Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Stephen Birarda 2013-04-22 16:17:54 -07:00
commit 7375932cc7
11 changed files with 268 additions and 65 deletions

View file

@ -85,6 +85,7 @@
using namespace std;
void reshape(int width, int height); // will be defined below
void loadViewFrustum(ViewFrustum& viewFrustum); // will be defined below
pthread_t networkReceiveThread;
@ -522,6 +523,22 @@ void updateAvatar(float frametime)
myAvatar.setAverageLoudness(averageLoudness);
#endif
// Update Avatar with latest camera and view frustum data...
// NOTE: we get this from the view frustum, to make it simpler, since the
// loadViewFrumstum() method will get the correct details from the camera
// We could optimize this to not actually load the viewFrustum, since we don't
// actually need to calculate the view frustum planes to send these details
// to the server.
loadViewFrustum(::viewFrustum);
myAvatar.setCameraPosition(::viewFrustum.getPosition());
myAvatar.setCameraDirection(::viewFrustum.getDirection());
myAvatar.setCameraUp(::viewFrustum.getUp());
myAvatar.setCameraRight(::viewFrustum.getRight());
myAvatar.setCameraFov(::viewFrustum.getFieldOfView());
myAvatar.setCameraAspectRatio(::viewFrustum.getAspectRatio());
myAvatar.setCameraNearClip(::viewFrustum.getNearClip());
myAvatar.setCameraFarClip(::viewFrustum.getFarClip());
// Send my stream of head/hand data to the avatar mixer and voxel server
unsigned char broadcastString[200];
*broadcastString = PACKET_HEADER_HEAD_DATA;
@ -559,7 +576,7 @@ void updateAvatar(float frametime)
}
/////////////////////////////////////////////////////////////////////////////////////
// renderViewFrustum()
// loadViewFrustum()
//
// Description: this will load the view frustum bounds for EITHER the head
// or the "myCamera".

View file

@ -36,7 +36,15 @@ int unpackFloatAngleFromTwoByte(uint16_t* byteAnglePointer, float* destinationPo
AvatarData::AvatarData() :
_bodyYaw(-90.0),
_bodyPitch(0.0),
_bodyRoll(0.0) {
_bodyRoll(0.0),
_cameraPosition(0,0,0),
_cameraDirection(0,0,0),
_cameraUp(0,0,0),
_cameraRight(0,0,0),
_cameraFov(0.0f),
_cameraAspectRatio(0.0f),
_cameraNearClip(0.0f),
_cameraFarClip(0.0f) {
}
@ -64,9 +72,25 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
memcpy(destinationBuffer, &_handPosition, sizeof(float) * 3);
destinationBuffer += sizeof(float) * 3;
//printLog("%f, %f, %f\n", _handPosition.x, _handPosition.y, _handPosition.z);
// camera details
memcpy(destinationBuffer, &_cameraPosition, sizeof(_cameraPosition));
destinationBuffer += sizeof(_cameraPosition);
memcpy(destinationBuffer, &_cameraDirection, sizeof(_cameraDirection));
destinationBuffer += sizeof(_cameraDirection);
memcpy(destinationBuffer, &_cameraRight, sizeof(_cameraRight));
destinationBuffer += sizeof(_cameraRight);
memcpy(destinationBuffer, &_cameraUp, sizeof(_cameraUp));
destinationBuffer += sizeof(_cameraUp);
memcpy(destinationBuffer, &_cameraFov, sizeof(_cameraFov));
destinationBuffer += sizeof(_cameraFov);
memcpy(destinationBuffer, &_cameraAspectRatio, sizeof(_cameraAspectRatio));
destinationBuffer += sizeof(_cameraAspectRatio);
memcpy(destinationBuffer, &_cameraNearClip, sizeof(_cameraNearClip));
destinationBuffer += sizeof(_cameraNearClip);
memcpy(destinationBuffer, &_cameraFarClip, sizeof(_cameraFarClip));
destinationBuffer += sizeof(_cameraFarClip);
return destinationBuffer - bufferStart;
}
@ -85,10 +109,23 @@ void AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
memcpy(&_handPosition, sourceBuffer, sizeof(float) * 3);
sourceBuffer += sizeof(float) * 3;
//printLog( "_bodyYaw = %f", _bodyYaw );
//printLog("%f, %f, %f\n", _handPosition.x, _handPosition.y, _handPosition.z);
//printLog("%f, %f, %f\n", _bodyPosition.x, _bodyPosition.y, _bodyPosition.z);
// camera details
memcpy(&_cameraPosition, sourceBuffer, sizeof(_cameraPosition));
sourceBuffer += sizeof(_cameraPosition);
memcpy(&_cameraDirection, sourceBuffer, sizeof(_cameraDirection));
sourceBuffer += sizeof(_cameraDirection);
memcpy(&_cameraRight, sourceBuffer, sizeof(_cameraRight));
sourceBuffer += sizeof(_cameraRight);
memcpy(&_cameraUp, sourceBuffer, sizeof(_cameraUp));
sourceBuffer += sizeof(_cameraUp);
memcpy(&_cameraFov, sourceBuffer, sizeof(_cameraFov));
sourceBuffer += sizeof(_cameraFov);
memcpy(&_cameraAspectRatio, sourceBuffer, sizeof(_cameraAspectRatio));
sourceBuffer += sizeof(_cameraAspectRatio);
memcpy(&_cameraNearClip, sourceBuffer, sizeof(_cameraNearClip));
sourceBuffer += sizeof(_cameraNearClip);
memcpy(&_cameraFarClip, sourceBuffer, sizeof(_cameraFarClip));
sourceBuffer += sizeof(_cameraFarClip);
}
glm::vec3 AvatarData::getBodyPosition() {

