mirror of
https://github.com/lubosz/overte.git
synced 2025-04-24 12:43:19 +02:00
removed voxel addSphere since it wasn't compiling and was old debug code
This commit is contained in:
parent
ef60aec81e
commit
26adabf130
7 changed files with 48 additions and 236 deletions
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@ -2392,12 +2392,6 @@ void VoxelSystem::createLine(glm::vec3 point1, glm::vec3 point2, float unitSize,
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setupNewVoxelsForDrawing();
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};
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void VoxelSystem::createSphere(float r,float xc, float yc, float zc, float s, bool solid,
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creationMode mode, bool destructive, bool debug) {
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_tree->createSphere(r, xc, yc, zc, s, solid, mode, destructive, debug);
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setupNewVoxelsForDrawing();
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};
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void VoxelSystem::copySubTreeIntoNewTree(VoxelTreeElement* startNode, VoxelSystem* destination, bool rebaseToRoot) {
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_tree->copySubTreeIntoNewTree(startNode, destination->_tree, rebaseToRoot);
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destination->setupNewVoxelsForDrawing();
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@ -98,8 +98,6 @@ public:
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void createVoxel(float x, float y, float z, float s,
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unsigned char red, unsigned char green, unsigned char blue, bool destructive = false);
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void createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, rgbColor color, bool destructive = false);
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void createSphere(float r,float xc, float yc, float zc, float s, bool solid,
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creationMode mode, bool destructive = false, bool debug = false);
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void copySubTreeIntoNewTree(VoxelTreeElement* startNode, VoxelSystem* destinationTree, bool rebaseToRoot);
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void copySubTreeIntoNewTree(VoxelTreeElement* startNode, VoxelTree* destinationTree, bool rebaseToRoot);
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@ -41,45 +41,6 @@ void addCornersAndAxisLines(VoxelTree* tree) {
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printf("DONE creating lines...\n");
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}
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void addSphereScene(VoxelTree * tree) {
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printf("adding sphere scene...\n");
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// Now some more examples... creating some spheres using the sphere primitive
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// We want the smallest unit of our spheres to be about 1/16th of a meter tall
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float sphereVoxelSize = 1.f / (8 * TREE_SCALE);
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printf("creating spheres... sphereVoxelSize=%f\n",sphereVoxelSize);
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tree->createSphere(0.030625, 0.5, 0.5, (0.25 - 0.06125), sphereVoxelSize, true, NATURAL);
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printf("1 spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
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tree->createSphere(0.030625, (0.75 - 0.030625), (0.75 - 0.030625), (0.75 - 0.06125), sphereVoxelSize, true, GRADIENT);
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printf("2 spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
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tree->createSphere(0.030625, (0.75 - 0.030625), (0.75 - 0.030625), 0.06125, sphereVoxelSize, true, RANDOM);
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printf("3 spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
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tree->createSphere(0.030625, (0.75 - 0.030625), 0.06125, (0.75 - 0.06125), sphereVoxelSize, true, GRADIENT);
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printf("4 spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
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tree->createSphere(0.06125, 0.125, 0.125, (0.75 - 0.125), sphereVoxelSize, true, GRADIENT);
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/**
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float radius = 0.0125f;
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printf("5 spheres added...\n");
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tree->createSphere(radius, 0.25, radius * 5.0f, 0.25, sphereVoxelSize, true, GRADIENT);
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printf("6 spheres added...\n");
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tree->createSphere(radius, 0.125, radius * 5.0f, 0.25, sphereVoxelSize, true, RANDOM);
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printf("7 spheres added...\n");
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tree->createSphere(radius, 0.075, radius * 5.0f, 0.25, sphereVoxelSize, true, GRADIENT);
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printf("8 spheres added...\n");
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tree->createSphere(radius, 0.05, radius * 5.0f, 0.25, sphereVoxelSize, true, RANDOM);
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printf("9 spheres added...\n");
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tree->createSphere(radius, 0.025, radius * 5.0f, 0.25, sphereVoxelSize, true, GRADIENT);
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printf("10 spheres added...\n");
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*/
