cleaning up my comparison operators
This commit is contained in:
@@ -35,20 +35,34 @@ public:
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return voxels[z * width * height + y * width + x];
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return voxels[z * width * height + y * width + x];
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}
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}
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Voxel& get(const Vec3T& xyz) {
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return voxels[xyz.z*width*height+xyz.y*width+xyz.x];
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}
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void resize() {
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//TODO: proper resizing
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}
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void set(size_t x, size_t y, size_t z, float active, Vec3ui8 color) {
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void set(size_t x, size_t y, size_t z, float active, Vec3ui8 color) {
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//expand grid if needed.
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//expand grid if needed.
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if (x >= 0 || y >= 0 || z >= 0) {
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if (x >= 0 || y >= 0 || z >= 0) {
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if (!(x < width)) {
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if (!(x < width)) {
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//until resizing added:
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return;
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width = x;
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width = x;
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voxels.resize(width*height*depth);
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resize();
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}
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}
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else if (!(y < height)) {
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else if (!(y < height)) {
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//until resizing added:
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return;
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height = y;
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height = y;
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voxels.resize(width*height*depth);
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resize();
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}
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}
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else if (!(z < depth)) {
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else if (!(z < depth)) {
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//until resizing added:
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return;
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depth = z;
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depth = z;
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voxels.resize(width*height*depth);
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resize();
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}
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}
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Voxel& v = get(x, y, z);
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Voxel& v = get(x, y, z);
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@@ -57,8 +71,9 @@ public:
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}
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}
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}
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}
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bool inGrid(Vec3T voxl) {
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template<typename T>
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return (voxl > 0 && voxl.x < width && voxl.y < height && voxl.z < depth);
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bool inGrid(Vec3<T> voxl) {
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return (voxl >= 0 && voxl.x < width && voxl.y < height && voxl.z < depth);
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}
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}
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bool rayCast(const Ray3f& ray, float maxDistance, Vec3f hitPos, Vec3f hitNormal, Vec3f& hitColor) {
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bool rayCast(const Ray3f& ray, float maxDistance, Vec3f hitPos, Vec3f hitNormal, Vec3f& hitColor) {
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@@ -66,19 +81,19 @@ public:
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Vec3f rayDir = ray.direction;
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Vec3f rayDir = ray.direction;
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Vec3f rayOrigin = ray.origin;
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Vec3f rayOrigin = ray.origin;
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Vec3T currentVoxel = rayOrigin.floorToT();
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Vec3T currentVoxel = rayOrigin.floorToT();
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Vec3i step;
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step.x = (rayDir.x > 0) ? 1 : -1;
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//important note: voxels store a float of "active" which is to be between 0 and 1, with <epsilon being inactive and <1 being transparent.
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step.y = (rayDir.y > 0) ? 1 : -1;
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//as progression occurs, add to hitColor all passed voxels multiplied by active. once active reaches 1, stop progression.
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step.z = (rayDir.z > 0) ? 1 : -1;
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//if active doesnt reach 1 before the edge of the grid is reached, then return the total.
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//always return true if any active voxels are hit
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//Ray3T and Vec3T are size_t.
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Vec3f step;
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Vec3f tMax;
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Vec3f tMax;
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Vec3f tDelta;
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Vec3f tDelta;
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Vec3T cvoxel = ray.origin.floor();
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//initialization
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//initialization
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if (!inGrid(cvoxel)) {
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tDelta.x = std::abs(1.0 / rayDir.x);
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tDelta.y = std::abs(1.0 / rayDir.y);
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tDelta.z = std::abs(1.0 / rayDir.z);
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tMax = mix((rayOrigin - currentVoxel) / -rayDir, ((currentVoxel + 1) - rayOrigin) / rayDir, rayDir > 0);
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if (!inGrid(rayOrigin)) {
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/*
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/*
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The initialization phase begins by identifying the voxel in which the ray origin, →
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The initialization phase begins by identifying the voxel in which the ray origin, →
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u, is found. If the ray origin is outside the grid, we find the point in which the ray enters the grid and take the adjacent voxel. The integer
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u, is found. If the ray origin is outside the grid, we find the point in which the ray enters the grid and take the adjacent voxel. The integer
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@@ -92,63 +107,84 @@ public:
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current voxel.
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current voxel.