View file

@ -37,6 +37,26 @@ public:
float getBodyRoll();
void setBodyRoll(float bodyRoll);
// getters for camera details
const glm::vec3& getCameraPosition() const { return _cameraPosition; };
const glm::vec3& getCameraDirection() const { return _cameraDirection; }
const glm::vec3& getCameraUp() const { return _cameraUp; }
const glm::vec3& getCameraRight() const { return _cameraRight; }
float getCameraFov() const { return _cameraFov; }
float getCameraAspectRatio() const { return _cameraAspectRatio; }
float getCameraNearClip() const { return _cameraNearClip; }
float getCameraFarClip() const { return _cameraFarClip; }
// setters for camera details
void setCameraPosition(const glm::vec3& position) { _cameraPosition = position; };
void setCameraDirection(const glm::vec3& direction) { _cameraDirection = direction; }
void setCameraUp(const glm::vec3& up) { _cameraUp = up; }
void setCameraRight(const glm::vec3& right) { _cameraRight = right; }
void setCameraFov(float fov) { _cameraFov = fov; }
void setCameraAspectRatio(float aspectRatio) { _cameraAspectRatio = aspectRatio; }
void setCameraNearClip(float nearClip) { _cameraNearClip = nearClip; }
void setCameraFarClip(float farClip) { _cameraFarClip = farClip; }
protected:
glm::vec3 _bodyPosition;
@ -45,6 +65,18 @@ protected:
float _bodyYaw;
float _bodyPitch;
float _bodyRoll;
// camera details for the avatar
glm::vec3 _cameraPosition;
// can we describe this in less space? For example, a Quaternion? or Euler angles?
glm::vec3 _cameraDirection;
glm::vec3 _cameraUp;
glm::vec3 _cameraRight;
float _cameraFov;
float _cameraAspectRatio;
float _cameraNearClip;
float _cameraFarClip;
};
#endif /* defined(__hifi__AvatarData__) */