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float largeRadius = 0.1875f;
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tree->createSphere(largeRadius, 0.5, 0.5, 0.5, sphereVoxelSize, true, NATURAL);
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printf("11 - last large sphere added... largeRadius=%f sphereVoxelSize=%f\n", largeRadius, sphereVoxelSize);
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printf("DONE adding scene of spheres...\n");
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}
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void addSurfaceScene(VoxelTree * tree) {
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printf("adding surface scene...\n");
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float voxelSize = 1.f / (8 * TREE_SCALE);
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@ -13,7 +13,6 @@
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#include <SharedUtil.h>
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void addCornersAndAxisLines(VoxelTree* tree);
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void addSphereScene(VoxelTree * tree);
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void addSurfaceScene(VoxelTree * tree);
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@ -27,7 +27,7 @@ VoxelTreeElement* VoxelTree::createNewElement(unsigned char * octalCode) const {
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if (_rootNode) {
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voxelSystem = ((VoxelTreeElement*)_rootNode)->getVoxelSystem();
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}
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VoxelTreeElement* newElement = new VoxelTreeElement(octalCode);
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VoxelTreeElement* newElement = new VoxelTreeElement(octalCode);
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newElement->setVoxelSystem(voxelSystem);
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return newElement;
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}
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@ -43,7 +43,7 @@ VoxelTreeElement* VoxelTree::getVoxelAt(float x, float y, float z, float s) cons
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void VoxelTree::createVoxel(float x, float y, float z, float s,
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unsigned char red, unsigned char green, unsigned char blue, bool destructive) {
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unsigned char* voxelData = pointToVoxel(x,y,z,s,red,green,blue);
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//int length = bytesRequiredForCodeLength(numberOfThreeBitSectionsInCode(voxelData)) + BYTES_PER_COLOR;
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@ -67,139 +67,6 @@ void VoxelTree::createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, r
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}
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}
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void VoxelTree::createSphere(float radius, float xc, float yc, float zc, float voxelSize,
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bool solid, creationMode mode, bool destructive, bool debug) {
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bool wantColorRandomizer = (mode == RANDOM);
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bool wantNaturalSurface = (mode == NATURAL);
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bool wantNaturalColor = (mode == NATURAL);
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// About the color of the sphere... we're going to make this sphere be a mixture of two colors
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// in NATURAL mode, those colors will be green dominant and blue dominant. In GRADIENT mode we
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// will randomly pick which color family red, green, or blue to be dominant. In RANDOM mode we
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// ignore these dominant colors and make every voxel a completely random color.
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unsigned char r1, g1, b1, r2, g2, b2;
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if (wantNaturalColor) {
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r1 = r2 = b2 = g1 = 0;
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b1 = g2 = 255;
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} else if (!wantColorRandomizer) {
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unsigned char dominantColor1 = randIntInRange(1, 3); //1=r, 2=g, 3=b dominant
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unsigned char dominantColor2 = randIntInRange(1, 3);
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if (dominantColor1 == dominantColor2) {
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dominantColor2 = dominantColor1 + 1 % 3;
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}
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r1 = (dominantColor1 == 1) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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g1 = (dominantColor1 == 2) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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b1 = (dominantColor1 == 3) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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r2 = (dominantColor2 == 1) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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g2 = (dominantColor2 == 2) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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b2 = (dominantColor2 == 3) ? randIntInRange(200, 255) : randIntInRange(40, 100);
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}
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// We initialize our rgb to be either "grey" in case of randomized surface, or
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// the average of the gradient, in the case of the gradient sphere.
