177 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			177 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*******************************************************************************
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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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	////////////////////////////////////////////////////////////////////////////////
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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 v3dDirection 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 VoxelType>
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	Raycast<VoxelType>::Raycast(LargeVolume<VoxelType>* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirection, RaycastResult& result)
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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_v3dDirection(v3dDirection)
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		,m_result(result)
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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 VoxelType>
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	void Raycast<VoxelType>::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 v3dDirection 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 VoxelType>
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	void Raycast<VoxelType>::setDirection(const Vector3DFloat& v3dDirection)
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	{
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		m_v3dDirection = v3dDirection;
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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 VoxelType>
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	void Raycast<VoxelType>::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_v3dDirection;
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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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	//	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 <20> that is, I
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	//  assumed grids to be numbered from (0, 0) to (m, n) <20> 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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	void Raycast<VoxelType>::doRaycast(float x1, float y1, float z1, float x2, float y2, float z2)
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	{
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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 minx = floorf(x1), maxx = minx + 1.0f;
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		float tx = ((x1 > x2) ? (x1 - minx) : (maxx - x1)) / abs(x2 - x1);
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		float miny = floorf(y1), maxy = miny + 1.0f;
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		float ty = ((y1 > y2) ? (y1 - miny) : (maxy - y1)) / abs(y2 - y1);
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		float minz = floorf(z1), maxz = minz + 1.0f;
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		float tz = ((z1 > z2) ? (z1 - minz) : (maxz - z1)) / abs(z2 - z1);
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		float deltatx = 1.0f / abs(x2 - x1);
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		float deltaty = 1.0f / abs(y2 - y1);
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		float deltatz = 1.0f / abs(z2 - z1);
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		m_sampVolume.setPosition(i,j,k);
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		for(;;)
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		{
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			if(m_sampVolume.getVoxel().getDensity() > VoxelType::getThreshold())
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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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			}
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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) m_sampVolume.movePositiveX();
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				if(di == -1) m_sampVolume.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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			} 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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			}
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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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	}
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} |