View file

@ -105,7 +105,7 @@ void ViewFrustum::calculate() {
}
void ViewFrustum::dump() {
void ViewFrustum::dump() const {
printLog("position.x=%f, position.y=%f, position.z=%f\n", _position.x, _position.y, _position.z);
printLog("direction.x=%f, direction.y=%f, direction.z=%f\n", _direction.x, _direction.y, _direction.z);
@ -158,17 +158,25 @@ const char* ViewFrustum::debugPlaneName (int plane) const {
}
int ViewFrustum::pointInFrustum(const glm::vec3& point) {
int ViewFrustum::pointInFrustum(const glm::vec3& point) const {
//printf("ViewFrustum::pointInFrustum() point=%f,%f,%f\n",point.x,point.y,point.z);
//dump();
int result = INSIDE;
for(int i=0; i < 6; i++) {
if (_planes[i].distance(point) < 0) {
float distance = _planes[i].distance(point);
//printf("plane[%d] %s -- distance=%f \n",i,debugPlaneName(i),distance);
if (distance < 0) {
return OUTSIDE;
}
}
return(result);
}
int ViewFrustum::sphereInFrustum(const glm::vec3& center, float radius) {
int ViewFrustum::sphereInFrustum(const glm::vec3& center, float radius) const {
int result = INSIDE;
float distance;
for(int i=0; i < 6; i++) {
@ -182,7 +190,7 @@ int ViewFrustum::sphereInFrustum(const glm::vec3& center, float radius) {
}
int ViewFrustum::boxInFrustum(const AABox& box) {
int ViewFrustum::boxInFrustum(const AABox& box) const {
printf("ViewFrustum::boxInFrustum() box.corner=%f,%f,%f x=%f\n",
box.getCorner().x,box.getCorner().y,box.getCorner().z,box.getSize().x);

View file

@ -90,13 +90,13 @@ public:
ViewFrustum();
void dump();
void dump() const;
enum {OUTSIDE, INTERSECT, INSIDE};
int pointInFrustum(const glm::vec3& point);
int sphereInFrustum(const glm::vec3& center, float radius);
int boxInFrustum(const AABox& box);
int pointInFrustum(const glm::vec3& point) const;
int sphereInFrustum(const glm::vec3& center, float radius) const;
int boxInFrustum(const AABox& box) const;
};

