Adding support for false color to voxel nodes, also added AABox to get voxel bounding box

This commit is contained in:
ZappoMan 2013-04-19 18:05:38 -07:00
parent 54cef39f51
commit 9c601cedd0
2 changed files with 87 additions and 22 deletions

View file

@ -6,17 +6,21 @@
//
//
#include <stdio.h>
#include <cstring>
#include "SharedUtil.h"
//#include "voxels_Log.h"
#include "VoxelNode.h"
#include "OctalCode.h"
#include "AABox.h"
// using voxels_lib::printLog;
VoxelNode::VoxelNode() {
octalCode = NULL;
_falseColored = false; // assume true color
// default pointers to child nodes to NULL
for (int i = 0; i < 8; i++) {
children[i] = NULL;
@ -28,8 +32,19 @@ VoxelNode::~VoxelNode() {
// delete all of this node's children
for (int i = 0; i < 8; i++) {
if (children[i]) {
delete children[i];
}
}
}
void VoxelNode::getAABox(AABox& box) const {
// copy corner into box
copyFirstVertexForCode(octalCode,(float*)&box.corner);
// this tells you the "size" of the voxel
float voxelScale = 1 / powf(2, *octalCode);
box.x = box.y = box.z = voxelScale;
}
void VoxelNode::addChildAtIndex(int childIndex) {
@ -43,27 +58,53 @@ void VoxelNode::addChildAtIndex(int childIndex) {
void VoxelNode::setColorFromAverageOfChildren() {
int colorArray[4] = {0,0,0,0};
for (int i = 0; i < 8; i++) {
if (children[i] != NULL && children[i]->color[3] == 1) {
if (children[i] != NULL && children[i]->isColored()) {
for (int j = 0; j < 3; j++) {
colorArray[j] += children[i]->color[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
color[c] = colorArray[c] / colorArray[3];
newColor[c] = colorArray[c] / colorArray[3];
}
// set the alpha to 1 to indicate that this isn't transparent
color[3] = 1;
} else {
// some children, but not enough
// set this node's alpha to 0
color[3] = 0;
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);
}
void VoxelNode::setFalseColor(colorPart red, colorPart green, colorPart blue) {
_falseColored=true;
_currentColor[0] = red;
_currentColor[1] = green;
_currentColor[2] = blue;
_currentColor[3] = 1; // XXXBHG - False colors are always considered set
}
void VoxelNode::setFalseColored(bool 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;
};
void VoxelNode::setColor(const nodeColor& color) {
//printf("VoxelNode::setColor() isFalseColored=%s\n",_falseColored ? "Yes" : "No");
memcpy(&_trueColor,&color,sizeof(nodeColor));
if (!_falseColored) {
memcpy(&_currentColor,&color,sizeof(nodeColor));
}
}
@ -77,16 +118,17 @@ bool VoxelNode::collapseIdenticalLeaves() {
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]->color[3] != 1) {
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]->color[0];
green = children[i]->color[1];
blue = children[i]->color[2];
} else if (red != children[i]->color[0] || green != children[i]->color[1] || blue != children[i]->color[2]) {
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;
}
@ -100,18 +142,22 @@ bool VoxelNode::collapseIdenticalLeaves() {
delete children[i]; // delete all the child nodes
children[i]=NULL; // set it to NULL
}
color[0]=red;
color[1]=green;
color[2]=blue;
color[3]=1; // color is set
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++) {
color[c] = randomColorValue(minimumBrightness);
newColor[c] = randomColorValue(minimumBrightness);
}
color[3] = 1;
newColor[3] = 1;
setColor(newColor);
}

View file

@ -9,7 +9,16 @@
#ifndef __hifi__VoxelNode__
#define __hifi__VoxelNode__
#include "AABox.h"
typedef unsigned char colorPart;
typedef unsigned char nodeColor[4];
class VoxelNode {
private:
nodeColor _trueColor;
nodeColor _currentColor;
bool _falseColored;
public:
VoxelNode();
~VoxelNode();
@ -20,8 +29,18 @@ public:
bool collapseIdenticalLeaves();
unsigned char *octalCode;
unsigned char color[4];
VoxelNode *children[8];
bool isColored() const { return (_trueColor[3]==1); };
void setFalseColor(colorPart red, colorPart green, colorPart blue);
void setFalseColored(bool isFalseColored);
bool getFalseColored() { return _falseColored; };
void setColor(const nodeColor& color);
const nodeColor& getTrueColor() const { return _trueColor; };
const nodeColor& getColor() const { return _currentColor; };
void getAABox(AABox& box) const;
};
#endif /* defined(__hifi__VoxelNode__) */