overte-HifiExperiments/libraries/voxels/src/VoxelNode.cpp

244 lines
7.4 KiB
C++

//
// VoxelNode.cpp
// hifi
//
// Created by Stephen Birarda on 3/13/13.
//
//
#include <stdio.h>
#include <cmath>
#include <cstring>
#include "SharedUtil.h"
#include "voxels_Log.h"
#include "VoxelNode.h"
#include "VoxelConstants.h"
#include "OctalCode.h"
#include "AABox.h"
using voxels_lib::printLog;
// using voxels_lib::printLog;
VoxelNode::VoxelNode() {
octalCode = NULL;
#ifdef HAS_FALSE_COLOR
_falseColored = false; // assume true color
#endif
// default pointers to child nodes to NULL
for (int i = 0; i < 8; i++) {
children[i] = NULL;
}
_glBufferIndex = GLBUFFER_INDEX_UNKNOWN;
_isDirty = true;
_shouldRender = false;
}
VoxelNode::~VoxelNode() {
delete[] octalCode;
// delete all of this node's children
for (int i = 0; i < 8; i++) {
if (children[i]) {
delete children[i];
}
}
}
void VoxelNode::setShouldRender(bool shouldRender) {
// if shouldRender is changing, then consider ourselves dirty
if (shouldRender != _shouldRender) {
_shouldRender = shouldRender;
_isDirty = true;
}
}
void VoxelNode::getAABox(AABox& box) const {
glm::vec3 corner;
glm::vec3 size;
// copy corner into box
copyFirstVertexForCode(octalCode,(float*)&corner);
// this tells you the "size" of the voxel
float voxelScale = 1 / powf(2, *octalCode);
size = glm::vec3(voxelScale,voxelScale,voxelScale);
box.setBox(corner,size);
}
void VoxelNode::addChildAtIndex(int childIndex) {
if (!children[childIndex]) {
children[childIndex] = new VoxelNode();
// XXXBHG - When the node is constructed, it should be cleanly set up as
// true colored, but for some reason, not so much. I've added a a basecamp
// to-do to research this. But for now we'll use belt and suspenders and set
// it to not-false-colored here!
children[childIndex]->setFalseColored(false);
// give this child its octal code
children[childIndex]->octalCode = childOctalCode(octalCode, childIndex);
_isDirty = true;
}
}
// will average the child colors...
void VoxelNode::setColorFromAverageOfChildren() {
int colorArray[4] = {0,0,0,0};
for (int i = 0; i < 8; i++) {
if (children[i] != NULL && children[i]->isColored()) {
for (int j = 0; j < 3; j++) {
colorArray[j] += children[i]->getTrueColor()[j]; // color averaging should always be based on true colors
}
colorArray[3]++;
}
}
nodeColor newColor = { 0, 0, 0, 0};
if (colorArray[3] > 4) {
// we need at least 4 colored children to have an average color value
// or if we have none we generate random values
for (int c = 0; c < 3; c++) {
// set the average color value
newColor[c] = colorArray[c] / colorArray[3];
}
// set the alpha to 1 to indicate that this isn't transparent
newColor[3] = 1;
}
// actually set our color, note, if we didn't have enough children
// this will be the default value all zeros, and therefore be marked as
// transparent with a 4th element of 0
setColor(newColor);
}
// Note: !NO_FALSE_COLOR implementations of setFalseColor(), setFalseColored(), and setColor() here.