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unsigned char red = wantColorRandomizer ? 128 : (r1 + r2) / 2; // average of the colors
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unsigned char green = wantColorRandomizer ? 128 : (g1 + g2) / 2;
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unsigned char blue = wantColorRandomizer ? 128 : (b1 + b2) / 2;
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// I want to do something smart like make these inside circles with bigger voxels, but this doesn't seem to work.
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float thisVoxelSize = voxelSize; // radius / 2.0f;
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float thisRadius = 0.0;
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if (!solid) {
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thisRadius = radius; // just the outer surface
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thisVoxelSize = voxelSize;
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}
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// If you also iterate form the interior of the sphere to the radius, making
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// larger and larger spheres you'd end up with a solid sphere. And lots of voxels!
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bool lastLayer = false;
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while (!lastLayer) {
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lastLayer = (thisRadius + (voxelSize * 2.0) >= radius);
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// We want to make sure that as we "sweep" through our angles we use a delta angle that voxelSize
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// small enough to not skip any voxels we can calculate theta from our desired arc length
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// lenArc = ndeg/360deg * 2pi*R ---> lenArc = theta/2pi * 2pi*R
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// lenArc = theta*R ---> theta = lenArc/R ---> theta = g/r
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float angleDelta = (thisVoxelSize / thisRadius);
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if (debug) {
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int percentComplete = 100 * (thisRadius/radius);
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qDebug("percentComplete=%d\n",percentComplete);
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}
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for (float theta=0.0; theta <= 2 * M_PI; theta += angleDelta) {
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for (float phi=0.0; phi <= M_PI; phi += angleDelta) {
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bool naturalSurfaceRendered = false;
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float x = xc + thisRadius * cos(theta) * sin(phi);
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float y = yc + thisRadius * sin(theta) * sin(phi);
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float z = zc + thisRadius * cos(phi);
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// if we're on the outer radius, then we do a couple of things differently.
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// 1) If we're in NATURAL mode we will actually draw voxels from our surface outward (from the surface) up
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// some random height. This will give our sphere some contours.
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// 2) In all modes, we will use our "outer" color to draw the voxels. Otherwise we will use the average color
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if (lastLayer) {
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if (false && debug) {
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qDebug("adding candy shell: theta=%f phi=%f thisRadius=%f radius=%f\n",
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theta, phi, thisRadius,radius);
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}
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switch (mode) {
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case RANDOM: {
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red = randomColorValue(165);
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green = randomColorValue(165);
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blue = randomColorValue(165);
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} break;
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case GRADIENT: {
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float gradient = (phi / M_PI);
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red = r1 + ((r2 - r1) * gradient);
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green = g1 + ((g2 - g1) * gradient);
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blue = b1 + ((b2 - b1) * gradient);
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} break;
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case NATURAL: {
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glm::vec3 position = glm::vec3(theta,phi,radius);
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float perlin = glm::perlin(position) + .25f * glm::perlin(position * 4.f)
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+ .125f * glm::perlin(position * 16.f);
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float gradient = (1.0f + perlin)/ 2.0f;
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red = (unsigned char)std::min(255, std::max(0, (int)(r1 + ((r2 - r1) * gradient))));
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green = (unsigned char)std::min(255, std::max(0, (int)(g1 + ((g2 - g1) * gradient))));
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blue = (unsigned char)std::min(255, std::max(0, (int)(b1 + ((b2 - b1) * gradient))));
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if (debug) {
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qDebug("perlin=%f gradient=%f color=(%d,%d,%d)\n",perlin, gradient, red, green, blue);
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}
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} break;
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}
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if (wantNaturalSurface) {
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// for natural surfaces, we will render up to 16 voxel's above the surface of the sphere
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glm::vec3 position = glm::vec3(theta,phi,radius);
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float perlin = glm::perlin(position) + .25f * glm::perlin(position * 4.f)
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+ .125f * glm::perlin(position * 16.f);
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float gradient = (1.0f + perlin)/ 2.0f;
