worked on 2D/3D raytracing
adjusted BVH improved 2D/3D BVH new bounding volumes new test cases renamed some test-cases for grouping reasons made GPC header-only using slight adjustments
This commit is contained in:
@@ -3,6 +3,7 @@
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#include "../../../geo/BBox2.h"
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#include <vector>
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#include <functional>
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template <typename T> class DataMap {
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@@ -1,24 +0,0 @@
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#ifndef RAY2_H
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#define RAY2_H
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#include "../../../geo/Point2.h"
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struct Ray2 {
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/** starting position */
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Point2 start;
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/** ray direction */
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Point2 dir;
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/** empty ctor */
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Ray2() {;}
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/** ctor */
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Ray2(const Point2 start, const Point2 dir) : start(start), dir(dir.normalized()) {
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;
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}
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};
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#endif // RAY2_H
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@@ -4,12 +4,14 @@
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#include "../../../geo/Point2.h"
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#include "../../../geo/Line2.h"
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#include "../../../geo/BBox2.h"
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#include "../../../geo/Ray2.h"
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#include "../../../floorplan/v2/Floorplan.h"
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#include "../../../floorplan/v2/FloorplanHelper.h"
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#include "../../../geo/volume/BVHDebug.h"
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#include "DataMap2.h"
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#include "Ray2.h"
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#include "MaterialOptions.h"
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#include <random>
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@@ -24,6 +26,38 @@
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struct Obstacle2D {
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Floorplan::Material mat;
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Line2 line;
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Obstacle2D(Floorplan::Material mat, Line2 line) : mat(mat), line(line) {;}
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};
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struct Obstacle2DWrapper {
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static std::vector<Point2> getVertices(const Obstacle2D& obs) {
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return {obs.line.p1, obs.line.p2};
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}
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static std::vector<Point2> getDebugLines(const Obstacle2D& obs) {
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return {obs.line.p1, obs.line.p2};
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}
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};
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struct Hit {
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const Obstacle2D* obstacle;
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float dist;
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Point2 pos;
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Point2 normal;
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Floorplan::Material material;
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bool stopHere = false;
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Hit() {;}
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Hit(const float dist, const Point2 pos, const Point2 normal) : dist(dist), pos(pos), normal(normal) {;}
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};
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struct StateRay2 : public Ray2 {
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/** already travelled distance from the AP (by all previous rays */
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@@ -32,7 +66,7 @@ struct StateRay2 : public Ray2 {
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/** attenuation taken since the start */
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float totalAttenuation;
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void* lastObstacle;
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const Obstacle2D* lastObstacle;
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int depth = 0;
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/** empty ctor */
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@@ -51,17 +85,6 @@ struct StateRay2 : public Ray2 {
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};
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struct Hit {
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void* obstacle;
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float dist;
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Point2 pos;
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Point2 normal;
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Floorplan::Material material;
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bool stopHere = false;
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Hit() {;}
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Hit(const float dist, const Point2 pos, const Point2 normal) : dist(dist), pos(pos), normal(normal) {;}
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};
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class WiFiRaytrace2D {
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@@ -72,11 +95,13 @@ private:
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BBox2 bbox;
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Point2 apPos;
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BVH2Debug<Obstacle2D, BoundingVolumeCircle2, Obstacle2DWrapper> tree;
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DataMapSignal dm;
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struct Limit {
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static constexpr int RAYS = 2000;
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static constexpr int HITS = 11;
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static constexpr int HITS = 25;
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static constexpr float RSSI = -110;
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};
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@@ -94,6 +119,34 @@ public:
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// allocate
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dm.resize(bbox, gs);
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// build tree
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for (Floorplan::FloorObstacle* fo : floor->obstacles) {
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const Floorplan::FloorObstacleLine* line = dynamic_cast<Floorplan::FloorObstacleLine*>(fo);
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const Floorplan::FloorObstacleDoor* door = dynamic_cast<Floorplan::FloorObstacleDoor*>(fo);
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if (line) {
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Obstacle2D obs(line->material, Line2(line->from, line->to));
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tree.add(obs, true);
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} else if (door) {
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Obstacle2D obs(door->material, Line2(door->from, door->to));
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tree.add(obs, true);
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}
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}
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// for (int i = 0; i < 200; ++i) {
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// tree.optimize(1);
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// tree.show(1500, false);
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// usleep(1000*100);
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// }
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// tree.show();
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tree.optimize(250);
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// int depth = tree.getDepth();
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tree.show(1500,false);
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}
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const DataMapSignal& estimate() {
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@@ -139,17 +192,13 @@ private:
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// continue?