// the actual NO_FALSE_COLOR version are inline in the VoxelNode.h
#ifndef NO_FALSE_COLOR // !NO_FALSE_COLOR means, does have false color
void VoxelNode::setFalseColor(colorPart red, colorPart green, colorPart blue) {
if (_falseColored != true || _currentColor[0] != red || _currentColor[1] != green || _currentColor[2] != blue) {
_falseColored=true;
_currentColor[0] = red;
_currentColor[1] = green;
_currentColor[2] = blue;
_currentColor[3] = 1; // XXXBHG - False colors are always considered set
_isDirty = true;
}
}
void VoxelNode::setFalseColored(bool isFalseColored) {
if (_falseColored != isFalseColored) {
// if we were false colored, and are no longer false colored, then swap back
if (_falseColored && !isFalseColored) {
memcpy(&_currentColor,&_trueColor,sizeof(nodeColor));
}
_falseColored = isFalseColored;
_isDirty = true;
}
};
void VoxelNode::setColor(const nodeColor& color) {
if (_trueColor[0] != color[0] || _trueColor[1] != color[1] || _trueColor[2] != color[2]) {
//printLog("VoxelNode::setColor() was: (%d,%d,%d) is: (%d,%d,%d)\n",
// _trueColor[0],_trueColor[1],_trueColor[2],color[0],color[1],color[2]);
memcpy(&_trueColor,&color,sizeof(nodeColor));
if (!_falseColored) {
memcpy(&_currentColor,&color,sizeof(nodeColor));
}
_isDirty = true;
}
}
#endif
// will detect if children are leaves AND the same color
// and in that case will delete the children and make this node
// a leaf, returns TRUE if all the leaves are collapsed into a
// single node
bool VoxelNode::collapseIdenticalLeaves() {
// scan children, verify that they are ALL present and accounted for
bool allChildrenMatch = true; // assume the best (ottimista)
int red,green,blue;
for (int i = 0; i < 8; i++) {
// if no child, or child doesn't have a color
if (children[i] == NULL || !children[i]->isColored()) {
allChildrenMatch=false;
//printLog("SADNESS child missing or not colored! i=%d\n",i);
break;
} else {
if (i==0) {
red = children[i]->getColor()[0];
green = children[i]->getColor()[1];
blue = children[i]->getColor()[2];
} else if (red != children[i]->getColor()[0] ||
green != children[i]->getColor()[1] || blue != children[i]->getColor()[2]) {
allChildrenMatch=false;
break;
}
}
}
if (allChildrenMatch) {
//printLog("allChildrenMatch: pruning tree\n");
for (int i = 0; i < 8; i++) {
delete children[i]; // delete all the child nodes
children[i]=NULL; // set it to NULL
}
nodeColor collapsedColor;
collapsedColor[0]=red;
collapsedColor[1]=green;
collapsedColor[2]=blue;
collapsedColor[3]=1; // color is set
setColor(collapsedColor);
}
return allChildrenMatch;
}
void VoxelNode::setRandomColor(int minimumBrightness) {
nodeColor newColor;
for (int c = 0; c < 3; c++) {
newColor[c] = randomColorValue(minimumBrightness);
}
newColor[3] = 1;
setColor(newColor);
}
bool VoxelNode::isLeaf() const {
for (int i = 0; i < 8; i++) {
if (children[i]) {
return false;
}
}
return true;
}
void VoxelNode::printDebugDetails(const char* label) const {
AABox box;
getAABox(box);
printLog("%s - Voxel at corner=(%f,%f,%f) size=%f octcode=", label,
box.getCorner().x, box.getCorner().y, box.getCorner().z, box.getSize().x);
printOctalCode(octalCode);
}
bool VoxelNode::isInView(const ViewFrustum& viewFrustum) const {
AABox box;
getAABox(box);
box.scale(TREE_SCALE);
bool inView = (ViewFrustum::OUTSIDE != viewFrustum.boxInFrustum(box));
return inView;
}
float VoxelNode::distanceToCamera(const ViewFrustum& viewFrustum) const {
AABox box;
getAABox(box);
box.scale(TREE_SCALE);
float distanceToVoxelCenter = sqrtf(powf(viewFrustum.getPosition().x - (box.getCorner().x + box.getSize().x), 2) +
powf(viewFrustum.getPosition().y - (box.getCorner().y + box.getSize().y), 2) +
powf(viewFrustum.getPosition().z - (box.getCorner().z + box.getSize().z), 2));
return distanceToVoxelCenter;
}