Still plucking away at the octree traversal

This commit is contained in:
MitchellHansen
2017-10-13 20:57:05 -07:00
parent 618535fed7
commit 8894d5e3a7
3 changed files with 116 additions and 41 deletions

View File

@@ -80,6 +80,8 @@ std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayCharArray(
sf::Vector2f* cam_dir,
sf::Vector3f* cam_pos
) {
// Setup the voxel coords from the camera origin
sf::Vector3i voxel(*cam_pos);
std::vector<std::tuple<sf::Vector3i, char>> travel_path;
@@ -99,6 +101,13 @@ std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayCharArray(
ray_dir.z
);
// correct for the base ray pointing to (1, 0, 0) as (0, 0). Should equal (1.57, 0)
ray_dir = sf::Vector3f(
static_cast<float>(ray_dir.z * sin(-1.57) + ray_dir.x * cos(-1.57)),
static_cast<float>(ray_dir.y),
static_cast<float>(ray_dir.z * cos(-1.57) - ray_dir.x * sin(-1.57))
);
// Setup the voxel step based on what direction the ray is pointing
sf::Vector3i voxel_step(1, 1, 1);
@@ -107,8 +116,12 @@ std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayCharArray(
voxel_step.y *= (ray_dir.y > 0) - (ray_dir.y < 0);
voxel_step.z *= (ray_dir.z > 0) - (ray_dir.z < 0);
// Setup the voxel coords from the camera origin
sf::Vector3i voxel(*cam_pos);
// =================================================================================================
// =================================================================================================
// =================================================================================================
// =================================================================================================
// Delta T is the units a ray must travel along an axis in order to
// traverse an integer split
@@ -223,7 +236,7 @@ std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayOctree(
voxel_step.x *= (ray_dir.x > 0) - (ray_dir.x < 0);
voxel_step.y *= (ray_dir.y > 0) - (ray_dir.y < 0);
voxel_step.z *= (ray_dir.z > 0) - (ray_dir.z < 0);
// set the jump multiplier based on the traversal state vs the log base 2 of the maps dimensions
int jump_power = 1;
if (log2(map_dim->x) != traversal_state.scale)
@@ -287,17 +300,73 @@ std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayOctree(
voxel.y += voxel_step.y * face_mask.y * jump_power;
voxel.z += voxel_step.z * face_mask.z * jump_power;
uint8_t prev_val = traversal_state.idx_stack[traversal_state.scale];
uint8_t this_face_mask = 0;
if (face_mask.x != 0) {
// Check the voxel face that we traversed
// and increment the idx in the idx stack
if (face_mask.x) {
this_face_mask = Octree::idx_set_x_mask;
}
else if (face_mask.y) {
this_face_mask = Octree::idx_set_y_mask;
}
else if (face_mask.z) {
this_face_mask = Octree::idx_set_z_mask;
}
traversal_state.idx_stack[traversal_state.scale] ^= this_face_mask;
// Check to see if the idx increased or decreased
// If it decreased
// Pop up the stack until the oct that the ray is within is valid.
while (traversal_state.idx_stack[traversal_state.scale] < prev_val) {
}
if (face_mask.y != 0) {
jump_power *= 2;
traversal_state.oct_pos.x;
traversal_state.oct_pos.y;
traversal_state.oct_pos.z;
// Clear and pop the idx stack
traversal_state.idx_stack[traversal_state.scale] = 0;
traversal_state.scale--;
// Update the prev_val for our new idx
prev_val = traversal_state.idx_stack[traversal_state.scale];
// Clear and pop the parent stack, maybe off by one error?
traversal_state.parent_stack[traversal_state.parent_stack_position] = 0;
traversal_state.parent_stack_position--;
// Set the current CD to the one on top of the stack
traversal_state.current_descriptor =
traversal_state.parent_stack[traversal_state.parent_stack_position];
// Apply the face mask to the new idx for the while check
traversal_state.idx_stack[traversal_state.scale] ^= this_face_mask;
}
if (face_mask.z != 0) {
// Check to see if we are on top of a valid branch
// Traverse down to the lowest valid oct that the ray is within
}
// When we pass a split, then that means that we traversed SCALE number of voxels in that direction
// while the bit is valid and we are not bottomed out
// get the cp of the valid branch
//
//
//
//
if (voxel.x >= map_dim->x || voxel.y >= map_dim->y || voxel.z >= map_dim->z) {
return travel_path;
}