View file

@ -17,6 +17,7 @@
#include "PacketHeaders.h"
#include "OctalCode.h"
#include "VoxelTree.h"
#include "ViewFrustum.h"
#include <fstream> // to load voxels from file
using voxels_lib::printLog;
@ -266,8 +267,10 @@ void VoxelTree::readCodeColorBufferToTree(unsigned char *codeColorBuffer) {
unsigned char * VoxelTree::loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
VoxelNode *currentVoxelNode,
MarkerNode *currentMarkerNode,
float * agentPosition,
const glm::vec3& agentPosition,
float thisNodePosition[3],
const ViewFrustum& viewFrustum,
bool viewFrustumCulling,
unsigned char * stopOctalCode)
{
static unsigned char *initialBitstreamPos = bitstreamBuffer;
@ -294,22 +297,38 @@ unsigned char * VoxelTree::loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
unsigned char * childMaskPointer = NULL;
float halfUnitForVoxel = powf(0.5, *currentVoxelNode->octalCode) * (0.5 * TREE_SCALE);
// XXXBHG - Note: It appears as if the X and Z coordinates of Head or Agent are flip-flopped relative to the
// coords of the voxel space. This flip flop causes LOD behavior to be extremely odd. This is my temporary hack
// to fix this behavior. To disable this swap, set swapXandZ to false.
// XXXBHG - 2013/04/11 - adding a note to my branch, I think this code is now broken.
bool swapXandZ=false;
float agentX = swapXandZ ? agentPosition[2] : agentPosition[0];
float agentZ = swapXandZ ? agentPosition[0] : agentPosition[2];
float distanceToVoxelCenter = sqrtf(powf(agentX - thisNodePosition[0] - halfUnitForVoxel, 2) +
float distanceToVoxelCenter = sqrtf(powf(agentPosition[0] - thisNodePosition[0] - halfUnitForVoxel, 2) +
powf(agentPosition[1] - thisNodePosition[1] - halfUnitForVoxel, 2) +
powf(agentZ - thisNodePosition[2] - halfUnitForVoxel, 2));
powf(agentPosition[2] - thisNodePosition[2] - halfUnitForVoxel, 2));
// If the voxel is outside of the view frustum, then don't bother sending or recursing
bool voxelInView = true;
/**** not yet working properly at this level! **************************************************************************
if (viewFrustumCulling) {
float fullUnitForVoxel = halfUnitForVoxel * 2.0f;
AABox voxelBox;
voxelBox.setBox(glm::vec3(thisNodePosition[0],thisNodePosition[1],thisNodePosition[2]),
fullUnitForVoxel,fullUnitForVoxel,fullUnitForVoxel);
//printf("VoxelTree::loadBitstreamBuffer() voxelBox.corner=(%f,%f,%f) x=%f \n",
// voxelBox.getCorner().x,voxelBox.getCorner().y,voxelBox.getCorner().z, voxelBox.getSize().x);
voxelInView = (ViewFrustum::OUTSIDE != viewFrustum.pointInFrustum(voxelBox.getCorner()));
} else {
voxelInView = true;
}
**********************************************************************************************************************/
// if the distance to this voxel's center is less than the threshold
// distance for its children, we should send the children
if (distanceToVoxelCenter < boundaryDistanceForRenderLevel(*currentVoxelNode->octalCode + 1)) {
bool voxelIsClose = (distanceToVoxelCenter < boundaryDistanceForRenderLevel(*currentVoxelNode->octalCode + 1));
bool sendVoxel = voxelIsClose && voxelInView;
//printf("VoxelTree::loadBitstreamBuffer() sendVoxel=%d, voxelIsClose=%d, voxelInView=%d, viewFrustumCulling=%d\n",
// sendVoxel, voxelIsClose, voxelInView, viewFrustumCulling);
if (sendVoxel) {
// write this voxel's data if we're below or at
// or at the same level as the stopOctalCode
@ -341,16 +360,78 @@ unsigned char * VoxelTree::loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
for (int i = 0; i < 8; i++) {
// check if the child exists and is not transparent
if (currentVoxelNode->children[i] != NULL
&& currentVoxelNode->children[i]->isColored()) {
// Rules for including a child:
// 1) child must exists
if ((currentVoxelNode->children[i] != NULL)) {
// 2) child must have a color...
if (currentVoxelNode->children[i]->isColored()) {
// copy in the childs color to bitstreamBuffer
memcpy(colorPointer, currentVoxelNode->children[i]->getTrueColor(), 3);
colorPointer += 3;
unsigned char* childOctalCode = currentVoxelNode->children[i]->octalCode;
float childPosition[3];
copyFirstVertexForCode(childOctalCode,(float*)&childPosition);
childPosition[0] *= TREE_SCALE; // scale it up
childPosition[1] *= TREE_SCALE; // scale it up
childPosition[2] *= TREE_SCALE; // scale it up
// set the colorMask by bitshifting the value of childExists
*bitstreamBuffer += (1 << (7 - i));
float halfChildVoxel = powf(0.5, *childOctalCode) * (0.5 * TREE_SCALE);
float distanceToChildCenter = sqrtf(powf(agentPosition[0] - childPosition[0] - halfChildVoxel, 2) +
powf(agentPosition[1] - childPosition[1] - halfChildVoxel, 2) +
powf(agentPosition[2] - childPosition[2] - halfChildVoxel, 2));
float fullChildVoxel = halfChildVoxel * 2.0f;
AABox childBox;
childBox.setBox(glm::vec3(childPosition[0], childPosition[1], childPosition[2]),
fullChildVoxel, fullChildVoxel, fullChildVoxel);
//printf("VoxelTree::loadBitstreamBuffer() childBox.corner=(%f,%f,%f) x=%f \n",
// childBox.getCorner().x,childBox.getCorner().y,childBox.getCorner().z, childBox.getSize().x);
// XXXBHG - not sure we want to do this "distance/LOD culling" at this level.
//bool childIsClose = (distanceToChildCenter < boundaryDistanceForRenderLevel(*childOctalCode + 1));
bool childIsClose = true; // for now, assume we're close enough
bool childInView = !viewFrustumCulling ||
(ViewFrustum::OUTSIDE != viewFrustum.pointInFrustum(childBox.getCorner()));
/// XXXBHG - debug code, switch this to true, and we'll send everything but include false coloring
// on voxels based on whether or not they match these rules.
bool falseColorInsteadOfCulling = false;
// removed childIsClose - until we determine if we want to include that
bool sendChild = (childInView) || falseColorInsteadOfCulling;
//printf("VoxelTree::loadBitstreamBuffer() childIsClose=%d, childInView=%d\n",
// childIsClose, childInView);
// if we sendAnyway, we'll do false coloring of the voxels based on childIsClose && childInView
if (sendChild) {
// copy in the childs color to bitstreamBuffer
if (childIsClose && childInView) {
// true color
memcpy(colorPointer, currentVoxelNode->children[i]->getTrueColor(), 3);
} else {
unsigned char red[3] = {255,0,0};
unsigned char green[3] = {0,255,0};
unsigned char blue[3] = {0,0,255};
if (!childIsClose && !childInView) {
// If both too far, and not in view, color them red
memcpy(colorPointer, red, 3);
} else if (!childIsClose) {
// If too far, but in view, color them blue
memcpy(colorPointer, blue, 3);
} else {
// If close, but out of view, color them green
memcpy(colorPointer, green, 3);
}
}
colorPointer += 3;
// set the colorMask by bitshifting the value of childExists
*bitstreamBuffer += (1 << (7 - i));
}
}
}
}
@ -414,6 +495,8 @@ unsigned char * VoxelTree::loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
currentMarkerNode->children[i],
agentPosition,
childNodePosition,
viewFrustum,
viewFrustumCulling,
stopOctalCode);
if (bitstreamBuffer - arrBufferBeforeChild > 0) {

