Removing old raycasting code.
This commit is contained in:
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8c7e2671be
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bedd09af18
@ -79,8 +79,6 @@ SET(CORE_INC_FILES
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include/PolyVoxCore/RawVolumeSampler.inl
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include/PolyVoxCore/Raycast.h
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include/PolyVoxCore/Raycast.inl
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include/PolyVoxCore/RaycastWithCallback.h
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include/PolyVoxCore/RaycastWithCallback.inl
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include/PolyVoxCore/Region.h
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include/PolyVoxCore/SimpleInterface.h
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include/PolyVoxCore/SimpleVolume.h
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@ -28,23 +28,17 @@ freely, subject to the following restrictions:
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namespace PolyVox
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{
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/// Stores the result of a raycast operation.
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////////////////////////////////////////////////////////////////////////////////
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/// A instance of this structure is passed to a Raycast object, and is filled in
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/// as the ray traverses the volume. The 'foundIntersection' field indicates whether
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/// the ray hit any solid voxels, and if so the 'intersectionVoxel' field indicates
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///the voxel's position
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////////////////////////////////////////////////////////////////////////////////
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struct RaycastResult
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namespace MyRaycastResults
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{
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///Indicates whether an intersection was found
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bool foundIntersection;
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///If an intersection was found then this field holds the intersecting voxel, otherwise it is undefined.
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Vector3DInt32 intersectionVoxel;
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Vector3DInt32 previousVoxel;
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};
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enum MyRaycastResult
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{
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Completed,
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Interupted
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};
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}
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typedef MyRaycastResults::MyRaycastResult MyRaycastResult;
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/// The Raycast class can be used to find the fist filled voxel along a given path.
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/// OUT OF DATE SINCE UNCLASSING
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////////////////////////////////////////////////////////////////////////////////
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/// The principle behind raycasting is to fire a 'ray' through the volume and determine
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/// what (if anything) that ray hits. This simple test can be used for the purpose of
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@ -91,133 +85,12 @@ namespace PolyVox
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/// surace extractors. It's behaviour with the Marching Cubes surface extractor has not
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/// been tested yet.
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////////////////////////////////////////////////////////////////////////////////
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template<typename VolumeType>
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class Raycast
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{
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public:
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///Constructor
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Raycast(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirectionAndLength, RaycastResult& result, polyvox_function<bool(const typename VolumeType::Sampler& sampler)> funcIsPassable);
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///Sets the start position for the ray.
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void setStart(const Vector3DFloat& v3dStart);
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///Set the direction for the ray.
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void setDirection(const Vector3DFloat& v3dDirectionAndLength);
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///Performs the raycast.
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void execute();
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private:
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RaycastResult& m_result;
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polyvox_function<bool(const typename VolumeType::Sampler& position)> m_funcIsPassable;
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void doRaycast(float x1, float y1, float z1, float x2, float y2, float z2);
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VolumeType* m_volData;
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typename VolumeType::Sampler m_sampVolume;
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Vector3DFloat m_v3dStart;
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Vector3DFloat m_v3dDirectionAndLength;
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float m_fMaxDistance;
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};
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namespace MyRaycastResults
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{
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enum MyRaycastResult
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{
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Completed,
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Interupted
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};
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}
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typedef MyRaycastResults::MyRaycastResult MyRaycastResult;
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template<typename VolumeType, typename Callback>
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MyRaycastResult raycastWithEndpoints(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dEnd, Callback& callback)
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{
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VolumeType::Sampler sampler(volData);
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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 here to adjust for this.
