This commit is contained in:
Seth Alves 2017-03-23 10:38:57 -07:00
parent f5680def55
commit ba0c9e405a

View file

@ -414,43 +414,33 @@ bool RenderablePolyVoxEntityItem::setSphere(glm::vec3 centerWorldCoords, float r
glm::ivec3 lowI = glm::clamp(low, glm::vec3(0.0f), _voxelVolumeSize);
glm::ivec3 highI = glm::clamp(high, glm::vec3(0.0f), _voxelVolumeSize);
// This three-level for loop iterates over every voxel in the volume that might be in the sphere
// withWriteLock([&] {
// for (int z = lowI.z; z < highI.z; z++) {
// for (int y = lowI.y; y < highI.y; y++) {
// for (int x = lowI.x; x < highI.x; x++) {
// // Store our current position as a vector...
// glm::vec4 pos(x + 0.5f, y + 0.5f, z + 0.5f, 1.0); // consider voxels cenetered on their coordinates
// // convert to world coordinates
// glm::vec3 worldPos = glm::vec3(vtwMatrix * pos);
// // compute how far the current position is from the center of the volume
// float fDistToCenter = glm::distance(worldPos, centerWorldCoords);
// // If the current voxel is less than 'radius' units from the center then we set its value
// if (fDistToCenter <= radiusWorldCoords) {
// result |= setVoxelInternal(x, y, z, toValue);
// }
// }
// }
// }
// });
glm::vec3 radials(radiusWorldCoords / voxelSize.x,
radiusWorldCoords / voxelSize.y,
radiusWorldCoords / voxelSize.z);
float minRadial = glm::min(radials.x, radials.y);
minRadial = glm::min(minRadial, radials.z);
// This three-level for loop iterates over every voxel in the volume that might be in the sphere
withWriteLock([&] {
for (int z = lowI.z; z < highI.z; z++) {
for (int y = lowI.y; y < highI.y; y++) {
for (int x = lowI.x; x < highI.x; x++) {
// set voxels whose bounding-box touches the sphere
AABox voxelBox(glm::vec3(x - 0.5f, y - 0.5f, z - 0.5f), glm::vec3(1.0f, 1.0f, 1.0f));
// if (voxelBox.touchesSphere(centerInVoxelCoords, minRadial)) {
if (voxelBox.touchesAAEllipsoid(centerInVoxelCoords, radials)) {
result |= setVoxelInternal(x, y, z, toValue);
}
// TODO -- this version only sets voxels which have centers inside the sphere. which is best?
// // Store our current position as a vector...
// glm::vec4 pos(x + 0.5f, y + 0.5f, z + 0.5f, 1.0); // consider voxels cenetered on their coordinates
// // convert to world coordinates
// glm::vec3 worldPos = glm::vec3(vtwMatrix * pos);
// // compute how far the current position is from the center of the volume
// float fDistToCenter = glm::distance(worldPos, centerWorldCoords);
// // If the current voxel is less than 'radius' units from the center then we set its value
// if (fDistToCenter <= radiusWorldCoords) {
// result |= setVoxelInternal(x, y, z, toValue);
// }
}
}
}