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add method to repair child masks after adding randomly placed voxels
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2 changed files with 26 additions and 0 deletions
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@ -159,6 +159,31 @@ void VoxelTree::readCodeColorBufferToTree(unsigned char *codeColorBuffer) {
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// give this node its color
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memcpy(lastCreatedNode->color, codeColorBuffer + octalCodeBytes, 3);
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lastCreatedNode->color[3] = 1;
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repairChildMasks(rootNode);
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}
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int VoxelTree::repairChildMasks(VoxelNode *currentNode) {
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currentNode->childMask = 0;
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int grandChildren = 0;
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int thisNodeGrandChildren = 0;
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for (int i = 0; i < 8; i++) {
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if (currentNode->children[i] != NULL) {
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thisNodeGrandChildren = repairChildMasks(currentNode->children[i]);
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if (thisNodeGrandChildren > 0) {
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currentNode->childMask += (1 << (7 - i));
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}
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thisNodeGrandChildren += grandChildren;
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}
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}
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return grandChildren;
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}
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unsigned char * VoxelTree::loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
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@ -29,6 +29,7 @@ public:
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int levelForViewerPosition(float * position);
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void readBitstreamToTree(unsigned char * bitstream, int bufferSizeBytes);
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void readCodeColorBufferToTree(unsigned char *codeColorBuffer);
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int repairChildMasks(VoxelNode *currentNode);
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unsigned char * loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
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unsigned char * octalCode,
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VoxelNode *currentVoxelNode,
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