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Fix offset between contour and source shape
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d74201c93f
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d52fecaa79
@ -16,7 +16,7 @@ enum Channels {
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CHANNEL_GRADIENT_Z
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};
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const int CHUNK_SIZE = 16;
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const int CHUNK_SIZE = 8;
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const float ISO_LEVEL = 0.0;
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struct HermiteValue {
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@ -286,6 +286,10 @@ bool can_split(OctreeNode *node, const VoxelBuffer &voxels, float geometric_erro
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return false;
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}
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inline Vector3 get_center(const OctreeNode *node) {
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return node->origin.to_vec3() + 0.5 * Vector3(node->size, node->size, node->size);
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}
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// TODO There is an issue with this:
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// the split policy assumes we have a real distance field, but this is not really the case.
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// For example, if the volume is empty and a player places a tiny sphere in the middle,
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@ -303,8 +307,7 @@ void generate_octree_top_down(OctreeNode *node, const VoxelBuffer &voxels, float
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} else {
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Vector3i center = node->origin + Vector3i(node->size / 2);
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node->center_value = get_hermite_value(voxels, center.x, center.y, center.z);
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node->center_value = get_interpolated_hermite_value(voxels, get_center(node));
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}
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}
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@ -492,10 +495,6 @@ inline bool is_border_front(const OctreeNode *node) {
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return node->origin.z + node->size == CHUNK_SIZE;
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}
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inline Vector3 get_center(const OctreeNode *node) {
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return node->origin.to_vec3() + 0.5 * Vector3(node->size, node->size, node->size);
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}
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inline Vector3 get_center_back(const OctreeNode *node) {
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Vector3 p = node->origin.to_vec3();
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p.x += node->size * 0.5;
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