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Added basic ray intersection testing to VoxelTree.
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33b4159a95
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4 changed files with 89 additions and 1 deletions
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@ -8,6 +8,8 @@
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// Simple axis aligned box class.
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// Simple axis aligned box class.
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//
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//
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#include "SharedUtil.h"
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#include "AABox.h"
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#include "AABox.h"
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@ -66,3 +68,50 @@ glm::vec3 AABox::getVertexN(const glm::vec3 &normal) const {
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return(res);
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return(res);
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}
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}
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// determines whether a value is within the extents
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static bool isWithin(float value, float corner, float size) {
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return value >= corner && value <= corner + size;
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}
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bool AABox::contains(const glm::vec3& point) const {
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return isWithin(point.x, _corner.x, _size.x) &&
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isWithin(point.y, _corner.y, _size.y) &&
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isWithin(point.z, _corner.z, _size.z);
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}
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// finds the intersection between the closer plane in one direction
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static bool findIntersection(float origin, float direction, float corner, float size, float* t) {
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if (direction > EPSILON) {
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*t = (corner - origin) / direction;
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return true;
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} else if (direction < -EPSILON) {
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*t = (corner + size - origin) / direction;
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return true;
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}
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return false;
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}
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bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float* t) const {
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// handle the trivial case where the box contains the origin
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if (contains(origin)) {
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*t = 0;
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return true;
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}
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// check each direction
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float nt;
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if (findIntersection(origin.x, direction.x, _corner.x, _size.x, &nt) &&
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isWithin(origin.y + nt*direction.y, _corner.y, _size.y) &&
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isWithin(origin.z + nt*direction.z, _corner.z, _size.z) ||
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findIntersection(origin.y, direction.y, _corner.y, _size.y, &nt) &&
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isWithin(origin.x + nt*direction.x, _corner.x, _size.x) &&
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isWithin(origin.z + nt*direction.z, _corner.z, _size.z) ||
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findIntersection(origin.z, direction.z, _corner.z, _size.z, &nt) &&
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isWithin(origin.y + nt*direction.y, _corner.y, _size.y) &&
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isWithin(origin.x + nt*direction.x, _corner.x, _size.x)) {
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*t = nt;
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return true;
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}
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return false;
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}
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@ -35,10 +35,13 @@ public:
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const glm::vec3& getCorner() const { return _corner; };
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const glm::vec3& getCorner() const { return _corner; };
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const glm::vec3& getSize() const { return _size; };
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const glm::vec3& getSize() const { return _size; };
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bool contains(const glm::vec3& point) const;
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float* t) const;
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private:
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private:
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glm::vec3 _corner;
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glm::vec3 _corner;
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glm::vec3 _size;
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glm::vec3 _size;
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};
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};
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#endif
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#endif
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@ -546,7 +546,41 @@ int VoxelTree::searchForColoredNodes(int maxSearchLevel, VoxelNode* node, const
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return levelReached;
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return levelReached;
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}
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}
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// combines the ray cast arguments into a single object
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class RayArgs {
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public:
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glm::vec3 origin;
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glm::vec3 direction;
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VoxelNode** node;
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float* t;
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bool found;
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};
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bool findRayOperation(VoxelNode* node, void* extraData) {
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RayArgs* args = static_cast<RayArgs*>(extraData);
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AABox box;
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node->getAABox(box);
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float t;
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if (!box.findRayIntersection(args->origin, args->direction, &t)) {
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return false;
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}
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if (!node->isLeaf()) {
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return true; // recurse on children
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}
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if (!args->found || t < *(args->t)) {
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*(args->node) = node;
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*(args->t) = t;
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args->found = true;
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}
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return false;
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}
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bool VoxelTree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelNode** node, float* t)
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{
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RayArgs args = { origin, direction, node, t };
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recurseTreeWithOperation(findRayOperation, &args);
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return args.found;
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}
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int VoxelTree::searchForColoredNodesRecursion(int maxSearchLevel, int& currentSearchLevel,
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int VoxelTree::searchForColoredNodesRecursion(int maxSearchLevel, int& currentSearchLevel,
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VoxelNode* node, const ViewFrustum& viewFrustum, VoxelNodeBag& bag) {
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VoxelNode* node, const ViewFrustum& viewFrustum, VoxelNodeBag& bag) {
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@ -61,6 +61,8 @@ public:
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bool isDirty() const { return _isDirty; };
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bool isDirty() const { return _isDirty; };
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void clearDirtyBit() { _isDirty = false; };
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void clearDirtyBit() { _isDirty = false; };
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unsigned long int getNodesChangedFromBitstream() const { return _nodesChangedFromBitstream; };
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unsigned long int getNodesChangedFromBitstream() const { return _nodesChangedFromBitstream; };
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelNode** node, float* t);
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private:
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private:
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int encodeTreeBitstreamRecursion(int maxEncodeLevel, int& currentEncodeLevel,
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int encodeTreeBitstreamRecursion(int maxEncodeLevel, int& currentEncodeLevel,
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