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More sparse, faster trees
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@ -212,14 +212,14 @@ impl ProceduralTree {
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line: LineSegment3 { start, end },
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radius: 0.3 + 2.5 / (depth + 1) as f32,
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health: if depth == 4 {
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2.0
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rng.gen_range(3.0, 5.0)
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} else {
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0.0
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},
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});
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if depth < 4 {
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for _ in 0..3 {
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for _ in 0..rng.gen_range(2, 4) {
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add_branches(branches, rng, end, branch_dir, depth + 1);
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}
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}
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@ -252,12 +252,29 @@ impl ProceduralTree {
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pub fn is_branch_or_leaves_at(&self, pos: Vec3<f32>) -> (bool, bool) {
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let mut is_branch = false;
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let mut health = 0.0;
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let mut health = 0.0f32;
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for branch in &self.branches {
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let p_d2 = branch.line.projected_point(pos).distance_squared(pos);
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#[allow(unsafe_code)]
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fn finvsqrt(x: f32) -> f32 {
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// Magic number based on Chris Lomont work:
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// const MAGIC_U32: u32 = 0x5f375a86;
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// The Original Magic Number:
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// const MAGIC_32: u32 = 0x5f3759df;
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const threehalfs: f32 = 1.5f32;
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let x2: f32 = x * 0.5f32;
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let mut i: u32 = unsafe { std::mem::transmute(x) };// evil floating point bit level hacking
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i = 0x5f375a86 - (i >> 1); // what the fuck?
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let y: f32 = unsafe { std::mem::transmute(i) };
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let y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration
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// let y = y * (threehalfs - (x2 * y * y)); // 2nd iteration, this can be removed
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y
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}
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is_branch |= p_d2 < branch.radius.powi(2);
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health += branch.health / (p_d2 + 0.001);
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health = health.max(branch.health * finvsqrt(p_d2));
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}
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(is_branch, health > 1.0)
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}
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