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float x1 = v3dStart.getX() + 0.5f;
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float y1 = v3dStart.getY() + 0.5f;
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float z1 = v3dStart.getZ() + 0.5f;
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float x2 = v3dEnd.getX() + 0.5f;
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float y2 = v3dEnd.getY() + 0.5f;
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float z2 = v3dEnd.getZ() + 0.5f;
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int i = (int)floorf(x1);
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int j = (int)floorf(y1);
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int k = (int)floorf(z1);
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int iend = (int)floorf(x2);
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int jend = (int)floorf(y2);
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int kend = (int)floorf(z2);
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int di = ((x1 < x2) ? 1 : ((x1 > x2) ? -1 : 0));
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int dj = ((y1 < y2) ? 1 : ((y1 > y2) ? -1 : 0));
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int dk = ((z1 < z2) ? 1 : ((z1 > z2) ? -1 : 0));
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float deltatx = 1.0f / std::abs(x2 - x1);
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float deltaty = 1.0f / std::abs(y2 - y1);
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float deltatz = 1.0f / std::abs(z2 - z1);
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float minx = floorf(x1), maxx = minx + 1.0f;
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float tx = ((x1 > x2) ? (x1 - minx) : (maxx - x1)) * deltatx;
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float miny = floorf(y1), maxy = miny + 1.0f;
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float ty = ((y1 > y2) ? (y1 - miny) : (maxy - y1)) * deltaty;
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float minz = floorf(z1), maxz = minz + 1.0f;
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float tz = ((z1 > z2) ? (z1 - minz) : (maxz - z1)) * deltatz;
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sampler.setPosition(i,j,k);
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//m_result.previousVoxel = Vector3DInt32(i,j,k);
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for(;;)
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{
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if(!callback(sampler))
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{
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//m_result.foundIntersection = true;
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//m_result.intersectionVoxel = Vector3DInt32(i,j,k);
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return MyRaycastResults::Interupted;
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}
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//m_result.previousVoxel = Vector3DInt32(i,j,k);
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if(tx <= ty && tx <= tz)
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{
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if(i == iend) break;
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tx += deltatx;
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i += di;
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if(di == 1) sampler.movePositiveX();
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if(di == -1) sampler.moveNegativeX();
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} else if (ty <= tz)
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{
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if(j == jend) break;
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ty += deltaty;
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j += dj;
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if(dj == 1) sampler.movePositiveY();
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if(dj == -1) sampler.moveNegativeY();
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} else
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{
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if(k == kend) break;
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tz += deltatz;
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k += dk;
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if(dk == 1) sampler.movePositiveZ();
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if(dk == -1) sampler.moveNegativeZ();
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}
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}
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return MyRaycastResults::Completed;
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}
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MyRaycastResult raycastWithEndpoints(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dEnd, Callback& callback);
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template<typename VolumeType, typename Callback>
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MyRaycastResult raycastWithDirection(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirectionAndLength, Callback& callback)
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{
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Vector3DFloat v3dEnd = v3dStart + v3dDirectionAndLength;
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return raycastWithEndpoints<VolumeType, Callback>(volData, v3dStart, v3dEnd, callback);
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}
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MyRaycastResult raycastWithDirection(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirectionAndLength, Callback& callback);
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}
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#include "PolyVoxCore/Raycast.inl"
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@ -23,63 +23,6 @@ freely, subject to the following restrictions:
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namespace PolyVox
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{
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////////////////////////////////////////////////////////////////////////////////
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/// Builds a Raycast object.
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/// \param volData A pointer to the volume through which the ray will be cast.
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/// \param v3dStart The starting position of the ray.
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/// \param v3dDirectionAndLength The direction of the ray. The length of this vector also
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/// represents the length of the ray.
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/// \param result An instance of RaycastResult in which the result will be stored.
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////////////////////////////////////////////////////////////////////////////////
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template<typename VolumeType>
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Raycast<VolumeType>::Raycast(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirectionAndLength, RaycastResult& result, polyvox_function<bool(const typename VolumeType::Sampler& sampler)> funcIsPassable)
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:m_result(result)
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,m_funcIsPassable(funcIsPassable)
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,m_volData(volData)
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,m_sampVolume(volData)
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,m_v3dStart(v3dStart)
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,m_v3dDirectionAndLength(v3dDirectionAndLength)
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{
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}
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////////////////////////////////////////////////////////////////////////////////
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/// \param v3dStart The starting position of the ray.
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////////////////////////////////////////////////////////////////////////////////
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template<typename VolumeType>
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void Raycast<VolumeType>::setStart(const Vector3DFloat& v3dStart)
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{
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m_v3dStart = v3dStart;
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}
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////////////////////////////////////////////////////////////////////////////////
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/// \param v3dDirectionAndLength The direction of the ray. The length of this vector also
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/// represents the length of the ray.