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int height = (4 * gradient)+1; // make it at least 4 thick, so we get some averaging
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float subVoxelScale = thisVoxelSize;
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for (int i = 0; i < height; i++) {
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x = xc + (thisRadius + i * subVoxelScale) * cos(theta) * sin(phi);
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y = yc + (thisRadius + i * subVoxelScale) * sin(theta) * sin(phi);
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z = zc + (thisRadius + i * subVoxelScale) * cos(phi);
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this->createVoxel(x, y, z, subVoxelScale, red, green, blue, destructive);
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}
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naturalSurfaceRendered = true;
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}
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}
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if (!naturalSurfaceRendered) {
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this->createVoxel(x, y, z, thisVoxelSize, red, green, blue, destructive);
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}
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}
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}
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thisRadius += thisVoxelSize;
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thisVoxelSize = std::max(voxelSize, thisVoxelSize / 2.0f);
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}
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}
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class NodeChunkArgs {
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public:
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VoxelTree* thisVoxelTree;
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@ -343,7 +210,7 @@ void VoxelTree::nudgeLeaf(VoxelTreeElement* element, void* extraData) {
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// get voxel position/size
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VoxelPositionSize unNudgedDetails;
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voxelDetailsForCode(octalCode, unNudgedDetails);
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VoxelDetail voxelDetails;
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voxelDetails.x = unNudgedDetails.x;
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voxelDetails.y = unNudgedDetails.y;
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@ -660,7 +527,7 @@ int VoxelTree::processEditPacketData(PACKET_TYPE packetType, unsigned char* pack
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case PACKET_TYPE_VOXEL_SET_DESTRUCTIVE: {
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bool destructive = (packetType == PACKET_TYPE_VOXEL_SET_DESTRUCTIVE);
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int octets = numberOfThreeBitSectionsInCode(editData, maxLength);
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if (octets == OVERFLOWED_OCTCODE_BUFFER) {
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printf("WARNING! Got voxel edit record that would overflow buffer in numberOfThreeBitSectionsInCode(), ");
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printf("bailing processing of packet!\n");
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@ -676,12 +543,12 @@ int VoxelTree::processEditPacketData(PACKET_TYPE packetType, unsigned char* pack
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printf("bailing processing of packet!\n");
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return processedBytes;
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}
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readCodeColorBufferToTree(editData, destructive);
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return voxelDataSize;
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} break;
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case PACKET_TYPE_VOXEL_ERASE:
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processRemoveOctreeElementsBitstream((unsigned char*)packetData, packetLength);
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return maxLength;
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@ -29,25 +29,23 @@ class VoxelTree : public Octree {
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public:
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VoxelTree(bool shouldReaverage = false);
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virtual VoxelTreeElement* createNewElement(unsigned char * octalCode = NULL) const;
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VoxelTreeElement* getRoot() { return (VoxelTreeElement*)_rootNode; }
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void deleteVoxelAt(float x, float y, float z, float s);
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VoxelTreeElement* getVoxelAt(float x, float y, float z, float s) const;
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void createVoxel(float x, float y, float z, float s,
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void createVoxel(float x, float y, float z, float s,
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unsigned char red, unsigned char green, unsigned char blue, bool destructive = false);
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void createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, rgbColor color, bool destructive = false);
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void createSphere(float radius, float xc, float yc, float zc, float voxelSize,
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bool solid, creationMode mode, bool destructive = false, bool debug = false);
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void nudgeSubTree(VoxelTreeElement* elementToNudge, const glm::vec3& nudgeAmount, VoxelEditPacketSender& voxelEditSender);
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/// reads voxels from square image with alpha as a Y-axis
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bool readFromSquareARGB32Pixels(const char *filename);
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/// reads from minecraft file
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bool readFromSchematicFile(const char* filename);
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@ -29,7 +29,7 @@ void addLandscape(VoxelTree * tree) {
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void voxelTutorial(VoxelTree * tree) {
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printf("adding scene...\n");
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// We want our corner voxels to be about 1/2 meter high, and our TREE_SCALE is in meters, so...
