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Adding support for false color to voxel nodes, also added AABox to get voxel bounding box
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commit
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2 changed files with 87 additions and 22 deletions
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@ -6,17 +6,21 @@
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//
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//
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#include <stdio.h>
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#include <cstring>
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#include "SharedUtil.h"
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//#include "voxels_Log.h"
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#include "VoxelNode.h"
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#include "OctalCode.h"
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#include "AABox.h"
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// using voxels_lib::printLog;
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VoxelNode::VoxelNode() {
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octalCode = NULL;
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_falseColored = false; // assume true color
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// default pointers to child nodes to NULL
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for (int i = 0; i < 8; i++) {
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children[i] = NULL;
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@ -28,8 +32,19 @@ VoxelNode::~VoxelNode() {
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// delete all of this node's children
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for (int i = 0; i < 8; i++) {
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if (children[i]) {
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delete children[i];
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}
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}
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}
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void VoxelNode::getAABox(AABox& box) const {
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// copy corner into box
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copyFirstVertexForCode(octalCode,(float*)&box.corner);
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// this tells you the "size" of the voxel
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float voxelScale = 1 / powf(2, *octalCode);
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box.x = box.y = box.z = voxelScale;
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}
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void VoxelNode::addChildAtIndex(int childIndex) {
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@ -43,27 +58,53 @@ void VoxelNode::addChildAtIndex(int childIndex) {
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void VoxelNode::setColorFromAverageOfChildren() {
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int colorArray[4] = {0,0,0,0};
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for (int i = 0; i < 8; i++) {
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if (children[i] != NULL && children[i]->color[3] == 1) {
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if (children[i] != NULL && children[i]->isColored()) {
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for (int j = 0; j < 3; j++) {
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colorArray[j] += children[i]->color[j];
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colorArray[j] += children[i]->getTrueColor()[j]; // color averaging should always be based on true colors
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}
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colorArray[3]++;
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}
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}
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nodeColor newColor = { 0, 0, 0, 0};
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if (colorArray[3] > 4) {
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// we need at least 4 colored children to have an average color value
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// or if we have none we generate random values
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for (int c = 0; c < 3; c++) {
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// set the average color value
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color[c] = colorArray[c] / colorArray[3];
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newColor[c] = colorArray[c] / colorArray[3];
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}
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// set the alpha to 1 to indicate that this isn't transparent
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color[3] = 1;
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} else {
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// some children, but not enough
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// set this node's alpha to 0
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color[3] = 0;
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newColor[3] = 1;
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}
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// actually set our color, note, if we didn't have enough children
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// this will be the default value all zeros, and therefore be marked as
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// transparent with a 4th element of 0
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setColor(newColor);
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}
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void VoxelNode::setFalseColor(colorPart red, colorPart green, colorPart blue) {
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_falseColored=true;
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_currentColor[0] = red;
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_currentColor[1] = green;
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_currentColor[2] = blue;
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_currentColor[3] = 1; // XXXBHG - False colors are always considered set
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}
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void VoxelNode::setFalseColored(bool isFalseColored) {
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// if we were false colored, and are no longer false colored, then swap back
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if (_falseColored && !isFalseColored) {
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memcpy(&_currentColor,&_trueColor,sizeof(nodeColor));
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}
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_falseColored = isFalseColored;
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};
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void VoxelNode::setColor(const nodeColor& color) {
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//printf("VoxelNode::setColor() isFalseColored=%s\n",_falseColored ? "Yes" : "No");
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memcpy(&_trueColor,&color,sizeof(nodeColor));
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if (!_falseColored) {
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memcpy(&_currentColor,&color,sizeof(nodeColor));
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}
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}
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@ -77,16 +118,17 @@ bool VoxelNode::collapseIdenticalLeaves() {
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int red,green,blue;
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for (int i = 0; i < 8; i++) {
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// if no child, or child doesn't have a color
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if (children[i] == NULL || children[i]->color[3] != 1) {
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if (children[i] == NULL || !children[i]->isColored()) {
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allChildrenMatch=false;
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//printLog("SADNESS child missing or not colored! i=%d\n",i);
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break;
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} else {
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if (i==0) {
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red = children[i]->color[0];
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green = children[i]->color[1];
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blue = children[i]->color[2];
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} else if (red != children[i]->color[0] || green != children[i]->color[1] || blue != children[i]->color[2]) {
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red = children[i]->getColor()[0];
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green = children[i]->getColor()[1];
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blue = children[i]->getColor()[2];
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} else if (red != children[i]->getColor()[0] ||
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green != children[i]->getColor()[1] || blue != children[i]->getColor()[2]) {
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allChildrenMatch=false;
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break;
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}
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@ -100,18 +142,22 @@ bool VoxelNode::collapseIdenticalLeaves() {
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delete children[i]; // delete all the child nodes
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children[i]=NULL; // set it to NULL
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}
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color[0]=red;
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color[1]=green;
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color[2]=blue;
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color[3]=1; // color is set
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nodeColor collapsedColor;
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collapsedColor[0]=red;
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collapsedColor[1]=green;
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collapsedColor[2]=blue;
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collapsedColor[3]=1; // color is set
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setColor(collapsedColor);
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}
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return allChildrenMatch;
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}
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void VoxelNode::setRandomColor(int minimumBrightness) {
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nodeColor newColor;
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for (int c = 0; c < 3; c++) {
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color[c] = randomColorValue(minimumBrightness);
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newColor[c] = randomColorValue(minimumBrightness);
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}
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color[3] = 1;
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newColor[3] = 1;
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setColor(newColor);
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}
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@ -9,7 +9,16 @@
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#ifndef __hifi__VoxelNode__
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#define __hifi__VoxelNode__
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#include "AABox.h"
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typedef unsigned char colorPart;
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typedef unsigned char nodeColor[4];
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class VoxelNode {
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private:
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nodeColor _trueColor;
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nodeColor _currentColor;
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bool _falseColored;
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public:
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VoxelNode();
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~VoxelNode();
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@ -20,8 +29,18 @@ public:
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bool collapseIdenticalLeaves();
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unsigned char *octalCode;
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unsigned char color[4];
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VoxelNode *children[8];
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bool isColored() const { return (_trueColor[3]==1); };
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void setFalseColor(colorPart red, colorPart green, colorPart blue);
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void setFalseColored(bool isFalseColored);
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bool getFalseColored() { return _falseColored; };
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void setColor(const nodeColor& color);
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const nodeColor& getTrueColor() const { return _trueColor; };
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const nodeColor& getColor() const { return _currentColor; };
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void getAABox(AABox& box) const;
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};
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#endif /* defined(__hifi__VoxelNode__) */
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