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*/
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*/
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//update to also include z in this
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float tEntry = 0.0;
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Vec3f tBMin;
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Vec3f tBMax;
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tBMin.x = (0.0 - rayOrigin.x) / rayDir.x;
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tBMax.x = (width - rayOrigin.x) / rayDir.x;
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if (tBMin.x > tBMax.x) std::swap(tBMin.x, tBMax.x);
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tBMin.y = (0.0 - rayOrigin.y) / rayDir.y;
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tBMax.y = (height - rayOrigin.y) / rayDir.y;
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if (tBMin.y > tBMax.y) std::swap(tBMin.y, tBMax.y);
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tBMin.z = (0.0 - rayOrigin.z) / rayDir.z;
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tBMax.z = (depth - rayOrigin.z) / rayDir.z;
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if (tBMin.z > tBMax.z) std::swap(tBMin.z, tBMax.z);
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float tEntry = tBMin.maxComp();
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float tExit = tBMax.minComp();
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if (tEntry > tExit || tExit < 0.0) return false;
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if (tEntry < 0.0) tEntry = 0.0;
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if (tEntry > 0.0) {
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rayOrigin = rayOrigin + rayDir + tEntry;
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currentVoxel = rayOrigin.floorToT();
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tMax = mix(((currentVoxel + 1) - rayOrigin) / rayDir, (rayOrigin - currentVoxel) / -rayDir, rayDir > 0 );
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}
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}
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}
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float aalpha = 0.0;
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bool hit = false;
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float tDist = 0.0;
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/*
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/*
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Finally, we compute tDeltaX and tDeltaY. TDeltaX indicates how far along the ray we must move
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Finally, we compute tDeltaX and tDeltaY. TDeltaX indicates how far along the ray we must move
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(in units of t) for the horizontal component of such a movement to equal the width of a voxel. Similarly,
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(in units of t) for the horizontal component of such a movement to equal the width of a voxel. Similarly,
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we store in tDeltaY the amount of movement along the ray which has a vertical component equal to the
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we store in tDeltaY the amount of movement along the ray which has a vertical component equal to the
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height of a voxel.
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height of a voxel.
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*/
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*/
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while (inGrid(currentVoxel) && tDist < maxDistance) {
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Voxel& voxel = get(currentVoxel);
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//also include tDeltaZ in this.
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if (voxel.active > EPSILON) {
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Vec3f voxelColor(static_cast<float>(voxel.color.x / 255.0), static_cast<float>(voxel.color.y / 255.0), static_cast<float>(voxel.color.z / 255.0));
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float contribution = voxel.active * (1.0 - aalpha);
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hitColor = hitColor + voxelColor * contribution;
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aalpha += contribution;
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hitPos = rayOrigin + rayDir * tDist;
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if (tMax.x <= tMax.y && tMax.x <= tMax.z) {
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hitNormal = Vec3f(-step.x, 0.0, 0.0);
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} else if (tMax.y <= tMax.x && tMax.y <= tMax.z) {
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hitNormal = Vec3f(0.0, -step.y, 0.0);
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} else {
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hitNormal = Vec3f(0.0, 0.0, -step.z);
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}
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}
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if (aalpha > EPSILON) {
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hit = true;
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}
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/*loop {
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if (tMax.x < tMax.y) {
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if(tMaxX < tMaxY) {
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if (tMax.x < tMax.z) {
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tMaxX= tMaxX + tDeltaX;
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tDist = tMax.x;
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X= X + stepX;
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tMax.x += tDelta.x;
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} else {
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currentVoxel.x += step.x;
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tMaxY= tMaxY + tDeltaY;
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} else {
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Y= Y + stepY;
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tDist = tMax.z;
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tMax.z += tDelta.z;
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currentVoxel.z += step.z;
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}
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} else {
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if (tMax.y < tMax.z) {
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tDist = tMax.y;
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tMax.y += tDelta.y;
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currentVoxel.y += step.y;
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} else {
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tDist = tMax.z;
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tMax.z += tDelta.z;
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currentVoxel.z += step.z;
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}
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}
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}
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}
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NextVoxel(X,Y);
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return hit;
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}*/
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/*
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We loop until either we find a voxel with a non-empty object list or we fall out of the end of the grid.