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// We want our corner voxels to be about 1/2 meter high, and our TREE_SCALE is in meters, so...
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float voxelSize = 0.5f / TREE_SCALE;
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// Here's an example of how to create a voxel.
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@ -40,7 +40,7 @@ void voxelTutorial(VoxelTree * tree) {
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VoxelTreeElement* node = tree->getVoxelAt(0, 0, 0, voxelSize);
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if (node) {
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// and how to access it's color
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printf("corner point 0,0,0 exists... color is (%d,%d,%d) \n",
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printf("corner point 0,0,0 exists... color is (%d,%d,%d) \n",
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node->getColor()[0], node->getColor()[1], node->getColor()[2]);
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}
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@ -60,7 +60,7 @@ void voxelTutorial(VoxelTree * tree) {
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void processSplitSVOFile(const char* splitSVOFile,const char* splitJurisdictionRoot,const char* splitJurisdictionEndNodes) {
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char outputFileName[512];
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printf("splitSVOFile: %s Jurisdictions Root: %s EndNodes: %s\n",
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printf("splitSVOFile: %s Jurisdictions Root: %s EndNodes: %s\n",
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splitSVOFile, splitJurisdictionRoot, splitJurisdictionEndNodes);
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VoxelTree rootSVO;
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@ -90,7 +90,7 @@ void processSplitSVOFile(const char* splitSVOFile,const char* splitJurisdictionR
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// for regions that don't contain anything even if they're not in the
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// jurisdiction of the server
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// This hack assumes the end nodes for demo dinner since it only guarantees
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// nodes in the 8 child voxels of the main root voxel
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// nodes in the 8 child voxels of the main root voxel
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const float verySmall = 0.015625;
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endNodeTree.createVoxel(0.0, 0.0, 0.0, verySmall, 1, 1, 1, true);
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endNodeTree.createVoxel(1.0, 0.0, 0.0, verySmall, 1, 1, 1, true);
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@ -105,9 +105,9 @@ void processSplitSVOFile(const char* splitSVOFile,const char* splitJurisdictionR
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// import our endNode content into it...
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endNodeTree.deleteOctalCodeFromTree(endNodeCode, COLLAPSE_EMPTY_TREE);
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VoxelTreeElement* endNode = rootSVO.getVoxelAt(endNodeDetails.x,
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endNodeDetails.y,
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endNodeDetails.z,
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VoxelTreeElement* endNode = rootSVO.getVoxelAt(endNodeDetails.x,
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endNodeDetails.y,
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endNodeDetails.z,
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endNodeDetails.s);
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rootSVO.copySubTreeIntoNewTree(endNode, &endNodeTree, false);
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@ -115,10 +115,10 @@ void processSplitSVOFile(const char* splitSVOFile,const char* splitJurisdictionR
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sprintf(outputFileName, "splitENDNODE%d%s", i, splitSVOFile);
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printf("outputFile: %s\n", outputFileName);
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endNodeTree.writeToSVOFile(outputFileName);
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// Delete the voxel for the EndNode from the root tree...
