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Calculate vertex weight for each voxels (for UV calculations) #7
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WalkthroughThis update introduces features for voxel coloring and handling in a voxelization example ( Changes
Assessment against linked issues
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Actionable comments posted: 0
Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
Files selected for processing (3)
- examples/voxelize.rs (3 hunks)
- examples/voxelize_uv.rs (1 hunks)
- src/voxelize.rs (8 hunks)
Additional comments not posted (5)
examples/voxelize.rs (2)
75-76
: Verify the new color calculation formulas.The color calculation logic has been changed. Ensure that the new formulas provide the intended color effects and do not introduce visual artifacts or performance issues.
22-23
: Verify the impact of updated coordinate values.The coordinate values have been altered, potentially affecting the spatial processing range of the voxelizer. Ensure these values are within valid bounds and align with the intended use cases.
examples/voxelize_uv.rs (1)
14-282
: Approve the implementation of the main function in the new file.The implementation of the main function in
examples/voxelize_uv.rs
appears to correctly handle the voxelization of polygons and the generation of glTF files. Ensure that all external dependencies are properly managed and that the function integrates well with the rest of the project.src/voxelize.rs (2)
52-63
: Approve the addition of theweight
parameter in theput_voxel
function.The inclusion of the
weight
parameter in theput_voxel
function is a necessary change to support vertex weights. Ensure that the weight values are correctly clamped between 0.0 and 1.0 to prevent any unintended behavior.
Line range hint
79-137
: Approve the modifications to thedraw_line
function.The addition of
start_w
andend_w
parameters in thedraw_line
function allows for the interpolation of weights along the line, which is crucial for achieving accurate voxel shading. Verify that the weight interpolation is implemented correctly and efficiently.
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Actionable comments posted: 1
Outside diff range and nitpick comments (2)
src/voxelize.rs (2)
Line range hint
79-137
: Review the enhanceddraw_line
function.The updates to include vertex weights are well-implemented. However, the TODO comment about optimizing from 3D DDA to 2D DDA suggests further performance improvements could be made. It would be beneficial to address this in future work to enhance efficiency.
Would you like me to explore potential optimizations or open a GitHub issue to track this enhancement?
Line range hint
184-296
: Complex implementation infill_triangle
handles vertex weights effectively.The handling of vertex weights and the reordering of vertices based on the sweep axis are well-implemented. This function is complex, and while it is currently effective, future optimizations could simplify the logic and improve performance.
Consider reviewing the complexity of this function periodically to identify opportunities for simplification or optimization, especially as related features evolve.
weight: glam::Vec3, | ||
shader: impl Shader<V>, | ||
) { | ||
let position = position.to_array(); | ||
let weight = [1., 0., 0.]; // FIXME: not impletmented yet | ||
let weight = { | ||
let mut w = weight.to_array(); | ||
w[0] = w[0].clamp(0.0, 1.0); | ||
w[1] = w[1].clamp(0.0, 1.0); | ||
w[2] = w[2].clamp(0.0, 1.0); | ||
w | ||
}; | ||
|
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Optimize weight processing in put_voxel
.
The current implementation recalculates and clamps the weight every time put_voxel
is called. Consider precomputing these weights before passing them to put_voxel
to reduce computational overhead.
- let weight = {
- let mut w = weight.to_array();
- w[0] = w[0].clamp(0.0, 1.0);
- w[1] = w[1].clamp(0.0, 1.0);
- w[2] = w[2].clamp(0.0, 1.0);
- w
- };
+ // Assume weight is already clamped and converted before being passed to this function.
Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
weight: glam::Vec3, | |
shader: impl Shader<V>, | |
) { | |
let position = position.to_array(); | |
let weight = [1., 0., 0.]; // FIXME: not impletmented yet | |
let weight = { | |
let mut w = weight.to_array(); | |
w[0] = w[0].clamp(0.0, 1.0); | |
w[1] = w[1].clamp(0.0, 1.0); | |
w[2] = w[2].clamp(0.0, 1.0); | |
w | |
}; | |
weight: glam::Vec3, | |
shader: impl Shader<V>, | |
) { | |
let position = position.to_array(); | |
// Assume weight is already clamped and converted before being passed to this function. |
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Unfortunately, the current implementation cannot avoid numerical errors that may result in values outside of [0.0, 1.0].
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@ciscorn, I understand your point regarding the numerical errors that may result in values outside the [0.0, 1.0] range. Given this, it makes sense to keep the clamping logic inside the put_voxel
function to ensure the weights are within the correct range. Thank you for the clarification.
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lgtm!
Closes #5
This PR adds the calculation of vertex weights for each voxel, which is needed to derive UV coordinates from vertex data.
(The calculation logic and algorithms are immature and could be further optimized.)
Summary by CodeRabbit
New Features
Improvements