revert of majority of chunk stuff. wasnt working well.
This commit is contained in:
@@ -119,394 +119,33 @@ struct Vertex {
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};
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struct Chunk {
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float weight;
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bool active;
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float alpha;
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Vec3ui8 color;
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std::vector<Voxel> voxels;
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std::vector<Chunk> children;
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Vec3i chunkSize;
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Vec3i minCorner;
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Vec3i maxCorner;
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int depth;
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bool dirty = false;
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Chunk(Vec3i minCorner, Vec3i maxCorner, int depth = 0)
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: minCorner(minCorner), maxCorner(maxCorner), depth(depth), active(false) {
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chunkSize = maxCorner - minCorner;
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if (chunkSize.x > CHUNK_THRESHOLD || chunkSize.y > CHUNK_THRESHOLD || chunkSize.z > CHUNK_THRESHOLD) {
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subdivide();
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} else {
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voxels.resize(chunkSize.x * chunkSize.y * chunkSize.z);
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}
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}
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bool inChunk(Vec3i pos) const {
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if (pos.AllGT(minCorner) && pos.AllLT(maxCorner)) return true;
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return false;
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}
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bool set(Vec3i pos, Voxel newVox) {
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if (!inChunk(pos)) return false;
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if (children.empty()) {
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int index = getVoxelIndex(pos);
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if (index >= 0 && index < static_cast<int>(voxels.size())) {
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voxels[index] = newVox;
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if (newVox.active) {
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active = true;
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}
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dirty = true;
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return true;
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}
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return false;
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}
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for (Chunk& child : children) {
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if (child.set(pos, newVox)) {
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if (newVox.active) {
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active = true;
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}
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dirty = true;
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return true;
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}
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}
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return false;
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}
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Voxel* getPtr(Vec3i pos, int maxDepth = 0) {
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if (!inChunk(pos)) {
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return nullptr;
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}
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if (children.empty() || (maxDepth > 0 && depth >= maxDepth)) {
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int index = getVoxelIndex(pos);
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if (index >= 0 && index < static_cast<int>(voxels.size())) {
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return &voxels[index];
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}
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return nullptr;
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}
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for (Chunk& child : children) {
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if (child.inChunk(pos)) {
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return child.getPtr(pos, maxDepth);
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}
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}
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return nullptr;
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}
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Voxel get(Vec3i pos, int maxDepth = 0) {
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if (!inChunk(pos)) {
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return Voxel();
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}
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if (children.empty() || (maxDepth > 0 && depth >= maxDepth)) {
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int index = getVoxelIndex(pos);
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if (index >= 0 && index < static_cast<int>(voxels.size())) {
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if (dirty) {
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updateAveragesRecursive();
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}
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return voxels[index];
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}
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return Voxel();
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} else if (maxDepth > 0 && depth >= maxDepth) {
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return Voxel(weight, active, alpha, color);
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}
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for (Chunk& child : children) {
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if (child.inChunk(pos)) {
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if (dirty) {
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updateAveragesRecursive();
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}
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return child.get(pos, maxDepth);
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}
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}
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return Voxel();
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}
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Voxel get(const Vec3i& pos, int maxDepth = 0) const {
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if (!inChunk(pos)) {
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return Voxel();
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}
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if (children.empty() || (maxDepth > 0 && depth >= maxDepth)) {
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int index = getVoxelIndex(pos);
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if (index >= 0 && index < static_cast<int>(voxels.size())) {
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if (dirty) {
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std::cout << "need to clean chunk" << std::endl;
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}
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return voxels[index];
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}
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return Voxel();
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} else if (maxDepth > 0 && depth >= maxDepth) {
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return Voxel(weight, active, alpha, color);
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}
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for (const Chunk& child : children) {
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if (child.inChunk(pos)) {
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return child.get(pos, maxDepth);
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}
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}
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return Voxel();
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}
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int getVoxelIndex(Vec3i pos) const {
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Vec3i localPos = pos - minCorner;
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return localPos.z * chunkSize.x * chunkSize.y + localPos.y * chunkSize.x + localPos.x;
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}
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void updateAverages() {
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TIME_FUNCTION;
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if (voxels.empty()) {
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weight = 0.0f;
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alpha = 0.0f;
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color = Vec3ui8(0, 0, 0);
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active = false;
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return;
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}
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float totalWeight = 0.0f;
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float totalAlpha = 0.0f;
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float totalR = 0.0f;
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float totalG = 0.0f;
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float totalB = 0.0f;
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int activeCount = 0;
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for (const Voxel& voxel : voxels) {
