Work on raycasting.
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@ -26,21 +26,24 @@ freely, subject to the following restrictions:
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namespace PolyVox
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namespace PolyVox
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{
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{
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struct RaycastResult
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{
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bool foundIntersection;
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Vector3DInt16 intersectionVoxel;
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};
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template <typename VoxelType>
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template <typename VoxelType>
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class Raycast
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class Raycast
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{
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{
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public:
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public:
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Raycast(Volume<VoxelType>* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirection, float fMaxDistance = 1000.0f);
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Raycast(Volume<VoxelType>* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirection, RaycastResult& result);
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void execute();
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void execute();
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int x;
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RaycastResult& m_result;
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int y;
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int z;
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bool hit;
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private:
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private:
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bool doRaycast(float x1, float y1, float z1, float x2, float y2, float z2);
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void doRaycast(float x1, float y1, float z1, float x2, float y2, float z2);
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Volume<VoxelType>* m_volData;
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Volume<VoxelType>* m_volData;
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VolumeSampler<VoxelType> m_sampVolume;
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VolumeSampler<VoxelType> m_sampVolume;
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@ -23,25 +23,61 @@ freely, subject to the following restrictions:
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namespace PolyVox
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namespace PolyVox
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{
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{
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template <typename VoxelType>
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template <typename VoxelType>
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Raycast<VoxelType>::Raycast(Volume<VoxelType>* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirection, float fMaxDistance)
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Raycast<VoxelType>::Raycast(Volume<VoxelType>* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirection, RaycastResult& result)
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:m_volData(volData)
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:m_volData(volData)
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,m_sampVolume(volData)
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,m_sampVolume(volData)
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,m_v3dStart(v3dStart)
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,m_v3dStart(v3dStart)
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,m_v3dDirection(v3dDirection)
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,m_v3dDirection(v3dDirection)
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,m_fMaxDistance(fMaxDistance)
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,m_result(result)
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{
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{
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}
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}
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template <typename VoxelType>
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template <typename VoxelType>
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void Raycast<VoxelType>::execute(void)
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void Raycast<VoxelType>::execute(void)
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{
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{
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//The doRaycast function is assuming that it is iterating over the areas defined between
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//voxels. We actually want to define the areas as being centered on voxels (as this is
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//what the CubicSurfaceExtractor generates). We add (0.5,0.5,0.5) here to adjust for this.
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Vector3DFloat v3dStart = m_v3dStart + Vector3DFloat(0.5f, 0.5f, 0.5f);
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Vector3DFloat v3dStart = m_v3dStart + Vector3DFloat(0.5f, 0.5f, 0.5f);
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//Compute the end point
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Vector3DFloat v3dEnd = v3dStart + m_v3dDirection;
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Vector3DFloat v3dEnd = v3dStart + m_v3dDirection;
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hit = doRaycast(v3dStart.getX(), v3dStart.getY(), v3dStart.getZ(), v3dEnd.getX(), v3dEnd.getY(), v3dEnd.getZ());
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//Do the raycast
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doRaycast(v3dStart.getX(), v3dStart.getY(), v3dStart.getZ(), v3dEnd.getX(), v3dEnd.getY(), v3dEnd.getZ());
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}
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}
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// This function is based on Christer Ericson's code and description of the 'Uniform Grid Intersection Test' in
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// 'Real Time Collision Detection'. The following information from the errata on the book website is also relevent:
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//
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// pages 326-327. In the function VisitCellsOverlapped() the two lines calculating tx and ty are incorrect.
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// The less-than sign in each line should be a greater-than sign. That is, the two lines should read:
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//
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// float tx = ((x1 > x2) ? (x1 - minx) : (maxx - x1)) / Abs(x2 - x1);
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// float ty = ((y1 > y2) ? (y1 - miny) : (maxy - y1)) / Abs(y2 - y1);
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//
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// Thanks to Jetro Lauha of Fathammer in Helsinki, Finland for reporting this error.
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//
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// Jetro also points out that the computations of i, j, iend, and jend are incorrectly rounded if the line
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// coordinates are allowed to go negative. While that was not really the intent of the code — that is, I
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// assumed grids to be numbered from (0, 0) to (m, n) — I'm at fault for not making my assumption clear.
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// Where it is important to handle negative line coordinates the computation of these variables should be
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// changed to something like this:
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//
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// // Determine start grid cell coordinates (i, j)
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// int i = (int)floorf(x1 / CELL_SIDE);
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// int j = (int)floorf(y1 / CELL_SIDE);
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//
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// // Determine end grid cell coordinates (iend, jend)
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// int iend = (int)floorf(x2 / CELL_SIDE);
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// int jend = (int)floorf(y2 / CELL_SIDE);
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//
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// page 328. The if-statement that reads "if (ty <= tx && ty <= tz)" has a superfluous condition.
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// It should simply read "if (ty <= tz)".
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//
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// This error was reported by Joey Hammer (PixelActive).
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template <typename VoxelType>
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template <typename VoxelType>
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bool Raycast<VoxelType>::doRaycast(float x1, float y1, float z1, float x2, float y2, float z2)
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void Raycast<VoxelType>::doRaycast(float x1, float y1, float z1, float x2, float y2, float z2)
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{
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{
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int i = (int)floorf(x1);
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int i = (int)floorf(x1);
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int j = (int)floorf(y1);
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int j = (int)floorf(y1);
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@ -72,10 +108,9 @@ namespace PolyVox
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{
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{
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if(m_sampVolume.getVoxel().getDensity() > VoxelType::getThreshold())
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if(m_sampVolume.getVoxel().getDensity() > VoxelType::getThreshold())
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{
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{
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x = i;
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m_result.foundIntersection = true;
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y = j;
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m_result.intersectionVoxel = Vector3DInt16(i,j,k);
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z = k;
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return;
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return true;
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}
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}
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if(tx <= ty && tx <= tz)
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if(tx <= ty && tx <= tz)
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@ -105,6 +140,8 @@ namespace PolyVox
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}
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}
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}
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}
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return false;
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//Didn't hit anything
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m_result.foundIntersection = false;
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m_result.intersectionVoxel = Vector3DInt16(0,0,0);
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}
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}
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}
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}
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