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rootSVO.deleteOctalCodeFromTree(endNodeCode, COLLAPSE_EMPTY_TREE);
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// create a small voxel in center of each EndNode, this will is a hack
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// to work around a bug in voxel server that will send Voxel not exists
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// for regions that don't contain anything even if they're not in the
|
||||
|
@ -127,9 +127,9 @@ void processSplitSVOFile(const char* splitSVOFile,const char* splitJurisdictionR
|
|||
float y = endNodeDetails.y + endNodeDetails.s * 0.5;
|
||||
float z = endNodeDetails.z + endNodeDetails.s * 0.5;
|
||||
float s = endNodeDetails.s * verySmall;
|
||||
|
||||
|
||||
rootSVO.createVoxel(x, y, z, s, 1, 1, 1, true);
|
||||
|
||||
|
||||
}
|
||||
|
||||
sprintf(outputFileName, "splitROOT%s", splitSVOFile);
|
||||
|
@ -145,7 +145,7 @@ public:
|
|||
unsigned long outCount;
|
||||
unsigned long inCount;
|
||||
unsigned long originalCount;
|
||||
|
||||
|
||||
};
|
||||
|
||||
bool copyAndFillOperation(OctreeElement* element, void* extraData) {
|
||||
|
@ -170,20 +170,20 @@ bool copyAndFillOperation(OctreeElement* element, void* extraData) {
|
|||
|
||||
args->destinationTree->createVoxel(x, y, z, s, red, green, blue, destructive);
|
||||
args->outCount++;
|
||||
|
||||
|
||||
sprintf(outputMessage,"Completed: %d%% (%lu of %lu) - Creating voxel %lu at [%f,%f,%f,%f]",
|
||||
percentDone,args->inCount,args->originalCount,args->outCount,x,y,z,s);
|
||||
printf("%s",outputMessage);
|
||||
for (int b = 0; b < strlen(outputMessage); b++) {
|
||||
printf("\b");
|
||||
}
|
||||
|
||||
|
||||
// and create same sized leafs from this leaf voxel down to zero in the destination tree
|
||||
for (float yFill = y-s; yFill >= 0.0f; yFill -= s) {
|
||||
args->destinationTree->createVoxel(x, yFill, z, s, red, green, blue, destructive);
|
||||
|
||||
args->outCount++;
|
||||
|
||||
|
||||
sprintf(outputMessage,"Completed: %d%% (%lu of %lu) - Creating fill voxel %lu at [%f,%f,%f,%f]",
|
||||
percentDone,args->inCount,args->originalCount,args->outCount,x,y,z,s);
|
||||
printf("%s",outputMessage);
|
||||
|
@ -208,13 +208,13 @@ void processFillSVOFile(const char* fillSVOFile) {
|
|||
originalSVO.reaverageOctreeElements();
|
||||
qDebug("Original Voxels reAveraged\n");
|
||||
qDebug("Nodes after reaveraging %lu nodes\n", originalSVO.getOctreeElementsCount());
|
||||
|
||||
|
||||
copyAndFillArgs args;
|
||||
args.destinationTree = &filledSVO;
|
||||
args.inCount = 0;
|
||||
args.outCount = 0;
|
||||
args.originalCount = originalSVO.getOctreeElementsCount();
|
||||
|
||||
|
||||
printf("Begin processing...\n");
|
||||
originalSVO.recurseTreeWithOperation(copyAndFillOperation, &args);
|
||||
printf("DONE processing...\n");
|
||||
|
@ -242,10 +242,10 @@ int main(int argc, const char * argv[])
|
|||
VoxelTree myTree;
|
||||
|
||||
qInstallMessageHandler(sharedMessageHandler);
|
||||
|
||||
|
||||
unitTest(&myTree);
|
||||
|
||||
|
||||
|
||||
|
||||
const char* GET_OCTCODE = "--getOctCode";
|
||||
