToRawIntBits(dir.GetAt(i)) >> 31;
offsetBack[i] = offsetFront[i] ^ 1;
offsetFront3[i] = offsetFront[i] * 3;
offsetBack3[i] = offsetBack[i] * 3;
@@ -383,8 +387,8 @@ namespace Game.Collision
if (axis < 3)
{
// "normal" interior node
float tf = (IntBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org[axis]) * invDir[axis];
float tb = (IntBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org[axis]) * invDir[axis];
float tf = (IntBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis);
float tb = (IntBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis);
// ray passes between clip zones
if (tf < intervalMin && tb > intervalMax)
break;
@@ -432,8 +436,8 @@ namespace Game.Collision
{
if (axis > 2)
return; // should not happen
float tf = (IntBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org[axis]) * invDir[axis];
float tb = (IntBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org[axis]) * invDir[axis];
float tf = (IntBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis);
float tb = (IntBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis);
node = offset;
intervalMin = (tf >= intervalMin) ? tf : intervalMin;
intervalMax = (tb <= intervalMax) ? tb : intervalMax;
@@ -484,18 +488,18 @@ namespace Game.Collision
float tl = IntBitsToFloat(tree[node + 1]);
float tr = IntBitsToFloat(tree[node + 2]);
// point is between clip zones
if (tl < p[(int)axis] && tr > p[axis])
if (tl < p.GetAt(axis) && tr > p.GetAt(axis))
break;
int right = offset + 3;
node = right;
// point is in right node only
if (tl < p[(int)axis])
if (tl < p.GetAt(axis))
{
continue;
}
node = offset; // left
// point is in left node only
if (tr > p[axis])
if (tr > p.GetAt(axis))
{
continue;
}
@@ -525,7 +529,7 @@ namespace Game.Collision
float tl = IntBitsToFloat(tree[node + 1]);
float tr = IntBitsToFloat(tree[node + 2]);
node = offset;
if (tl > p[axis] || tr < p[axis])
if (tl > p.GetAt(axis) || tr < p.GetAt(axis))
break;
continue;
}