View file

@ -11,6 +11,7 @@
#include "SimpleMovingAverage.h"
#include "ViewFrustum.h"
#include "VoxelNode.h"
#include "MarkerNode.h"
@ -50,8 +51,10 @@ public:
unsigned char * loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
VoxelNode *currentVoxelNode,
MarkerNode *currentMarkerNode,
float * agentPosition,
const glm::vec3& agentPosition,
float thisNodePosition[3],
const ViewFrustum& viewFrustum,
bool viewFrustumCulling,
unsigned char * octalCode = NULL);
void loadVoxelsFile(const char* fileName, bool wantColorRandomizer);

View file

@ -21,4 +21,8 @@ include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} ${ROOT_DIR})
# link in the hifi voxels library
link_hifi_library(voxels ${TARGET_NAME} ${ROOT_DIR})
link_hifi_library(voxels ${TARGET_NAME} ${ROOT_DIR})
# link in the hifi avatars library
link_hifi_library(avatars ${TARGET_NAME} ${ROOT_DIR})

View file

@ -19,18 +19,10 @@ VoxelAgentData::~VoxelAgentData() {
}
VoxelAgentData::VoxelAgentData(const VoxelAgentData &otherAgentData) {
memcpy(position, otherAgentData.position, sizeof(float) * 3);
memcpy(&_bodyPosition, &otherAgentData._bodyPosition, sizeof(_bodyPosition));
rootMarkerNode = new MarkerNode();
}
VoxelAgentData* VoxelAgentData::clone() const {
return new VoxelAgentData(*this);
}
void VoxelAgentData::parseData(unsigned char* sourceBuffer, int numBytes) {
// push past the packet header
sourceBuffer++;
// pull the position from the interface agent data packet
memcpy(&position, sourceBuffer, sizeof(float) * 3);
}

View file

@ -11,18 +11,17 @@
#include <iostream>
#include <AgentData.h>
#include <AvatarData.h>
#include "MarkerNode.h"
class VoxelAgentData : public AgentData {
class VoxelAgentData : public AvatarData {
public:
float position[3];
MarkerNode *rootMarkerNode;
VoxelAgentData();
~VoxelAgentData();
VoxelAgentData(const VoxelAgentData &otherAgentData);
void parseData(unsigned char* sourceBuffer, int numBytes);
VoxelAgentData* clone() const;
};