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////////////////////////////////////////////////////////////////////////////////
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template<typename VolumeType>
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void Raycast<VolumeType>::setDirection(const Vector3DFloat& v3dDirectionAndLength)
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{
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//FIXME: We should add a warning when the ray direction is of length one, as this seems to be a common mistake.
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m_v3dDirectionAndLength = v3dDirectionAndLength;
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}
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////////////////////////////////////////////////////////////////////////////////
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/// The result is stored in the RaycastResult instance which was passed to the constructor.
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////////////////////////////////////////////////////////////////////////////////
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template<typename VolumeType>
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void Raycast<VolumeType>::execute(void)
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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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//Compute the end point
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Vector3DFloat v3dEnd = v3dStart + m_v3dDirectionAndLength;
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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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// 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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@ -108,10 +51,22 @@ namespace PolyVox
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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 VolumeType>
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void Raycast<VolumeType>::doRaycast(float x1, float y1, float z1, float x2, float y2, float z2)
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// This error was reported by Joey Hammer (PixelActive).
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template<typename VolumeType, typename Callback>
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MyRaycastResult raycastWithEndpoints(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dEnd, Callback& callback)
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{
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VolumeType::Sampler sampler(volData);
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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 here to adjust for this.
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float x1 = v3dStart.getX() + 0.5f;
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float y1 = v3dStart.getY() + 0.5f;
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float z1 = v3dStart.getZ() + 0.5f;
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float x2 = v3dEnd.getX() + 0.5f;
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float y2 = v3dEnd.getY() + 0.5f;
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float z2 = v3dEnd.getZ() + 0.5f;
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int i = (int)floorf(x1);
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int j = (int)floorf(y1);
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int k = (int)floorf(z1);
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@ -135,18 +90,14 @@ namespace PolyVox
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float minz = floorf(z1), maxz = minz + 1.0f;
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float tz = ((z1 > z2) ? (z1 - minz) : (maxz - z1)) * deltatz;
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m_sampVolume.setPosition(i,j,k);
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m_result.previousVoxel = Vector3DInt32(i,j,k);
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sampler.setPosition(i,j,k);
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for(;;)
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{
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if(!m_funcIsPassable(m_sampVolume))
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if(!callback(sampler))
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{
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m_result.foundIntersection = true;
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m_result.intersectionVoxel = Vector3DInt32(i,j,k);
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return;
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return MyRaycastResults::Interupted;
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}
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m_result.previousVoxel = Vector3DInt32(i,j,k);
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if(tx <= ty && tx <= tz)
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{
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@ -154,30 +105,34 @@ namespace PolyVox
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tx += deltatx;
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i += di;
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if(di == 1) m_sampVolume.movePositiveX();
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if(di == -1) m_sampVolume.moveNegativeX();
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if(di == 1) sampler.movePositiveX();
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if(di == -1) sampler.moveNegativeX();
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} else if (ty <= tz)
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{
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if(j == jend) break;
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ty += deltaty;
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j += dj;
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if(dj == 1) m_sampVolume.movePositiveY();
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if(dj == -1) m_sampVolume.moveNegativeY();
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if(dj == 1) sampler.movePositiveY();
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if(dj == -1) sampler.moveNegativeY();
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} else
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{
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if(k == kend) break;
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tz += deltatz;
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k += dk;
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if(dk == 1) m_sampVolume.movePositiveZ();
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if(dk == -1) m_sampVolume.moveNegativeZ();
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if(dk == 1) sampler.movePositiveZ();
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if(dk == -1) sampler.moveNegativeZ();
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}
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}
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//Didn't hit anything
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m_result.foundIntersection = false;
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m_result.intersectionVoxel = Vector3DInt32(0,0,0);
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m_result.previousVoxel = Vector3DInt32(0,0,0);
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return MyRaycastResults::Completed;
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}
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template<typename VolumeType, typename Callback>
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MyRaycastResult raycastWithDirection(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirectionAndLength, Callback& callback)
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{
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Vector3DFloat v3dEnd = v3dStart + v3dDirectionAndLength;
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return raycastWithEndpoints<VolumeType, Callback>(volData, v3dStart, v3dEnd, callback);
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}
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}
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@ -1,62 +0,0 @@
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/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*******************************************************************************/
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#ifndef __PolyVox_RaycastWithCallback_H__
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#define __PolyVox_RaycastWithCallback_H__
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#include "PolyVoxCore/Vector.h"
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namespace PolyVox
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{
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template<typename VolumeType>
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class RaycastWithCallback
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{
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public:
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///Constructor
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RaycastWithCallback(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirectionAndLength, polyvox_function<bool(const Vector3DInt32& position)> funcCallback);
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///Sets the start position for the ray.
