Fixed bug - the rays had opposite directions, so all of them flown away from the object; also fixed compilation bug - missing import of timer.h
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fdfe19ef49
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@ -130,7 +130,7 @@ void raycast_visibility(
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for (size_t index = r.begin(); index < r.end(); ++index) {
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for (size_t index = r.begin(); index < r.end(); ++index) {
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Vec3d global_ray_dir = sample_sphere_uniform(
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Vec3d global_ray_dir = sample_sphere_uniform(
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global_dir_random_samples[index]);
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global_dir_random_samples[index]);
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Vec3d ray_origin = (vision_sphere_center +
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Vec3d ray_origin = (vision_sphere_center -
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global_ray_dir * vision_sphere_raidus);
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global_ray_dir * vision_sphere_raidus);
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Vec3d local_dir = sample_power_cosine_hemisphere(
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Vec3d local_dir = sample_power_cosine_hemisphere(
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local_dir_random_samples[index], 1.0);
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local_dir_random_samples[index], 1.0);
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@ -259,7 +259,7 @@ void SeamPlacer::init(const Print &print)
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BOOST_LOG_TRIVIAL(debug)
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BOOST_LOG_TRIVIAL(debug)
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<< "PM: gather and build KD tree with seam candidates: end";
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<< "PM: gather and build KD tree with seam candidates: end";
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raycast_visibility(1000000, raycasting_tree, triangle_set,
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raycast_visibility(100000, raycasting_tree, triangle_set,
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perimeter_points_tree, seam_candidates);
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perimeter_points_tree, seam_candidates);
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}
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}
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}
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}
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