View file

@ -48,6 +48,8 @@ const int MAX_VOXEL_TREE_DEPTH_LEVELS = 4;
VoxelTree randomTree;
bool wantColorRandomizer = false;
bool debugViewFrustum = false;
bool viewFrustumCulling = false; // for now
void addSphere(VoxelTree * tree,bool random, bool wantColorRandomizer) {
float r = random ? randFloatInRange(0.05,0.1) : 0.25;
@ -165,6 +167,24 @@ void *distributeVoxelsToListeners(void *args) {
Agent *thisAgent = (Agent *)&agentList->getAgents()[i];
VoxelAgentData *agentData = (VoxelAgentData *)(thisAgent->getLinkedData());
ViewFrustum viewFrustum;
// get position and orientation details from the camera
viewFrustum.setPosition(agentData->getCameraPosition());
viewFrustum.setOrientation(agentData->getCameraDirection(), agentData->getCameraUp(), agentData->getCameraRight());
// Also make sure it's got the correct lens details from the camera
viewFrustum.setFieldOfView(agentData->getCameraFov());
viewFrustum.setAspectRatio(agentData->getCameraAspectRatio());
viewFrustum.setNearClip(agentData->getCameraNearClip());
viewFrustum.setFarClip(agentData->getCameraFarClip());
viewFrustum.calculate();
// debug for fun!!
if (::debugViewFrustum) {
viewFrustum.dump();
}
// lock this agent's delete mutex so that the delete thread doesn't
// kill the agent while we are working with it
pthread_mutex_lock(thisAgent->deleteMutex);
@ -179,8 +199,10 @@ void *distributeVoxelsToListeners(void *args) {
stopOctal = randomTree.loadBitstreamBuffer(voxelPacketEnd,
randomTree.rootNode,
agentData->rootMarkerNode,
agentData->position,
agentData->getBodyPosition(),
treeRoot,
viewFrustum,
::viewFrustumCulling,
stopOctal);
agentList->getAgentSocket().send(thisAgent->getActiveSocket(), voxelPacket, voxelPacketEnd - voxelPacket);
@ -249,37 +271,43 @@ int main(int argc, const char * argv[])
agentList->startDomainServerCheckInThread();
srand((unsigned)time(0));
const char* DEBUG_VIEW_FRUSTUM = "--DebugViewFrustum";
::debugViewFrustum = cmdOptionExists(argc, argv, DEBUG_VIEW_FRUSTUM);
printf("debugViewFrustum=%s\n", (::debugViewFrustum ? "yes" : "no"));
const char* VIEW_FRUSTUM_CULLING = "--ViewFrustumCulling";
::viewFrustumCulling = cmdOptionExists(argc, argv, VIEW_FRUSTUM_CULLING);
printf("viewFrustumCulling=%s\n", (::viewFrustumCulling ? "yes" : "no"));
const char* WANT_COLOR_RANDOMIZER = "--WantColorRandomizer";
::wantColorRandomizer = cmdOptionExists(argc, argv, WANT_COLOR_RANDOMIZER);
printf("wantColorRandomizer=%s\n", (::wantColorRandomizer ? "yes" : "no"));
// Check to see if the user passed in a command line option for loading a local
// Voxel File. If so, load it now.
const char* WANT_COLOR_RANDOMIZER="--WantColorRandomizer";
const char* INPUT_FILE="-i";
::wantColorRandomizer = cmdOptionExists(argc, argv, WANT_COLOR_RANDOMIZER);
printf("wantColorRandomizer=%s\n",(wantColorRandomizer?"yes":"no"));
const char* INPUT_FILE = "-i";
const char* voxelsFilename = getCmdOption(argc, argv, INPUT_FILE);
if (voxelsFilename) {
randomTree.loadVoxelsFile(voxelsFilename,wantColorRandomizer);
}
const char* ADD_RANDOM_VOXELS="--AddRandomVoxels";
const char* ADD_RANDOM_VOXELS = "--AddRandomVoxels";
if (cmdOptionExists(argc, argv, ADD_RANDOM_VOXELS)) {
// create an octal code buffer and load it with 0 so that the recursive tree fill can give
// octal codes to the tree nodes that it is creating
randomlyFillVoxelTree(MAX_VOXEL_TREE_DEPTH_LEVELS, randomTree.rootNode);
}
const char* ADD_SPHERE="--AddSphere";
const char* ADD_RANDOM_SPHERE="--AddRandomSphere";
const char* ADD_SPHERE = "--AddSphere";
const char* ADD_RANDOM_SPHERE = "--AddRandomSphere";
if (cmdOptionExists(argc, argv, ADD_SPHERE)) {
addSphere(&randomTree,false,wantColorRandomizer);
} else if (cmdOptionExists(argc, argv, ADD_RANDOM_SPHERE)) {
addSphere(&randomTree,true,wantColorRandomizer);
}
const char* NO_ADD_SCENE="--NoAddScene";
const char* NO_ADD_SCENE = "--NoAddScene";
if (!cmdOptionExists(argc, argv, NO_ADD_SCENE)) {
addSphereScene(&randomTree,wantColorRandomizer);
}