Added more SceneUtils support cleaned up voxel-edit to use scene utils

- Added addCornersAndAxisLines() scene
- Added addSurfaceScene() scene
- moved improved addSphereScene() from voxel-edit to SceneUtils.cpp
- added command line options to voxel-edit to create different scenes
This commit is contained in:
ZappoMan 2013-05-08 02:15:39 -07:00
parent cdf72711b5
commit bc55c09ed7
3 changed files with 84 additions and 122 deletions

View file

@ -7,36 +7,12 @@
//
#include "SceneUtils.h"
#include <glm/gtc/noise.hpp>
void addSphereScene(VoxelTree * tree) {
printf("adding scene...\n");
void addCornersAndAxisLines(VoxelTree* tree) {
// 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.
printf("creating corner points...\n");
tree->createVoxel(0, 0, 0, voxelSize, 255, 255 ,255);
// Here's an example of how to test if a voxel exists
VoxelNode* node = tree->getVoxelAt(0, 0, 0, voxelSize);
if (node) {
// and how to access it's color
printf("corner point 0,0,0 exists... color is (%d,%d,%d) \n",
node->getColor()[0], node->getColor()[1], node->getColor()[2]);
}
// here's an example of how to delete a voxel
printf("attempting to delete corner point 0,0,0\n");
tree->deleteVoxelAt(0, 0, 0, voxelSize);
// Test to see that the delete worked... it should be FALSE...
if (tree->getVoxelAt(0, 0, 0, voxelSize)) {
printf("corner point 0,0,0 exists...\n");
} else {
printf("corner point 0,0,0 does not exists...\n");
}
// Now some more examples... a little more complex
printf("creating corner points...\n");
tree->createVoxel(0 , 0 , 0 , voxelSize, 255, 255 ,255);
@ -60,43 +36,71 @@ void addSphereScene(VoxelTree * tree) {
tree->createLine(glm::vec3(0, 0, 0), glm::vec3(1, 0, 0), lineVoxelSize, red);
tree->createLine(glm::vec3(0, 0, 0), glm::vec3(0, 1, 0), lineVoxelSize, green);
printf("DONE creating lines...\n");
}
void addSphereScene(VoxelTree * tree) {
printf("adding sphere scene...\n");
// Now some more examples... creating some spheres using the sphere primitive
// We want the smallest unit of our spheres to be about 1/16th of a meter tall
float sphereVoxelSize = 1.f / (16 * TREE_SCALE);
float sphereVoxelSize = 1.f / (8 * TREE_SCALE);
printf("creating spheres... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.25, 0.5, 0.5, 0.5, sphereVoxelSize, true, NATURAL, true);
printf("one sphere added... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.030625, 0.5, 0.5, (0.25 - 0.06125), sphereVoxelSize, true, RANDOM);
printf("two spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.030625, (0.75 - 0.030625), (0.75 - 0.030625), (0.75 - 0.06125), sphereVoxelSize, true, RANDOM);
printf("three spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.030625, 0.5, 0.5, (0.25 - 0.06125), sphereVoxelSize, true, NATURAL);
printf("1 spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.030625, (0.75 - 0.030625), (0.75 - 0.030625), (0.75 - 0.06125), sphereVoxelSize, true, GRADIENT);
printf("2 spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.030625, (0.75 - 0.030625), (0.75 - 0.030625), 0.06125, sphereVoxelSize, true, RANDOM);
printf("four spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.030625, (0.75 - 0.030625), 0.06125, (0.75 - 0.06125), sphereVoxelSize, true, RANDOM);
