A decent ways towards getting the octree built. Small snag in the way fully valid or invalid non-leafs are handled
This commit is contained in:
157
src/Map.cpp
157
src/Map.cpp
@@ -8,6 +8,10 @@ Map::Map(sf::Vector3i position) {
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for (int i = 0; i < 1024; i++) {
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block[i] = 0;
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}
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for (int i = 0; i < OCT_DIM * OCT_DIM * OCT_DIM; i++) {
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voxel_data[i] = rand() % 2;
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}
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}
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int BitCount(unsigned int u) {
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@@ -41,111 +45,106 @@ int GetBit(int position, uint64_t* c) {
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return (*c >> position) & 1;
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}
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struct nonleaf {
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std::vector<nonleaf> children;
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char leaf_mask;
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char valid_mask;
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};
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bool CheckFullValid(const uint64_t c) {
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uint64_t bitmask = 0xFF0000;
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return (c & bitmask) == bitmask;
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}
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bool CheckShouldInclude(const uint64_t descriptor) {
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// This first one is wrong, I think it's in it's endianness
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// Im currently useing bit 0 as the start to the child pointer, yes no?
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// Checks if there are any non-leafs
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uint64_t leaf_mask = 0xFF000000;
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if ((descriptor & leaf_mask) == leaf_mask)
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return false;
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// Valid mask checks for contiguous values
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uint64_t valid_mask = 0xFF0000;
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if ((descriptor & valid_mask) == valid_mask)
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return true;
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else if ((descriptor & valid_mask) == ~valid_mask)
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return true;
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else
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return false;
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}
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uint64_t Map::generate_children(sf::Vector3i pos, int dim) {
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sf::Vector3i t1 = sf::Vector3i(pos.x, pos.y, pos.z);
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sf::Vector3i t2 = sf::Vector3i(pos.x + dim, pos.y, pos.z);
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sf::Vector3i t3 = sf::Vector3i(pos.x, pos.y + dim, pos.z);
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sf::Vector3i t4 = sf::Vector3i(pos.x + dim, pos.y + dim, pos.z);
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sf::Vector3i t5 = sf::Vector3i(pos.x, pos.y, pos.z + dim);
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sf::Vector3i t6 = sf::Vector3i(pos.x + dim, pos.y, pos.z + dim);
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sf::Vector3i t7 = sf::Vector3i(pos.x, pos.y + dim, pos.z + dim);
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sf::Vector3i t8 = sf::Vector3i(pos.x + dim, pos.y + dim, pos.z + dim);
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std::vector<uint64_t> cps;
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uint64_t tmp = 0;
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int cycle_num = cycle_counter;
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cycle_counter++;
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// The 8 subvoxel coords starting from the 1th direction, the direction of the origin of the 3d grid
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// XY, Z++, XY
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std::vector<sf::Vector3i> v = {
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sf::Vector3i(pos.x, pos.y, pos.z),
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sf::Vector3i(pos.x + dim, pos.y, pos.z),
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sf::Vector3i(pos.x, pos.y + dim, pos.z),
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sf::Vector3i(pos.x + dim, pos.y + dim, pos.z),
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sf::Vector3i(pos.x, pos.y, pos.z + dim),
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sf::Vector3i(pos.x + dim, pos.y, pos.z + dim),
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sf::Vector3i(pos.x, pos.y + dim, pos.z + dim),
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sf::Vector3i(pos.x + dim, pos.y + dim, pos.z + dim)
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};
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if (dim == 1) {
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// These don't bound check, should they?
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if (getVoxel(t1))
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SetBit(16, &tmp);
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if (getVoxel(t2))
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SetBit(17, &tmp);
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if (getVoxel(t3))
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SetBit(18, &tmp);
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if (getVoxel(t4))
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SetBit(19, &tmp);
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if (getVoxel(t5))
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SetBit(20, &tmp);
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if (getVoxel(t6))
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SetBit(21, &tmp);
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if (getVoxel(t7))
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SetBit(22, &tmp);
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if (getVoxel(t8))
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SetBit(23, &tmp);
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// Return the base 2x2 leaf node
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uint64_t tmp = 0;
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cps.push_back(tmp);
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// These don't bound check, should they?
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// Setting the individual valid mask bits
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for (int i = 0; i < v.size(); i++) {
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if (getVoxel(v.at(i)))
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SetBit(i + 16, &tmp);
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}
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// Set the leaf mask to full
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tmp |= 0xFF000000;
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// The CP will be left blank, contours will be added maybe
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return tmp;
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}
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else {
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// Generate all 8 sub trees accounting for each of their unique positions
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uint64_t tmp;
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uint64_t child;
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tmp = generate_children(t1, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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std::vector<uint64_t> children;
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tmp = generate_children(t2, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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// Generate down the recursion, returning the descriptor of the current node
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for (int i = 0; i < v.size(); i++) {
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child = generate_children(v.at(i), dim / 2);
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if (child != 0 && CheckShouldInclude(child)) {
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children.push_back(child);
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SetBit(i + 16, &tmp);
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}
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}
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tmp = generate_children(t3, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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// Now put those values onto the block stack, it returns the
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// 16 bit topmost pointer to the block. The 16th bit being
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// a switch to jump to a far pointer.
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tmp |= a.copy_to_stack(children);
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tmp = generate_children(t4, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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tmp = generate_children(t5, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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tmp = generate_children(t6, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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tmp = generate_children(t7, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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tmp = generate_children(t8, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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return tmp;
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}
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a.reserve(cycle_num, cps);
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return 0;
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}
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void Map::generate_octree() {
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char* arr[8192];
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for (int i = 0; i < 8192; i++) {
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arr[i] = 0;
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generate_children(sf::Vector3i(0, 0, 0), OCT_DIM);
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for (int i = 1000; i >= 0 ; i--) {
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PrettyPrintUINT64(a.dat[i]);
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}
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generate_children(sf::Vector3i(0, 0, 0), 64);
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int* dataset = new int[32 * 32 * 32];
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for (int i = 0; i < 32 * 32 * 32; i++) {
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dataset[0] = rand() % 2;
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}
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// levels defines how many levels to traverse before we hit raw data
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// Will be the map width I presume. Will still need to handle how to swap in and out data.
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// Possible have some upper static nodes that will stay full regardless of contents?
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