Split the raycast funtion into two versions.

This commit is contained in:
David Williams 2012-10-02 17:26:25 +02:00
parent 7af38d83a3
commit 191d04ec02
2 changed files with 16 additions and 14 deletions

View File

@ -132,24 +132,19 @@ namespace PolyVox
typedef MyRaycastResults::MyRaycastResult MyRaycastResult; typedef MyRaycastResults::MyRaycastResult MyRaycastResult;
template<typename VolumeType, typename Callback> template<typename VolumeType, typename Callback>
MyRaycastResult raycast(VolumeType* volData, /*const*/ Vector3DFloat/*&*/ v3dStart, const Vector3DFloat& v3dDirectionAndLength, Callback& callback) MyRaycastResult raycastWithEndpoints(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dEnd, Callback& callback)
{ {
VolumeType::Sampler sampler(volData); VolumeType::Sampler sampler(volData);
//The doRaycast function is assuming that it is iterating over the areas defined between //The doRaycast function is assuming that it is iterating over the areas defined between
//voxels. We actually want to define the areas as being centered on voxels (as this is //voxels. We actually want to define the areas as being centered on voxels (as this is
//what the CubicSurfaceExtractor generates). We add (0.5,0.5,0.5) here to adjust for this. //what the CubicSurfaceExtractor generates). We add 0.5 here to adjust for this.
v3dStart = v3dStart + Vector3DFloat(0.5f, 0.5f, 0.5f); float x1 = v3dStart.getX() + 0.5f;
float y1 = v3dStart.getY() + 0.5f;
//Compute the end point float z1 = v3dStart.getZ() + 0.5f;
Vector3DFloat v3dEnd = v3dStart + v3dDirectionAndLength; float x2 = v3dEnd.getX() + 0.5f;
float y2 = v3dEnd.getY() + 0.5f;
float x1 = v3dStart.getX(); float z2 = v3dEnd.getZ() + 0.5f;
float y1 = v3dStart.getY();
float z1 = v3dStart.getZ();
float x2 = v3dEnd.getX();
float y2 = v3dEnd.getY();
float z2 = v3dEnd.getZ();
int i = (int)floorf(x1); int i = (int)floorf(x1);
int j = (int)floorf(y1); int j = (int)floorf(y1);
@ -216,6 +211,13 @@ namespace PolyVox
return MyRaycastResults::Completed; return MyRaycastResults::Completed;
} }
template<typename VolumeType, typename Callback>
MyRaycastResult raycastWithDirection(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirectionAndLength, Callback& callback)
{
Vector3DFloat v3dEnd = v3dStart + v3dDirectionAndLength;
return raycastWithEndpoints<VolumeType, Callback>(volData, v3dStart, v3dEnd, callback);
}
} }
#include "PolyVoxCore/Raycast.inl" #include "PolyVoxCore/Raycast.inl"

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@ -95,7 +95,7 @@ void TestRaycast::testExecute()
// Cast a large number of random rays // Cast a large number of random rays
for(int ct = 0; ct < 1000000; ct++) for(int ct = 0; ct < 1000000; ct++)
{ {
MyRaycastResult result = raycast(&volData, start, randomUnitVectors[ct % 1024] * 1000.0f, myFunctor); MyRaycastResult result = raycastWithDirection(&volData, start, randomUnitVectors[ct % 1024] * 1000.0f, myFunctor);
if(result == MyRaycastResults::Interupted) if(result == MyRaycastResults::Interupted)
{ {