Tree building getting better, children are now being checked and culled

master
MitchellHansen 8 years ago
parent c6ac333232
commit b3e3fef2e3

@ -1,19 +1,5 @@
#include "Map.h"
Map::Map(sf::Vector3i position) {
load_unload(position);
for (int i = 0; i < 1024; i++) {
block[i] = 0;
}
for (int i = 0; i < OCT_DIM * OCT_DIM * OCT_DIM; i++) {
voxel_data[i] = rand() % 2;
}
}
int BitCount(unsigned int u) {
unsigned int uCount;
@ -45,33 +31,62 @@ int GetBit(int position, uint64_t* c) {
return (*c >> position) & 1;
}
bool CheckFullValid(const uint64_t c) {
bool CheckLeafSign(const uint64_t descriptor) {
uint64_t valid_mask = 0xFF0000;
// Return true if all 1's, false if contiguous 0's
if ((descriptor & valid_mask) == valid_mask) {
return true;
}
if ((descriptor & valid_mask) == 0) {
return false;
}
// Error out, something funky
abort();
}
bool CheckContiguousValid(const uint64_t c) {
uint64_t bitmask = 0xFF0000;
return (c & bitmask) == bitmask;
}
bool CheckShouldInclude(const uint64_t descriptor) {
// This first one is wrong, I think it's in it's endianness
// Im currently useing bit 0 as the start to the child pointer, yes no?
bool IsLeaf(const uint64_t descriptor) {
// Checks if there are any non-leafs
uint64_t leaf_mask = 0xFF000000;
if ((descriptor & leaf_mask) == leaf_mask)
return false;
// Valid mask checks for contiguous values
uint64_t valid_mask = 0xFF0000;
if ((descriptor & valid_mask) == valid_mask)
return true;
else if ((descriptor & valid_mask) == ~valid_mask)
// Check for contiguous valid values of either 0's or 1's
if (((descriptor & valid_mask) == valid_mask) || ((descriptor & valid_mask) == 0)) {
// Check for a full leaf mask
// Only if valid and leaf are contiguous, then it's a leaf
if ((descriptor & leaf_mask) == leaf_mask)
return true;
else
return false;
}
else
return false;
}
Map::Map(sf::Vector3i position) {
load_unload(position);
for (int i = 0; i < 1024; i++) {
block[i] = 0;
}
for (int i = 0; i < OCT_DIM * OCT_DIM * OCT_DIM; i++) {
if (rand() % 8 > 2)
voxel_data[i] = 0;
else
voxel_data[i] = 1;
}
}
uint64_t Map::generate_children(sf::Vector3i pos, int dim) {
@ -111,20 +126,30 @@ uint64_t Map::generate_children(sf::Vector3i pos, int dim) {
}
else {
uint64_t tmp;
uint64_t child;
uint64_t tmp = 0;
uint64_t child = 0;
std::vector<uint64_t> children;
// Generate down the recursion, returning the descriptor of the current node
for (int i = 0; i < v.size(); i++) {
// Get the child descriptor from the i'th to 8th subvoxel
child = generate_children(v.at(i), dim / 2);
if (child != 0 && CheckShouldInclude(child)) {
children.push_back(child);
if (IsLeaf(child)) {
if (CheckLeafSign(child))
SetBit(i + 16, &tmp);
}
SetBit(i + 16 + 8, &tmp);
}
else {
SetBit(i + 16, &tmp);
children.push_back(child);
}
}
//1111111111111111111111111111111111111111111111110111111111000000
// Now put those values onto the block stack, it returns the
// 16 bit topmost pointer to the block. The 16th bit being
// a switch to jump to a far pointer.
@ -142,8 +167,8 @@ void Map::generate_octree() {
generate_children(sf::Vector3i(0, 0, 0), OCT_DIM);
for (int i = 1000; i >= 0 ; i--) {
PrettyPrintUINT64(a.dat[i]);
for (int i = 32767; i >= 31767; i--) {
std::cout << i; PrettyPrintUINT64(a.dat[i]);
}
// levels defines how many levels to traverse before we hit raw data
// Will be the map width I presume. Will still need to handle how to swap in and out data.

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