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totalWeight += voxel.weight;
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totalAlpha += voxel.alpha;
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if (voxel.active) {
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totalR += voxel.color.x;
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totalG += voxel.color.y;
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totalB += voxel.color.z;
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activeCount++;
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}
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}
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int voxelCount = voxels.size();
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weight = totalWeight / voxelCount;
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alpha = totalAlpha / voxelCount;
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if (activeCount > 0) {
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color = Vec3ui8(
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static_cast<uint8_t>(totalR / activeCount),
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static_cast<uint8_t>(totalG / activeCount),
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static_cast<uint8_t>(totalB / activeCount)
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);
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active = true;
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} else {
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color = Vec3ui8(0, 0, 0);
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active = false;
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}
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dirty = false;
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}
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void updateAveragesRecursive() {
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TIME_FUNCTION;
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if (children.empty()) {
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updateAverages();
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} else {
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// Update all children first
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for (Chunk& child : children) {
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child.updateAveragesRecursive();
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}
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// Then update this chunk based on children
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if (children.empty()) return;
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float totalWeight = 0.0f;
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float totalAlpha = 0.0f;
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float totalR = 0.0f;
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float totalG = 0.0f;
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float totalB = 0.0f;
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int activeChildren = 0;
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for (const Chunk& child : children) {
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totalWeight += child.weight;
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totalAlpha += child.alpha;
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if (child.active) {
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totalR += child.color.x;
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totalG += child.color.y;
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totalB += child.color.z;
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activeChildren++;
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}
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}
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int childCount = children.size();
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weight = totalWeight / childCount;
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alpha = totalAlpha / childCount;
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if (activeChildren > 0) {
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color = Vec3ui8(
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static_cast<uint8_t>(totalR / activeChildren),
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static_cast<uint8_t>(totalG / activeChildren),
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static_cast<uint8_t>(totalB / activeChildren)
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);
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active = true;
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} else {
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color = Vec3ui8(0, 0, 0);
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active = false;
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}
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}
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dirty = false;
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}
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void subdivide(int numChildrenPerAxis = 2) {
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TIME_FUNCTION;
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if (!children.empty()) return; // Already subdivided
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Vec3i childSize = (maxCorner - minCorner) / numChildrenPerAxis;
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for (int z = 0; z < numChildrenPerAxis; z++) {
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for (int y = 0; y < numChildrenPerAxis; y++) {
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for (int x = 0; x < numChildrenPerAxis; x++) {
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Vec3i childMin = minCorner + Vec3i(x, y, z) * childSize;
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Vec3i childMax = childMin + childSize;
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Chunk child(childMin, childMax, depth + 1);
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// Copy voxel data from parent to child
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for (int cz = childMin.z; cz < childMax.z; cz++) {
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for (int cy = childMin.y; cy < childMax.y; cy++) {
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for (int cx = childMin.x; cx < childMax.x; cx++) {
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Vec3i pos(cx, cy, cz);
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int parentIndex = getVoxelIndex(pos);
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if (parentIndex >= 0 && parentIndex < static_cast<int>(voxels.size())) {
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int childLocalIndex = (cz - childMin.z) * childSize.x * childSize.y +
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(cy - childMin.y) * childSize.x +
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(cx - childMin.x);
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if (childLocalIndex >= 0 && childLocalIndex < static_cast<int>(child.voxels.size())) {
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child.voxels[childLocalIndex] = voxels[parentIndex];
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}
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}
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}
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}
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}
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children.push_back(child);
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}
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}
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}
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}
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void merge() {
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TIME_FUNCTION;
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if (children.empty()) return;
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// Calculate total size from children
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Vec3i totalSize(0, 0, 0);
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for (const Chunk& child : children) {
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totalSize = totalSize.max(child.maxCorner);
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}
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chunkSize = totalSize - minCorner;
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// Resize voxels vector
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voxels.resize(chunkSize.x * chunkSize.y * chunkSize.z);
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// Copy data from children
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for (const Chunk& child : children) {
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for (int z = child.minCorner.z; z < child.maxCorner.z; z++) {
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for (int y = child.minCorner.y; y < child.maxCorner.y; y++) {
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for (int x = child.minCorner.x; x < child.maxCorner.x; x++) {
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Vec3i pos(x, y, z);
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Voxel voxel = child.get(pos);
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int parentIndex = getVoxelIndex(pos);
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if (parentIndex >= 0 && parentIndex < static_cast<int>(voxels.size())) {
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voxels[parentIndex] = voxel;
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}
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}
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}
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}
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}
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// Clear children
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children.clear();
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children.shrink_to_fit();
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}
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Voxel reprVoxel; //average of all voxels in chunk for LOD rendering
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std::vector<Voxel> voxels; //list of all voxels in chunk.