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if (hit.stopHere) {return;}
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//const float curLength = ray.totalLength + hit.dist;
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//if (curLength > 55) {return;}
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if (ray.getRSSI(hit.dist) < Limit::RSSI) {return;}
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if (ray.depth > Limit::HITS) {return;}
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// apply effects
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//reflected(ray, hit);
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reflected(ray, hit);
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shadowed(ray, hit);
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}
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static inline float getAttenuation(const Hit& h) {
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@@ -208,43 +257,46 @@ private:
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}
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static inline void hitTest(const Line2& longRay, const Obstacle2D& obs, Hit& nearest) {
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Hit getNearestHit(const StateRay2& ray) {
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const float minDist = 0.01; // prevent errors hitting the same obstacle twice
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// do not hit the last obstacle again
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//if (ray.lastObstacle == fo) {continue;}
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// get the line
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Point2 hit;
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if (obs.line.getSegmentIntersection(longRay, hit)) {
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const float dist = hit.getDistance(longRay.p1);
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if (dist > minDist && dist < nearest.dist) {
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nearest.obstacle = &obs;
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nearest.dist = dist;
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nearest.pos = hit;
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nearest.normal = (obs.line.p2 - obs.line.p1).perpendicular().normalized();
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nearest.material = obs.mat;
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}
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}
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}
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Hit getNearestHit(const StateRay2& ray) const {
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Assert::isNear(1.0f, ray.dir.length(), 0.01f, "not normalized!");
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const Line2 longRay(ray.start, ray.start + ray.dir*100);
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const Line2 longRay(ray.start, ray.start + ray.dir*1000);
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const float minDist = 0;//0.01; // prevent errors hitting the same obstacle twice
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//const float minDist = 0;//0.01; // prevent errors hitting the same obstacle twice
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const float MAX = 999999;
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Hit nearest; nearest.dist = MAX;
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// check intersection with walls
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for (Floorplan::FloorObstacle* fo : floor->obstacles) {
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//int hits = 0;
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// do not hit the last obstacle again
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if (ray.lastObstacle == fo) {continue;}
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const auto onHit = [longRay, &nearest] (const Obstacle2D& obs) {
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//++hits;
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hitTest(longRay, obs, nearest);
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};
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// get the line
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const Floorplan::FloorObstacleLine* line = dynamic_cast<Floorplan::FloorObstacleLine*>(fo);
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const Floorplan::FloorObstacleDoor* door = dynamic_cast<Floorplan::FloorObstacleDoor*>(fo);
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if (!line && !door) {continue;}
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Line2 obstacle;
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if (line) {obstacle = Line2(line->from, line->to);}
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if (door) {obstacle = Line2(door->from, door->to);}
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Point2 hit;
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if (obstacle.getSegmentIntersection(longRay, hit)) {
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const float dist = hit.getDistance(ray.start);
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if (dist > minDist && dist < nearest.dist) {
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nearest.obstacle = fo;
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nearest.dist = dist;
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nearest.pos = hit;
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nearest.normal = (obstacle.p2 - obstacle.p1).perpendicular().normalized();
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nearest.material = fo->material;
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}
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}
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}
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tree.getHits(ray, onHit);
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// no hit with floorplan: limit to bounding-box!
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if (nearest.dist == MAX) {
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