const char* octcodeParams = getCmdOption(argc, argv, GET_OCTCODE);
|
||||
if (octcodeParams) {
|
||||
|
@ -280,7 +280,7 @@ int main(int argc, const char * argv[])
|
|||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
const char* DECODE_OCTCODE = "--decodeOctCode";
|
||||
const char* decodeParam = getCmdOption(argc, argv, DECODE_OCTCODE);
|
||||
if (decodeParam) {
|
||||
|
@ -290,7 +290,7 @@ int main(int argc, const char * argv[])
|
|||
|
||||
VoxelPositionSize details;
|
||||
voxelDetailsForCode(octalCodeToDecode, details);
|
||||
|
||||
|
||||
delete[] octalCodeToDecode;
|
||||
|
||||
qDebug() << "octal code to decode: " << decodeParamsString << "\n";
|
||||
|
@ -300,8 +300,8 @@ int main(int argc, const char * argv[])
|
|||
qDebug() << " z:" << details.z << "[" << details.z * TREE_SCALE << "]" << "\n";
|
||||
qDebug() << " s:" << details.s << "[" << details.s * TREE_SCALE << "]" << "\n";
|
||||
return 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Handles taking and SVO and splitting it into multiple SVOs based on
|
||||
// jurisdiction details
|
||||
|
@ -324,7 +324,7 @@ int main(int argc, const char * argv[])
|
|||
processFillSVOFile(fillSVOFile);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
const char* DONT_CREATE_FILE = "--dontCreateSceneFile";
|
||||
bool dontCreateFile = cmdOptionExists(argc, argv, DONT_CREATE_FILE);
|
||||
|
||||
|
@ -332,7 +332,7 @@ int main(int argc, const char * argv[])
|
|||
printf("You asked us not to create a scene file, so we will not.\n");
|
||||
} else {
|
||||
printf("Creating Scene File...\n");
|
||||
|
||||
|
||||
const char* RUN_TUTORIAL = "--runTutorial";
|
||||
if (cmdOptionExists(argc, argv, RUN_TUTORIAL)) {
|
||||
voxelTutorial(&myTree);
|
||||
|
@ -343,11 +343,6 @@ int main(int argc, const char * argv[])
|
|||
addCornersAndAxisLines(&myTree);
|
||||
}
|
||||
|
||||
const char* ADD_SPHERE_SCENE = "--addSphereScene";
|
||||
if (cmdOptionExists(argc, argv, ADD_SPHERE_SCENE)) {
|
||||
addSphereScene(&myTree);
|
||||
}
|
||||
|
||||
const char* ADD_SURFACE_SCENE = "--addSurfaceScene";
|
||||
if (cmdOptionExists(argc, argv, ADD_SURFACE_SCENE)) {
|
||||
addSurfaceScene(&myTree);
|
||||
|
@ -366,7 +361,7 @@ void unitTest(VoxelTree * tree) {
|
|||
printf("unit tests...\n");
|
||||
unsigned long nodeCount;
|
||||
|
||||
// We want our corner voxels to be about 1/2 meter high, and our TREE_SCALE is in meters, so...
|
||||
// We want our corner voxels to be about 1/2 meter high, and our TREE_SCALE is in meters, so...
|
||||
float voxelSize = 0.5f / TREE_SCALE;
|
||||
|
||||
// Here's an example of how to create a voxel.
|
||||
|
@ -374,12 +369,12 @@ void unitTest(VoxelTree * tree) {
|
|||
tree->createVoxel(0, 0, 0, voxelSize, 255, 255 ,255);
|
||||
printf("Nodes at line %d... %ld nodes\n", __LINE__, tree->getOctreeElementsCount());
|
||||
|
||||
|
||||
|
||||
// Here's an example of how to test if a voxel exists
|
||||
node = tree->getVoxelAt(0, 0, 0, voxelSize);
|
||||
if (node) {
|
||||
// and how to access it's color
|
||||
printf("CORRECT - corner point 0,0,0 exists... color is (%d,%d,%d) \n",
|
||||
printf("CORRECT - corner point 0,0,0 exists... color is (%d,%d,%d) \n",