printf("five spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.06125, 0.125, 0.125, (0.75 - 0.125), sphereVoxelSize, true, RANDOM);
printf("3 spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.030625, (0.75 - 0.030625), 0.06125, (0.75 - 0.06125), sphereVoxelSize, true, GRADIENT);
printf("4 spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.06125, 0.125, 0.125, (0.75 - 0.125), sphereVoxelSize, true, GRADIENT);
/**
float radius = 0.0125f;
printf("5 spheres added...\n");
tree->createSphere(radius, 0.25, radius * 5.0f, 0.25, sphereVoxelSize, true, GRADIENT);
printf("6 spheres added...\n");
tree->createSphere(radius, 0.25, radius * 5.0f, 0.25, (1.0 / 4096), true, GRADIENT);
tree->createSphere(radius, 0.125, radius * 5.0f, 0.25, sphereVoxelSize, true, RANDOM);
printf("7 spheres added...\n");
tree->createSphere(radius, 0.125, radius * 5.0f, 0.25, (1.0 / 4096), true, GRADIENT);
tree->createSphere(radius, 0.075, radius * 5.0f, 0.25, sphereVoxelSize, true, GRADIENT);
printf("8 spheres added...\n");
tree->createSphere(radius, 0.075, radius * 5.0f, 0.25, (1.0 / 4096), true, GRADIENT);
tree->createSphere(radius, 0.05, radius * 5.0f, 0.25, sphereVoxelSize, true, RANDOM);
printf("9 spheres added...\n");
tree->createSphere(radius, 0.05, radius * 5.0f, 0.25, (1.0 / 4096), true, GRADIENT);
tree->createSphere(radius, 0.025, radius * 5.0f, 0.25, sphereVoxelSize, true, GRADIENT);
printf("10 spheres added...\n");
tree->createSphere(radius, 0.025, radius * 5.0f, 0.25, (1.0 / 4096), true, GRADIENT);
printf("11 spheres added...\n");
printf("DONE creating spheres...\n");
// Here's an example of how to recurse the tree and do some operation on the nodes as you recurse them.
// This one is really simple, it just couts them...
// Look at the function countVoxelsOperation() for an example of how you could use this function
unsigned long nodeCount = tree->getVoxelCount();
printf("Nodes after adding scene %ld nodes\n", nodeCount);
*/
float largeRadius = 0.1875f;
tree->createSphere(largeRadius, 0.5, 0.5, 0.5, sphereVoxelSize, true, NATURAL);
printf("11 - last large sphere added... largeRadius=%f sphereVoxelSize=%f\n", largeRadius, sphereVoxelSize);
printf("DONE adding scene of spheres...\n");
}
void addSurfaceScene(VoxelTree * tree) {
printf("adding surface scene...\n");
float voxelSize = 1.f / (8 * TREE_SCALE);
// color 1= blue, color 2=green
unsigned char r1, g1, b1, r2, g2, b2, red, green, blue;
r1 = r2 = b2 = g1 = 0;
b1 = g2 = 255;
for (float x = 0.0; x < 1.0; x += voxelSize) {
for (float z = 0.0; z < 1.0; z += voxelSize) {
glm::vec2 position = glm::vec2(x, z);
float perlin = glm::perlin(position) + .25f * glm::perlin(position * 4.f) + .125f * glm::perlin(position * 16.f);
float gradient = (1.0f + perlin)/ 2.0f;
red = (unsigned char)std::min(255, std::max(0, (int)(r1 + ((r2 - r1) * gradient))));
green = (unsigned char)std::min(255, std::max(0, (int)(g1 + ((g2 - g1) * gradient))));
blue = (unsigned char)std::min(255, std::max(0, (int)(b1 + ((b2 - b1) * gradient))));
int height = (4 * gradient)+1; // make it at least 4 thick, so we get some averaging
for (int i = 0; i < height; i++) {
tree->createVoxel(x, ((i+1) * voxelSize) , z, voxelSize, red, green, blue);
}
}
}
printf("DONE adding surface scene...\n");
}