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Extending the algorithm to three dimensions simply requires that we add the appropriate z variables and
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find the minimum of tMaxX, tMaxY and tMaxZ during each iteration. This results in:
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list= NIL;
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do {
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if(tMaxX < tMaxY) {
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if(tMaxX < tMaxZ) {
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X= X + stepX;
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if(X == justOutX)
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return(NIL);
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tMaxX= tMaxX + tDeltaX;
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} else {
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Z= Z + stepZ;
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if(Z == justOutZ)
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return(NIL);
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tMaxZ= tMaxZ + tDeltaZ;
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}
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} else {
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if(tMaxY < tMaxZ) {
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Y= Y + stepY;
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if(Y == justOutY)
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return(NIL);
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tMaxY= tMaxY + tDeltaY;
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} else {
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Z= Z + stepZ;
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if(Z == justOutZ)
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return(NIL);
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tMaxZ= tMaxZ + tDeltaZ;
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}
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}
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list= ObjectList[X][Y][Z];
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} while(list == NIL);
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return(list);*/
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}
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}
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};
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};
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@@ -170,20 +170,18 @@ public:
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}
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}
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bool operator<(const Vec3& other) const {
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bool operator<(const Vec3& other) const {
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return (x < other.x) ||
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return (x < other.x && y == other.y && z == other.z) ||
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(x == other.x && y < other.y) ||
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(x == other.x && y < other.y && z == other.z) ||
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(x == other.x && y == other.y && z < other.z);
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(x == other.x && y == other.y && z < other.z);
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}
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}
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bool operator<=(const Vec3& other) const {
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bool operator<=(const Vec3& other) const {
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return (x < other.x) ||
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return (x <= other.x) && (y <= other.y) && (z <= other.z);
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(x == other.x && y < other.y) ||
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(x == other.x && y == other.y && z <= other.z);
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}
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}
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bool operator>(const Vec3& other) const {
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bool operator>(const Vec3& other) const {
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return (x > other.x) ||
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return (x > other.x && y == other.y && z == other.z) ||
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(x == other.x && y > other.y) ||
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(x == other.x && y > other.y && z == other.z) ||
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(x == other.x && y == other.y && z > other.z);
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(x == other.x && y == other.y && z > other.z);
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}
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}
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@@ -192,9 +190,11 @@ public:
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}
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}
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bool operator>=(const Vec3& other) const {
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bool operator>=(const Vec3& other) const {
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return (x > other.x) ||
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return (x >= other.x) && (y >= other.y) && (z >= other.z);
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(x == other.x && y > other.y) ||
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}
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(x == other.x && y == other.y && z >= other.z);
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bool operator>=(size_t scalar) const {
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return (x >= scalar && y >= scalar && z >= scalar);
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}
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}
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Vec3 abs() const {
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Vec3 abs() const {
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@@ -400,6 +400,7 @@ public:
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using Vec3f = Vec3<float>;
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using Vec3f = Vec3<float>;
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using Vec3d = Vec3<double>;
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using Vec3d = Vec3<double>;
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using Vec3i = Vec3<int>;
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using Vec3i = Vec3<int>;
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using Vec3i8 = Vec3<int8_t>;
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using Vec3ui8 = Vec3<uint8_t>;
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using Vec3ui8 = Vec3<uint8_t>;
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using Vec3T = Vec3<size_t>;
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using Vec3T = Vec3<size_t>;
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@@ -428,4 +429,28 @@ Vec3<T> min(Vec3<T> a, Vec3<T> b) {
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return a.min(b);
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return a.min(b);
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}
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}
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template<typename T>
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Vec3<T> mix(const Vec3<T>& a, const Vec3<T>& b, const Vec3<bool>& mask) {
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return Vec3<T>(
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mask.x ? b.x : a.x,
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mask.y ? b.y : a.y,
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mask.z ? b.z : a.z
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)
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}
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template<typename T>
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std::pair<Vec3<T>, Vec3<T>> multiMix(const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c, const Vec3<T>& d, const Vec3<bool>& mask) {
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outa = Vec3<T>(
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mask.x ? b.x : a.x,
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mask.y ? b.y : a.y,
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mask.z ? b.z : a.z
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)
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outb = Vec3<T>(
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mask.x ? d.x : c.x,
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mask.y ? d.y : c.y,
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mask.z ? d.z : c.z
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)
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}
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#endif
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#endif
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Reference in New Issue
Block a user