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Merge remote-tracking branch 'origin'
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commit
e7aa142082
4 changed files with 137 additions and 20 deletions
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@ -8,6 +8,29 @@
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#include "VoxelSystem.h"
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const float MAX_UNIT_ANY_AXIS = 20.0f;
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const float CUBE_WIDTH = 0.01f;
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const int VERTICES_PER_VOXEL = 8;
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const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
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const int COLOR_VALUES_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
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const int INDICES_PER_VOXEL = 3 * 12;
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GLfloat identityVertices[] = { -1, -1, 1,
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1, -1, 1,
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1, -1, -1,
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-1, -1, -1,
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1, 1, 1,
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-1, 1, 1,
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-1, 1, -1,
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1, 1, -1 };
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GLubyte identityIndices[] = { 0,1,2, 0,2,3,
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0,4,1, 0,4,5,
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0,3,6, 0,5,6,
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1,2,4, 2,4,7,
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2,3,6, 2,6,7,
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4,5,6, 4,6,7 };
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bool onSphereShell(float radius, float scale, glm::vec3 * position) {
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float vRadius = glm::length(*position);
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@ -18,6 +41,87 @@ void VoxelSystem::init() {
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root = new Voxel;
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}
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float randomFloat(float maximumValue) {
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return ((float) rand() / ((float) RAND_MAX / maximumValue));
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}
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void VoxelSystem::init(int numberOfRandomVoxels) {
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// create the arrays needed to pass to glDrawElements later
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// position / color are random for now
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voxelsRendered = numberOfRandomVoxels;
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// there are 3 points for each vertices, 24 vertices in each cube
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GLfloat *verticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * numberOfRandomVoxels];
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// we need a color for each vertex in each voxel
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GLfloat *colorsArray = new GLfloat[COLOR_VALUES_PER_VOXEL * numberOfRandomVoxels];
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// there are 12 triangles in each cube, with three indices for each triangle
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GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * numberOfRandomVoxels];
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// new seed based on time now so voxels are different each time
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srand((unsigned)time(0));
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for (int n = 0; n < numberOfRandomVoxels; n++) {
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// pick a random point for the center of the cube
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glm::vec3 position = glm::vec3(
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randomFloat(MAX_UNIT_ANY_AXIS * 2) - MAX_UNIT_ANY_AXIS,
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randomFloat(MAX_UNIT_ANY_AXIS * 2) - MAX_UNIT_ANY_AXIS,
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randomFloat(MAX_UNIT_ANY_AXIS * 2) - MAX_UNIT_ANY_AXIS
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);
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// fill the vertices array
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GLfloat *currentVerticesPos = verticesArray + (n * VERTEX_POINTS_PER_VOXEL);
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for (int v = 0; v < VERTEX_POINTS_PER_VOXEL; v++) {
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currentVerticesPos[v] = position[v % 3] + (identityVertices[v] * CUBE_WIDTH);
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}
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// fill the colors array
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GLfloat *currentColorPos = colorsArray + (n * COLOR_VALUES_PER_VOXEL);
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float voxelR = randomFloat(1);
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float voxelG = randomFloat(1);
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float voxelB = randomFloat(1);
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for (int c = 0; c < VERTICES_PER_VOXEL; c++) {
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currentColorPos[0 + (c * 3)] = voxelR;
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currentColorPos[1 + (c * 3)] = voxelG;
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currentColorPos[2 + (c * 3)] = voxelB;
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}
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// fill the indices array
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int voxelIndexOffset = n * INDICES_PER_VOXEL;
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GLuint *currentIndicesPos = indicesArray + voxelIndexOffset;
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int startIndex = (n * VERTICES_PER_VOXEL);
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for (int i = 0; i < INDICES_PER_VOXEL; i++) {
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// add indices for this side of the cube
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currentIndicesPos[i] = startIndex + identityIndices[i];
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}
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}
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// VBO for the verticesArray
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glGenBuffers(1, &vboVerticesID);
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * numberOfRandomVoxels, verticesArray, GL_STATIC_DRAW);
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// VBO for colorsArray
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glGenBuffers(1, &vboColorsID);
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glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
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glBufferData(GL_ARRAY_BUFFER, VERTICES_PER_VOXEL * sizeof(GLfloat) * numberOfRandomVoxels, colorsArray, GL_STATIC_DRAW);
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// VBO for the indicesArray