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std::vector<Chunk> children; //list of all chunks in chunk
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bool active; //active if any child chunk or child voxel is active. used to efficiently find active voxels by only going down when an active chunk is found.
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int chunkSize; //should be (CHUNK_THRESHOLD/2) * 2 ^ depth I think. (ie: 1 depth will be (16/2)*(2^1) or 16, second will be (16/2)*(2^2) or 8*4=32)
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Vec3i minCorner; //position of chunk in world space.
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int depth; //number of parent/child traversals to get here.
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};
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class VoxelGrid {
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private:
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Vec3i gridSize;
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std::vector<Chunk> chunks;
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std::vector<Voxel> voxels;
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bool useChunks = true;
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bool meshDirty = true;
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float radians(float rads) {
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return rads * (M_PI / 180);
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}
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// Helper to align a dimension to the next multiple of CHUNK_THRESHOLD
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static int alignToChunkSize(int size) {
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if (size <= 0) return CHUNK_THRESHOLD;
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int remainder = size % CHUNK_THRESHOLD;
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if (remainder == 0) return size;
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return size + (CHUNK_THRESHOLD - remainder);
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}
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void createChunksFromVoxels() {
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TIME_FUNCTION;
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chunks.clear();
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// Create chunks based on CHUNK_THRESHOLD
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int chunksX = std::max(1, (gridSize.x + CHUNK_THRESHOLD - 1) / CHUNK_THRESHOLD);
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int chunksY = std::max(1, (gridSize.y + CHUNK_THRESHOLD - 1) / CHUNK_THRESHOLD);
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int chunksZ = std::max(1, (gridSize.z + CHUNK_THRESHOLD - 1) / CHUNK_THRESHOLD);
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Vec3i chunkSize = Vec3i(
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(gridSize.x + chunksX - 1) / chunksX,
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(gridSize.y + chunksY - 1) / chunksY,
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(gridSize.z + chunksZ - 1) / chunksZ
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);
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for (int z = 0; z < chunksZ; z++) {
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for (int y = 0; y < chunksY; y++) {
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for (int x = 0; x < chunksX; x++) {
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Vec3i minCorner = Vec3i(x * chunkSize.x, y * chunkSize.y, z * chunkSize.z);
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Vec3i maxCorner = Vec3i(
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std::min(minCorner.x + chunkSize.x, gridSize.x),
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std::min(minCorner.y + chunkSize.y, gridSize.y),
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std::min(minCorner.z + chunkSize.z, gridSize.z)
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);
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Chunk chunk(minCorner, maxCorner);
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// Copy voxel data to chunk
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for (int cz = minCorner.z; cz < maxCorner.z; cz++) {
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for (int cy = minCorner.y; cy < maxCorner.y; cy++) {
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for (int cx = minCorner.x; cx < maxCorner.x; cx++) {
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Vec3i pos(cx, cy, cz);
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int voxelIndex = cz * gridSize.x * gridSize.y + cy * gridSize.x + cx;
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int chunkIndex = chunk.getVoxelIndex(pos);
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if (voxelIndex >= 0 && voxelIndex < static_cast<int>(voxels.size()) &&
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chunkIndex >= 0 && chunkIndex < static_cast<int>(chunk.voxels.size())) {
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chunk.voxels[chunkIndex] = voxels[voxelIndex];
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}
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}
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}
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}
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chunks.push_back(chunk);
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}
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}
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}
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}
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public:
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double binSize = 1;
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VoxelGrid() : gridSize(0,0,0) {
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std::cout << "creating empty grid." << std::endl;
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resize(CHUNK_THRESHOLD, CHUNK_THRESHOLD, CHUNK_THRESHOLD);
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}
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VoxelGrid(int w, int h, int d) : gridSize(w,h,d) {
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voxels.resize(w * h * d);
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}
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bool serializeToFile(const std::string& filename);
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@@ -514,27 +153,10 @@ public:
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static std::unique_ptr<VoxelGrid> deserializeFromFile(const std::string& filename);
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Voxel& get(int x, int y, int z) {
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if (useChunks) {
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for (Chunk& chunk : chunks) {
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if (chunk.inChunk(Vec3i(x, y, z))) {
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Voxel* voxelPtr = chunk.getPtr(Vec3i(x, y, z));
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if (voxelPtr) {
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return *voxelPtr;
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}
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}
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}
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}
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return voxels[z * gridSize.x * gridSize.y + y * gridSize.x + x];
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}
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Voxel get(int x, int y, int z) const {
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if (useChunks) {
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for (const Chunk& chunk : chunks) {
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if (chunk.inChunk(Vec3i(x, y, z))) {
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return chunk.get(Vec3i(x, y, z));
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}
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}
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}
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const Voxel& get(int x, int y, int z) const {
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return voxels[z * gridSize.x * gridSize.y + y * gridSize.x + x];
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}
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@@ -542,30 +164,19 @@ public:
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return get(xyz.x, xyz.y, xyz.z);
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}
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Voxel get(const Vec3i& xyz) const {
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const Voxel& get(const Vec3i& xyz) const {
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return get(xyz.x, xyz.y, xyz.z);
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}
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void resize(int newW, int newH, int newD) {
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TIME_FUNCTION;
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int alignedW = alignToChunkSize(newW);
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int alignedH = alignToChunkSize(newH);
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int alignedD = alignToChunkSize(newD);
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if (alignedW == gridSize.x && alignedH == gridSize.y && alignedD == gridSize.z) {
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return;
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}
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std::vector<Voxel> newVoxels(alignedW * alignedH * alignedD);
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int copyW = std::min(static_cast<int>(gridSize.x), alignedW);
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int copyH = std::min(static_cast<int>(gridSize.y), alignedH);
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int copyD = std::min(static_cast<int>(gridSize.z), alignedD);
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std::vector<Voxel> newVoxels(newW * newH * newD);
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int copyW = std::min(static_cast<int>(gridSize.x), newW);
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int copyH = std::min(static_cast<int>(gridSize.y), newH);
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int copyD = std::min(static_cast<int>(gridSize.z), newD);
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for (int z = 0; z < copyD; ++z) {
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for (int y = 0; y < copyH; ++y) {
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int oldRowStart = z * gridSize.x * gridSize.y + y * gridSize.x;
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int newRowStart = z * alignedW * alignedH + y * alignedW;
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int newRowStart = z * newW * newH + y * newW;
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std::copy(
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voxels.begin() + oldRowStart,
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voxels.begin() + oldRowStart + copyW,
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@@ -573,13 +184,8 @@ public:
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);
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}
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}
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voxels = std::move(newVoxels);
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gridSize = Vec3i(alignedW, alignedH, alignedD);
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// Rebuild chunks structure (which will now be perfectly aligned cubes)
|
||||
useChunks = true;
|
||||
createChunksFromVoxels();
|
||||
gridSize = Vec3i(newW, newH, newD);
|
||||
}
|
||||
|
||||
void resize(Vec3i newsize) {
|
||||
@@ -592,7 +198,6 @@ public:
|
||||
|
||||
void set(Vec3i pos, bool active, Vec3ui8 color) {
|
||||
if (pos.x >= 0 && pos.y >= 0 && pos.z >= 0) {
|
||||
// Check against current aligned gridSize
|
||||
if (!(pos.x < gridSize.x)) {
|
||||
resize(pos.x, gridSize.y, gridSize.z);
|
||||
}
|
||||
@@ -606,19 +211,6 @@ public:
|
||||
Voxel& v = get(pos);
|
||||
v.active = active;
|
||||
v.color = color;
|
||||
|
||||
// // Also update in chunks if using chunks
|
||||
// if (useChunks) {
|
||||
// for (Chunk& chunk : chunks) {
|
||||
// if (chunk.inChunk(pos)) {
|
||||
// Voxel newVoxel;
|
||||
// newVoxel.active = active;
|
||||
// newVoxel.color = color;
|
||||
// chunk.set(pos, newVoxel);
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -631,15 +223,10 @@ public:
|
||||
return (voxl >= 0 && voxl.x < gridSize.x && voxl.y < gridSize.y && voxl.z < gridSize.z);
|
||||
}
|
||||
|
||||
void chunkTraverse(const Vec3d& origin, const Vec3d& end, std::vector<Vec3i>& visitedVoxel) const {
|
||||
|
||||
}
|
||||
|
||||
void voxelTraverse(const Vec3d& origin, const Vec3d& end, std::vector<Vec3i>& visitedVoxel, int maxDist = 10000000) const {
|
||||
Vec3i cv = (origin / binSize).floorToI();
|
||||
Vec3i lv = (end / binSize).floorToI();
|
||||
Vec3d ray = end - origin;
|
||||
|
||||
Vec3f step = Vec3f(ray.x >= 0 ? 1 : -1, ray.y >= 0 ? 1 : -1, ray.z >= 0 ? 1 : -1);
|
||||
Vec3d nextVox = cv.toDouble() + step * binSize;
|
||||
Vec3d tMax = Vec3d(ray.x != 0 ? (nextVox.x - origin.x) / ray.x : INF,
|
||||
@@ -670,12 +257,9 @@ public:
|
||||
}
|
||||
|
||||
while (lv != cv && inGrid(cv) && visitedVoxel.size() < 10 && dist < maxDist) {
|
||||
Voxel cvv = get(cv);
|
||||
|
||||
if (cvv.active) {
|
||||
visitedVoxel.push_back(cv);
|
||||
if (get(cv).active) {
|
||||
visitedVoxel.push_back(cv);
|
||||
}
|
||||
|
||||
if (tMax.x < tMax.y) {
|
||||
if (tMax.x < tMax.z) {
|
||||
dist += tDelta.x;
|
||||
@@ -723,7 +307,7 @@ public:
|
||||
float maxDist = std::sqrt(gridSize.lengthSquared()) * binSize;
|
||||
frame outFrame(resolution.x, resolution.y, frame::colormap::RGB);
|
||||
std::vector<uint8_t> colorBuffer(resolution.x * resolution.y * 3);
|
||||
//#pragma omp parallel for
|
||||
#pragma omp parallel for
|
||||
for (int y = 0; y < resolution.x; y++) {
|
||||
float v = (static_cast<float>(y) / static_cast<float>(resolution.x - 1)) - 0.5f;
|
||||
for (int x = 0; x < resolution.y; x++) {
|
||||
@@ -733,15 +317,11 @@ public:
|
||||
Vec3f rayEnd = cam.posfor.origin + rayDirWorld * maxDist;
|
||||
Vec3d rayStartGrid = cam.posfor.origin.toDouble() / binSize;
|
||||
Vec3d rayEndGrid = rayEnd.toDouble() / binSize;
|
||||
if (useChunks) {
|
||||
chunkTraverse(rayStartGrid, rayEndGrid, hitVoxels);
|
||||
} else voxelTraverse(rayStartGrid, rayEndGrid, hitVoxels);
|
||||
|
||||
//std::cout << "traversed";
|
||||
voxelTraverse(rayStartGrid, rayEndGrid, hitVoxels);
|
||||
Vec3ui8 hitColor(10, 10, 255);
|
||||
for (const Vec3i& voxelPos : hitVoxels) {
|
||||
if (inGrid(voxelPos)) {
|
||||
const Voxel voxel = get(voxelPos);
|
||||
const Voxel& voxel = get(voxelPos);
|
||||
if (voxel.active) {
|
||||
hitColor = voxel.color;
|
||||
|
||||
@@ -749,7 +329,6 @@ public:
|
||||
}
|
||||
}
|
||||
}
|
||||
//std::cout << "hit done" << std::endl;
|
||||
hitVoxels.clear();
|
||||
hitVoxels.shrink_to_fit();
|
||||
// Set pixel color in buffer
|
||||
@@ -798,11 +377,7 @@ public:
|
||||
std::cout << "Active voxels: " << activeVoxels << std::endl;
|
||||
std::cout << "Inactive voxels: " << (totalVoxels - activeVoxels) << std::endl;
|
||||
std::cout << "Active percentage: " << activePercentage << "%" << std::endl;
|
||||
std::cout << "Memory usage (approx): " << (voxels.size() * sizeof(Voxel)) / 1024 << " KB" << std::endl; //needs to be updated to include chunks
|
||||
std::cout << "Using chunks: " << (useChunks ? "Yes" : "No") << std::endl;
|
||||
if (useChunks) {
|
||||
std::cout << "Number of chunks: " << chunks.size() << std::endl;
|
||||
}
|
||||
std::cout << "Memory usage (approx): " << (voxels.size() * sizeof(Voxel)) / 1024 << " KB" << std::endl;
|
||||
std::cout << "============================" << std::endl;
|
||||
}
|
||||
|
||||
@@ -846,7 +421,6 @@ private:
|
||||
}
|
||||
return Vec3f(0, 1, 0); // Default up normal
|
||||
}
|
||||
|
||||
public:
|
||||
std::vector<frame> genSlices(frame::colormap colorFormat = frame::colormap::RGB) const {
|
||||
TIME_FUNCTION;
|
||||
@@ -930,7 +504,8 @@ public:
|
||||
return outframes;
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
//#include "g3_serialization.hpp" needed to be usable
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user