View file

@ -12,7 +12,9 @@
#include "VoxelTree.h"
#include <SharedUtil.h>
void addCornersAndAxisLines(VoxelTree* tree);
void addSphereScene(VoxelTree * tree);
void addSurfaceScene(VoxelTree * tree);
#endif /* defined(__hifi__SceneUtil__) */

View file

@ -8,15 +8,14 @@
#include <VoxelTree.h>
#include <SharedUtil.h>
#include <SceneUtils.h>
VoxelTree myTree;
void addScene(VoxelTree * tree) {
printf("adding scene...\n");
void voxelTutorial(VoxelTree* tree) {
// 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.
printf("creating corner points...\n");
tree->createVoxel(0, 0, 0, voxelSize, 255, 255 ,255);
@ -39,75 +38,8 @@ void addScene(VoxelTree * tree) {
} else {
printf("corner point 0,0,0 does not exists...\n");
}
// Now some more examples... a little more complex
printf("creating corner points...\n");
tree->createVoxel(0 , 0 , 0 , voxelSize, 255, 255 ,255);
tree->createVoxel(1.0 - voxelSize, 0 , 0 , voxelSize, 255, 0 ,0 );
tree->createVoxel(0 , 1.0 - voxelSize, 0 , voxelSize, 0 , 255 ,0 );
tree->createVoxel(0 , 0 , 1.0 - voxelSize, voxelSize, 0 , 0 ,255);
tree->createVoxel(1.0 - voxelSize, 0 , 1.0 - voxelSize, voxelSize, 255, 0 ,255);
tree->createVoxel(0 , 1.0 - voxelSize, 1.0 - voxelSize, voxelSize, 0 , 255 ,255);
tree->createVoxel(1.0 - voxelSize, 1.0 - voxelSize, 0 , voxelSize, 255, 255 ,0 );
tree->createVoxel(1.0 - voxelSize, 1.0 - voxelSize, 1.0 - voxelSize, voxelSize, 255, 255 ,255);
printf("DONE creating corner points...\n");
// Now some more examples... creating some lines using the line primitive
printf("creating voxel lines...\n");
// We want our line voxels to be about 1/32 meter high, and our TREE_SCALE is in meters, so...
float lineVoxelSize = 1.f / (32 * TREE_SCALE);
rgbColor red = {255, 0, 0};
rgbColor green = {0, 255, 0};
rgbColor blue = {0, 0, 255};
tree->createLine(glm::vec3(0, 0, 0), glm::vec3(0, 0, 1), lineVoxelSize, blue);
tree->createLine(glm::vec3(0, 0, 0), glm::vec3(1, 0, 0), lineVoxelSize, red);
tree->createLine(glm::vec3(0, 0, 0), glm::vec3(0, 1, 0), lineVoxelSize, green);
printf("DONE creating lines...\n");
// Now some more examples... creating some spheres using the sphere primitive
// We want the smallest unit of our spheres to be about 1/16th of a meter tall
float sphereVoxelSize = 1.f / (8 * TREE_SCALE);
printf("creating spheres... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.030625, 0.5, 0.5, (0.25 - 0.06125), sphereVoxelSize, true, NATURAL);
printf("1 spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.030625, (0.75 - 0.030625), (0.75 - 0.030625), (0.75 - 0.06125), sphereVoxelSize, true, GRADIENT);
printf("2 spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.030625, (0.75 - 0.030625), (0.75 - 0.030625), 0.06125, sphereVoxelSize, true, RANDOM);
printf("3 spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.030625, (0.75 - 0.030625), 0.06125, (0.75 - 0.06125), sphereVoxelSize, true, GRADIENT);
printf("4 spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
tree->createSphere(0.06125, 0.125, 0.125, (0.75 - 0.125), sphereVoxelSize, true, GRADIENT);
/**
float radius = 0.0125f;
printf("5 spheres added...\n");
tree->createSphere(radius, 0.25, radius * 5.0f, 0.25, sphereVoxelSize, true, GRADIENT);
printf("6 spheres added...\n");
tree->createSphere(radius, 0.125, radius * 5.0f, 0.25, sphereVoxelSize, true, RANDOM);
printf("7 spheres added...\n");
tree->createSphere(radius, 0.075, radius * 5.0f, 0.25, sphereVoxelSize, true, GRADIENT);
printf("8 spheres added...\n");
tree->createSphere(radius, 0.05, radius * 5.0f, 0.25, sphereVoxelSize, true, RANDOM);
printf("9 spheres added...\n");
tree->createSphere(radius, 0.025, radius * 5.0f, 0.25, sphereVoxelSize, true, GRADIENT);
printf("10 spheres added...\n");
*/
float largeRadius = 0.1875f;
tree->createSphere(largeRadius, 0.5, 0.5, 0.5, sphereVoxelSize, true, NATURAL);
printf("11 - last large sphere added... largeRadius=%f sphereVoxelSize=%f\n", largeRadius, sphereVoxelSize);
printf("DONE creating spheres...\n");
// Here's an example of how to recurse the tree and do some operation on the nodes as you recurse them.
// This one is really simple, it just couts them...
// Look at the function countVoxelsOperation() for an example of how you could use this function
unsigned long nodeCount = tree->getVoxelCount();
printf("Nodes after adding scene %ld nodes\n", nodeCount);
printf("DONE adding scene of spheres...\n");
}
int main(int argc, const char * argv[])
{
const char* SAY_HELLO = "--sayHello";
@ -122,8 +54,32 @@ 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");
addScene(&myTree);
const char* RUN_TUTORIAL = "--runTutorial";
if (cmdOptionExists(argc, argv, RUN_TUTORIAL)) {
voxelTutorial(&myTree);
}
const char* ADD_CORNERS_AND_AXIS_LINES = "--addCornersAndAxisLines";
if (cmdOptionExists(argc, argv, ADD_CORNERS_AND_AXIS_LINES)) {
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);
}
unsigned long nodeCount = myTree.getVoxelCount();
printf("Nodes after adding scenes: %ld nodes\n", nodeCount);
myTree.writeToFileV2("voxels.hio2");
}
return 0;
}