New screen to drive the oct tree ray casting development.
Reset Button: Fill up an oct tree full of chunks that are turned off (not visible).
Debug tree rendering should show outer box
Debug tree rendering should show leaves that were hit during a ray cast test
Player can shoot a ray (with mouse) into the oct tree, and see which leaves are hit
When a leaf is hit, that voxel is turned on and becomes visible.
The path (order of leaf intersection) should be shown somehow. Initial idea is start at color={0,0,0} and interpolate to color={1,1,1} along the trajectory.
Use DebugDrawer to render the ray, if it isn't obnoxious looking. Otherwise just render a line list.
Ray casting should be benchmarked
Compare with existing ChunkSpace based implementation for performance/gc
Experiment with a tree depth that goes all the way down to voxel level and computing the coordinates of individual voxels based on intersected leaves. If that can be made fast, it will be preferred.
Otherwise, only use tree depths down to chunk size.
New screen to drive the oct tree ray casting development.
Experiment with a tree depth that goes all the way down to voxel level and computing the coordinates of individual voxels based on intersected leaves. If that can be made fast, it will be preferred.
Otherwise, only use tree depths down to chunk size.