|
||||
node->getColor()[0], node->getColor()[1], node->getColor()[2]);
|
||||
}
|
||||
|
||||
|
@ -402,7 +397,7 @@ void unitTest(VoxelTree * tree) {
|
|||
|
||||
tree->createVoxel(0, 0, 0, voxelSize, 255, 255 ,255);
|
||||
if ((node = tree->getVoxelAt(0, 0, 0, voxelSize))) {
|
||||
printf("CORRECT - corner point 0,0,0 exists... color is (%d,%d,%d) \n",
|
||||
printf("CORRECT - corner point 0,0,0 exists... color is (%d,%d,%d) \n",
|
||||
node->getColor()[0], node->getColor()[1], node->getColor()[2]);
|
||||
} else {
|
||||
printf("FAIL corner point 0,0,0 does not exists...\n");
|
||||
|
@ -412,7 +407,7 @@ void unitTest(VoxelTree * tree) {
|
|||
|
||||
tree->createVoxel(voxelSize, 0, 0, voxelSize, 255, 255 ,0);
|
||||
if ((node = tree->getVoxelAt(voxelSize, 0, 0, voxelSize))) {
|
||||
printf("CORRECT - corner point voxelSize,0,0 exists... color is (%d,%d,%d) \n",
|
||||
printf("CORRECT - corner point voxelSize,0,0 exists... color is (%d,%d,%d) \n",
|
||||
node->getColor()[0], node->getColor()[1], node->getColor()[2]);
|
||||
} else {
|
||||
printf("FAIL corner point voxelSize,0,0 does not exists...\n");
|
||||
|
@ -422,7 +417,7 @@ void unitTest(VoxelTree * tree) {
|
|||
|
||||
tree->createVoxel(0, 0, voxelSize, voxelSize, 255, 0 ,0);
|
||||
if ((node = tree->getVoxelAt(0, 0, voxelSize, voxelSize))) {
|
||||
printf("CORRECT - corner point 0, 0, voxelSize exists... color is (%d,%d,%d) \n",
|
||||
printf("CORRECT - corner point 0, 0, voxelSize exists... color is (%d,%d,%d) \n",
|
||||
node->getColor()[0], node->getColor()[1], node->getColor()[2]);
|
||||
} else {
|
||||
printf("FAILED corner point 0, 0, voxelSize does not exists...\n");
|
||||
|
@ -432,7 +427,7 @@ void unitTest(VoxelTree * tree) {
|
|||
|
||||
tree->createVoxel(voxelSize, 0, voxelSize, voxelSize, 0, 0 ,255);
|
||||
if ((node = tree->getVoxelAt(voxelSize, 0, voxelSize, voxelSize))) {
|
||||
printf("CORRECT - corner point voxelSize, 0, voxelSize exists... color is (%d,%d,%d) \n",
|
||||
printf("CORRECT - corner point voxelSize, 0, voxelSize exists... color is (%d,%d,%d) \n",
|
||||
node->getColor()[0], node->getColor()[1], node->getColor()[2]);
|
||||
} else {
|
||||
printf("corner point voxelSize, 0, voxelSize does not exists...\n");
|
||||
|
@ -449,7 +444,7 @@ void unitTest(VoxelTree * tree) {
|
|||
|
||||
nodeCount = tree->getOctreeElementsCount();
|
||||
printf("Nodes before writing file: %ld nodes\n", nodeCount);
|
||||
|
||||
|
||||
tree->writeToSVOFile("voxels.svo");
|
||||
|
||||
printf("erasing the tree...\n");
|
||||
|
@ -468,7 +463,7 @@ void unitTest(VoxelTree * tree) {
|
|||
} else {
|
||||
printf("corner point voxelSize, 0, voxelSize does not exists...\n");
|
||||
}
|
||||
|
||||
|
||||
tree->readFromSVOFile("voxels.svo");
|
||||
|
||||
// this should exist... we just loaded it...
|
||||
|
@ -477,9 +472,9 @@ void unitTest(VoxelTree * tree) {
|
|||
} else {
|
||||
printf("corner point voxelSize, 0, voxelSize does not exists...\n");
|
||||
}
|
||||
|
||||
|
||||
nodeCount = tree->getOctreeElementsCount();
|
||||
printf("Nodes after loading file: %ld nodes\n", nodeCount);
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue