Cleaned up and pulled out some code into Map.cpp in order to start working on the meat of the *Correct* voxel traversal method as explained in the paper.
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@@ -11,6 +11,49 @@
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#define _USE_MATH_DEFINES
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#include <math.h>
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class Map {
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public:
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Map(uint32_t dimensions);
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// Sets a voxel in the 3D char dataset
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void setVoxel(sf::Vector3i position, int val);
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// Gets a voxel at the 3D position in the octree
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char getVoxel(sf::Vector3i pos);
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std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayOctree(
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Octree *octree,
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sf::Vector3i* map_dim,
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sf::Vector2f* cam_dir,
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sf::Vector3f* cam_pos
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);
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std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayCharArray(
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char *map,
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sf::Vector3i* map_dim,
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sf::Vector2f* cam_dir,
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sf::Vector3f* cam_pos
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);
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// Octree handles all basic octree operations
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Octree octree;
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private:
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// ======= DEBUG ===========
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int counter = 0;
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std::stringstream output_stream;
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// The 3D char dataset that is generated at runtime. This will be replaced by two different interactions.
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// The first a file loading function that loads binary octree data.
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// The second being an import tool which will allow Any -> Octree transformation.
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char* voxel_data;
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// =========================
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};
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// Might possibly use this struct for hashing XYZ chunk values into a dict for storage and loading
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struct XYZHasher {
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std::size_t operator()(const sf::Vector3i& k) const {
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return ((std::hash<int>()(k.x)
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@@ -18,29 +61,3 @@ struct XYZHasher {
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^ (std::hash<int>()(k.z) << 1);
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}
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};
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class Map {
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public:
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Map(uint32_t dimensions);
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void setVoxel(sf::Vector3i position, int val);
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bool getVoxelFromOctree(sf::Vector3i position);
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bool getVoxel(sf::Vector3i pos);
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Octree octree;
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bool test();
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private:
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// ======= DEBUG ===========
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int counter = 0;
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std::stringstream output_stream;
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// =========================
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char* voxel_data;
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};
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@@ -6,7 +6,7 @@
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#define OCT_DIM 32
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struct oct_state {
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struct OctState {
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int parent_stack_position = 0;
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uint64_t parent_stack[32] = { 0 };
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@@ -16,6 +16,10 @@ struct oct_state {
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uint64_t current_descriptor;
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// ====== DEBUG =======
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char found = 1;
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};
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@@ -27,11 +31,16 @@ public:
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Octree();
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~Octree() {};
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// Generate an octree from 3D indexed array of char data
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void Generate(char* data, sf::Vector3i dimensions);
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// TODO: Load the octree from a serialized or whatever file
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void Load(std::string octree_file_name);
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uint64_t *trunk_buffer;
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uint64_t trunk_buffer_position = buffer_size;
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// I think the best way to transfer all of the data to the GPU. Each buffer will contain a set of blocks
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// except for the trunk buffer. The paper indicates that the cutoff point for the trunk can vary,
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// but since I'm going to do seperate buffers, I'm going to set a hard cutoff for the trunk so we
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// know when to switch buffers
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uint64_t *descriptor_buffer;
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uint64_t descriptor_buffer_position = buffer_size;
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@@ -46,16 +55,17 @@ public:
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uint64_t root_index = 0;
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int page_header_counter = 0x8000;
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// Cheat and underflow to get the position
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uint64_t current_info_section_position = ((uint64_t)0)-1;
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uint64_t stack_pos = 0x8000;
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uint64_t global_pos = buffer_size - 50;
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uint64_t copy_to_stack(std::vector<uint64_t> children, unsigned int voxel_scale);
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// With a position and the head of the stack. Traverse down the voxel hierarchy to find
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// the IDX and stack position of the highest resolution (maybe set resolution?) oct
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bool GetVoxel(sf::Vector3i position);
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OctState GetVoxel(sf::Vector3i position);
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void print_block(int block_pos);
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