Add Sphere AABB intersection test
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@ -4,6 +4,49 @@ namespace KeepersCompound.Lightmapper;
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public static class MathUtils
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public static class MathUtils
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{
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{
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public readonly struct Aabb
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{
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public readonly Vector3 Min;
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public readonly Vector3 Max;
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public Aabb(Vector3[] points)
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{
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Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
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Max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
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foreach (var p in points)
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{
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Min = Vector3.Min(Min, p);
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Max = Vector3.Max(Max, p);
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}
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}
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}
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public readonly struct Sphere
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{
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public readonly Vector3 Position;
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public readonly float Radius;
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public Sphere(Vector3 position, float radius)
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{
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Position = position;
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Radius = radius;
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}
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}
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public static Vector3 ClosestPoint(Aabb aabb, Vector3 point)
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{
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return Vector3.Min(aabb.Max, Vector3.Max(aabb.Min, point));
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}
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public static bool Intersects(Sphere sphere, Aabb aabb)
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{
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var closestPoint = ClosestPoint(aabb, sphere.Position);
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var d2 = (sphere.Position - closestPoint).LengthSquared();
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var r2 = sphere.Radius * sphere.Radius;
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return d2 < r2;
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}
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public static float DistanceFromPlane(Plane plane, Vector3 point)
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public static float DistanceFromPlane(Plane plane, Vector3 point)
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{
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{
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return Math.Abs(Vector3.Dot(plane.Normal, point) + plane.D) / plane.Normal.Length();
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return Math.Abs(Vector3.Dot(plane.Normal, point) + plane.D) / plane.Normal.Length();
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@ -1,4 +1,4 @@
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using System.Numerics;
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using System.Numerics;
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using KeepersCompound.LGS.Database;
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using KeepersCompound.LGS.Database;
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using KeepersCompound.LGS.Database.Chunks;
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using KeepersCompound.LGS.Database.Chunks;
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using TinyEmbree;
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using TinyEmbree;
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@ -22,6 +22,7 @@ class Program
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var misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/JAYRUDE_Tests/lm_test.cow";
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var misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/JAYRUDE_Tests/lm_test.cow";
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misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/AtdV/miss20.mis";
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misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/AtdV/miss20.mis";
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misPath = "/stuff/Games/thief/drive_c/GOG Games/TG ND 1.27 (MAPPING)/FMs/TDP20AC_a_burrick_in_a_room/miss20.mis";
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Timing.TimeStage("Total", () => LightmapMission(misPath));
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Timing.TimeStage("Total", () => LightmapMission(misPath));
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Timing.LogAll();
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Timing.LogAll();
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@ -246,6 +247,15 @@ class Program
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topLeft -= renderPoly.TextureVectors.Item1 * (renderPoly.TextureBases.Item1 - info.Bases.Item1 * 0.25f);
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topLeft -= renderPoly.TextureVectors.Item1 * (renderPoly.TextureBases.Item1 - info.Bases.Item1 * 0.25f);
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topLeft -= renderPoly.TextureVectors.Item2 * (renderPoly.TextureBases.Item2 - info.Bases.Item2 * 0.25f);
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topLeft -= renderPoly.TextureVectors.Item2 * (renderPoly.TextureBases.Item2 - info.Bases.Item2 * 0.25f);
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var xDir = 0.25f * lightmap.Width * renderPoly.TextureVectors.Item1;
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var yDir = 0.25f * lightmap.Height * renderPoly.TextureVectors.Item2;
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var aabb = new MathUtils.Aabb([
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topLeft,
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topLeft + xDir,
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topLeft + yDir,
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topLeft + xDir + yDir,
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]);
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foreach (var light in lights)
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foreach (var light in lights)
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{
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{
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// Check if plane normal is facing towards the light
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// Check if plane normal is facing towards the light
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@ -266,6 +276,13 @@ class Program
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continue;
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continue;
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}
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}
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// If the poly of the lightmap doesn't intersect the light radius then
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// none of the lightmap points will so we can discard.
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if (!MathUtils.Intersects(new MathUtils.Sphere(light.position, light.radius), aabb))
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{
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continue;
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}
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for (var y = 0; y < lightmap.Height; y++)
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for (var y = 0; y < lightmap.Height; y++)
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{
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{
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for (var x = 0; x < lightmap.Width; x++)
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for (var x = 0; x < lightmap.Width; x++)
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