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void setStart(const Vector3DFloat& v3dStart);
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///Set the direction for the ray.
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void setDirection(const Vector3DFloat& v3dDirectionAndLength);
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///Performs the raycast.
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void execute();
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private:
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polyvox_function<bool(const Vector3DInt32& position)> m_funcCallback;
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void doRaycast(float x1, float y1, float z1, float x2, float y2, float z2);
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VolumeType* m_volData;
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typename VolumeType::Sampler m_sampVolume;
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Vector3DFloat m_v3dStart;
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Vector3DFloat m_v3dDirectionAndLength;
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float m_fMaxDistance;
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};
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}
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#include "PolyVoxCore/RaycastWithCallback.inl"
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#endif //__PolyVox_RaycastWithCallback_H__
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@ -1,155 +0,0 @@
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/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*******************************************************************************/
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namespace PolyVox
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{
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template<typename VolumeType>
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RaycastWithCallback<VolumeType>::RaycastWithCallback(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirectionAndLength, polyvox_function<bool(const Vector3DInt32& position)> funcCallback)
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:m_volData(volData)
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,m_sampVolume(volData)
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,m_v3dStart(v3dStart)
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,m_v3dDirectionAndLength(v3dDirectionAndLength)
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,m_funcCallback(funcCallback)
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{
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//Check the user provided a callback, because it
|
||||
//is used to determine when to finish the raycast.
|
||||
assert(m_funcCallback);
|
||||
}
|
||||
|
||||
template<typename VolumeType>
|
||||
void RaycastWithCallback<VolumeType>::setStart(const Vector3DFloat& v3dStart)
|
||||
{
|
||||
m_v3dStart = v3dStart;
|
||||
}
|
||||
|
||||
template<typename VolumeType>
|
||||
void RaycastWithCallback<VolumeType>::setDirection(const Vector3DFloat& v3dDirectionAndLength)
|
||||
{
|
||||
m_v3dDirectionAndLength = v3dDirectionAndLength;
|
||||
}
|
||||
|
||||
template<typename VolumeType>
|
||||
void RaycastWithCallback<VolumeType>::execute(void)
|
||||
{
|
||||
//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
|
||||
//what the CubicSurfaceExtractor generates). We add (0.5,0.5,0.5) here to adjust for this.
|
||||
Vector3DFloat v3dStart = m_v3dStart + Vector3DFloat(0.5f, 0.5f, 0.5f);
|
||||
|
||||
//Compute the end point
|
||||
Vector3DFloat v3dEnd = v3dStart + m_v3dDirectionAndLength;
|
||||
|
||||
//Do the raycast
|
||||
doRaycast(v3dStart.getX(), v3dStart.getY(), v3dStart.getZ(), v3dEnd.getX(), v3dEnd.getY(), v3dEnd.getZ());
|
||||
}
|
||||
|
||||
// This function is based on Christer Ericson's code and description of the 'Uniform Grid Intersection Test' in
|
||||
// 'Real Time Collision Detection'. The following information from the errata on the book website is also relevent:
|
||||
//
|
||||
// pages 326-327. In the function VisitCellsOverlapped() the two lines calculating tx and ty are incorrect.
|
||||
// The less-than sign in each line should be a greater-than sign. That is, the two lines should read:
|
||||
//
|
||||
// float tx = ((x1 > x2) ? (x1 - minx) : (maxx - x1)) / Abs(x2 - x1);
|
||||
// float ty = ((y1 > y2) ? (y1 - miny) : (maxy - y1)) / Abs(y2 - y1);
|
||||
//
|
||||
// Thanks to Jetro Lauha of Fathammer in Helsinki, Finland for reporting this error.