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glGenBuffers(1, &vboIndicesID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, numberOfRandomVoxels * INDICES_PER_VOXEL * sizeof(GLuint), indicesArray, GL_STATIC_DRAW);
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// delete the verticesArray, indicesArray
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delete[] verticesArray;
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delete[] indicesArray;
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delete[] colorsArray;
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}
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//
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// Recursively initialize the voxel tree
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//
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@ -118,11 +222,30 @@ int VoxelSystem::render(Voxel * voxel, float scale, glm::vec3 * distance) {
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return vRendered;
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}
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void VoxelSystem::render() {
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
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glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);
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glVertexPointer(3, GL_FLOAT, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);
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glColorPointer(3, GL_FLOAT, 0, 0);
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glDrawElements(GL_TRIANGLES, 36 * voxelsRendered, GL_UNSIGNED_INT, 0);
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// deactivate vertex and color arrays after drawing
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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// bind with 0 to switch back to normal operation
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void VoxelSystem::simulate(float deltaTime) {
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}
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@ -26,13 +26,18 @@ class VoxelSystem {
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public:
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void simulate(float deltaTime);
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int render(Voxel * voxel, float scale, glm::vec3 * distance);
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void render();
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void init();
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void init(int numberOfRandomVoxels);
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int initVoxels(Voxel * root, float scale, glm::vec3 * position);
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void setVoxelsRendered(int v) {voxelsRendered = v;};
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int getVoxelsRendered() {return voxelsRendered;};
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Voxel * root;
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private:
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int voxelsRendered;
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GLuint vboVerticesID;
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GLuint vboColorsID;
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GLuint vboIndicesID;
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};
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#endif
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@ -319,10 +319,7 @@ void initDisplay(void)
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void init(void)
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{
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voxels.init();
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glm::vec3 position(0,0,0);
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int voxelsMade = voxels.initVoxels(NULL, 10.0, &position);
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std::cout << voxelsMade << " voxels made. \n";
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voxels.init(300000);
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myHead.setRenderYaw(start_yaw);
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@ -577,15 +574,7 @@ void display(void)
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if (!display_head) cloud.render();
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// Draw voxels
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glPushMatrix();
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glTranslatef(WORLD_SIZE/2.0, WORLD_SIZE/2.0, WORLD_SIZE/2.0);
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glm::vec3 distance(5.0 + location[0], 5.0 + location[1], 5.0 + location[2]);
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//std::cout << "length: " << glm::length(distance) << "\n";
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int voxelsRendered = voxels.render(NULL, 10.0, &distance);
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voxels.setVoxelsRendered(voxelsRendered);
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//glColor4f(0,0,1,0.5);
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//glutSolidCube(10.0);
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glPopMatrix();
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voxels.render();
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// Draw field vectors
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if (display_field) field.render();
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@ -101,7 +101,7 @@ void *sendBuffer(void *args)
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powf(agentPosition[1] - otherAgentPosition[1], 2) +
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powf(agentPosition[2] - otherAgentPosition[2], 2));
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distanceCoeffs[lowAgentIndex][highAgentIndex] = std::max(1.0f, powf((logf(DISTANCE_RATIO * distanceToAgent) / logf(3)), 2));
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distanceCoeffs[lowAgentIndex][highAgentIndex] = std::min(1.0f, powf(0.5, (logf(DISTANCE_RATIO * distanceToAgent) / logf(3)) - 1));
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}
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@ -149,11 +149,11 @@ void *sendBuffer(void *args)
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if (s < numSamplesDelay) {
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// pull the earlier sample for the delayed channel
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int earlierSample = delaySamplePointer[s] / distanceCoeffs[lowAgentIndex][highAgentIndex];
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int earlierSample = delaySamplePointer[s] * distanceCoeffs[lowAgentIndex][highAgentIndex];
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delayedChannel[s] = earlierSample;
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}
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int16_t currentSample = (otherAgentBuffer->getNextOutput()[s] / distanceCoeffs[lowAgentIndex][highAgentIndex]);
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int16_t currentSample = (otherAgentBuffer->getNextOutput()[s] * distanceCoeffs[lowAgentIndex][highAgentIndex]);
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goodChannel[s] = currentSample;
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if (s + numSamplesDelay < BUFFER_LENGTH_SAMPLES_PER_CHANNEL) {
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