|
||||
//
|
||||
// Jetro also points out that the computations of i, j, iend, and jend are incorrectly rounded if the line
|
||||
// coordinates are allowed to go negative. While that was not really the intent of the code — that is, I
|
||||
// assumed grids to be numbered from (0, 0) to (m, n) — I'm at fault for not making my assumption clear.
|
||||
// Where it is important to handle negative line coordinates the computation of these variables should be
|
||||
// changed to something like this:
|
||||
//
|
||||
// // Determine start grid cell coordinates (i, j)
|
||||
// int i = (int)floorf(x1 / CELL_SIDE);
|
||||
// int j = (int)floorf(y1 / CELL_SIDE);
|
||||
//
|
||||
// // Determine end grid cell coordinates (iend, jend)
|
||||
// int iend = (int)floorf(x2 / CELL_SIDE);
|
||||
// int jend = (int)floorf(y2 / CELL_SIDE);
|
||||
//
|
||||
// page 328. The if-statement that reads "if (ty <= tx && ty <= tz)" has a superfluous condition.
|
||||
// It should simply read "if (ty <= tz)".
|
||||
//
|
||||
// This error was reported by Joey Hammer (PixelActive).
|
||||
template<typename VolumeType>
|
||||
void RaycastWithCallback<VolumeType>::doRaycast(float x1, float y1, float z1, float x2, float y2, float z2)
|
||||
{
|
||||
int i = (int)floorf(x1);
|
||||
int j = (int)floorf(y1);
|
||||
int k = (int)floorf(z1);
|
||||
|
||||
int iend = (int)floorf(x2);
|
||||
int jend = (int)floorf(y2);
|
||||
int kend = (int)floorf(z2);
|
||||
|
||||
int di = ((x1 < x2) ? 1 : ((x1 > x2) ? -1 : 0));
|
||||
int dj = ((y1 < y2) ? 1 : ((y1 > y2) ? -1 : 0));
|
||||
int dk = ((z1 < z2) ? 1 : ((z1 > z2) ? -1 : 0));
|
||||
|
||||
float deltatx = 1.0f / std::abs(x2 - x1);
|
||||
float deltaty = 1.0f / std::abs(y2 - y1);
|
||||
float deltatz = 1.0f / std::abs(z2 - z1);
|
||||
|
||||
float minx = floorf(x1), maxx = minx + 1.0f;
|
||||
float tx = ((x1 > x2) ? (x1 - minx) : (maxx - x1)) * deltatx;
|
||||
float miny = floorf(y1), maxy = miny + 1.0f;
|
||||
float ty = ((y1 > y2) ? (y1 - miny) : (maxy - y1)) * deltaty;
|
||||
float minz = floorf(z1), maxz = minz + 1.0f;
|
||||
float tz = ((z1 > z2) ? (z1 - minz) : (maxz - z1)) * deltatz;
|
||||
|
||||
m_sampVolume.setPosition(i,j,k);
|
||||
|
||||
for(;;)
|
||||
{
|
||||
//Call the callback. If it returns false then finish the loop.
|
||||
if(!m_funcCallback(Vector3DInt32(i,j,k)))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if(tx <= ty && tx <= tz)
|
||||
{
|
||||
tx += deltatx;
|
||||
i += di;
|
||||
|
||||
if(di == 1) m_sampVolume.movePositiveX();
|
||||
if(di == -1) m_sampVolume.moveNegativeX();
|
||||
} else if (ty <= tz)
|
||||
{
|
||||
ty += deltaty;
|
||||
j += dj;
|
||||
|
||||
if(dj == 1) m_sampVolume.movePositiveY();
|
||||
if(dj == -1) m_sampVolume.moveNegativeY();
|
||||
} else
|
||||
{
|
||||
tz += deltatz;
|
||||
k += dk;
|
||||
|
||||
if(dk == 1) m_sampVolume.movePositiveZ();
|
||||
if(dk == -1) m_sampVolume.moveNegativeZ();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user