Partial progress on new voxel model.

This commit is contained in:
Philip Rosedale 2013-02-18 08:59:44 -08:00
parent b05909cf00
commit bd45740dc6
6 changed files with 97 additions and 103 deletions

View file

@ -1,80 +0,0 @@
//
// Cube.cpp
// interface
//
// Created by Philip on 12/31/12.
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#include "Cube.h"
#define MAX_CUBES 250000
#define SMALLEST_CUBE 0.2
float cubes_position[MAX_CUBES*3];
float cubes_scale[MAX_CUBES];
float cubes_color[MAX_CUBES*3];
int cube_count = 0;
void makeCubes2D(float location[3], float scale, int * index,
float * cubes_position, float * cubes_scale, float * cubes_color) {
int i;
float spot[3];
float distance = powf(location[0]*location[0] + location[2]*location[2], 0.5);
if (*index >= MAX_CUBES) return;
if ((scale <= SMALLEST_CUBE) || (scale/distance < 0.025) || ((scale < 0.1) && (randFloat()<0.01))) {
// Make a cube
for (i = 0; i < 3; i++) cubes_position[*index*3 + i] = location[i]+scale/2.0;
//glm::vec2 noisepoint(location[0], location[2]);
//float color = glm::noise(noisepoint);
float color = 0.3 + randFloat()*0.7;
cubes_scale[*index] = scale;
cubes_color[*index*3] = color;
cubes_color[*index*3 + 1] = color;
cubes_color[*index*3 + 2] = color;
*index += 1;
} else {
for (i = 0; i < 4; i++) {
spot[0] = location[0] + (i%2)*scale/2.0;
spot[2] = location[2] + ((i/2)%2)*scale/2.0;
spot[1] = sinf(location[0])*0.15 + cosf(location[2]/0.2)*0.10 + randFloat()*0.005;
makeCubes2D(spot, scale/2.0, index, cubes_position, cubes_scale, cubes_color);
}
}
}
VoxelSystem::VoxelSystem(int num,
glm::vec3 box) {
float location[] = {0,0,0};
float scale = 10.0;
int j = 0;
int index = 0;
if (num > 0)
makeCubes2D(location, scale, &index, cubes_position, cubes_scale, cubes_color);
std::cout << "Run " << j << " Made " << index << " cubes\n";
cube_count = index;
}
void VoxelSystem::render() {
int i = 0;
while (i < cube_count) {
glPushMatrix();
glTranslatef(cubes_position[i*3], cubes_position[i*3+1], cubes_position[i*3+2]);
glColor3fv(&cubes_color[i*3]);
glutSolidCube(cubes_scale[i]);
glPopMatrix();
i++;
}
}
void VoxelSystem::simulate(float deltaTime) {
}

View file

@ -216,7 +216,7 @@ void Head::render(int faceToFace, float * myLocation)
//std::cout << distanceToCamera << "\n";
// Don't render a head if it is really close to your location, because that is your own head!
if ((distanceToCamera > 0.1) || faceToFace) {
if ((distanceToCamera > 1.0) || faceToFace) {
glEnable(GL_DEPTH_TEST);
glPushMatrix();

View file

@ -203,7 +203,7 @@ void SerialInterface::readData() {
serial_buffer_pos = 0;
}
}
/*
if (initialSamples == totalSamples) {
noReadCount++;
std::cout << "#" << noReadCount << " blank read from serial.\n";
@ -212,6 +212,7 @@ void SerialInterface::readData() {
resetSerial();
}
}
*/
}
void SerialInterface::resetSerial() {

View file

@ -0,0 +1,68 @@
//
// Cube.cpp
// interface
//
// Created by Philip on 12/31/12.
// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
//
#include "VoxelSystem.h"
void VoxelSystem::init() {
root = new Voxel;
}
//
// Recursively initialize the voxel tree
//
int VoxelSystem::initVoxels(Voxel * voxel, float scale) {
float childColor[3], averageColor[3];
int averageCount = 0;
int newVoxels = 0;
if (voxel == NULL) voxel = root;
averageColor[0] = averageColor[1] = averageColor[2] = 0.0;
for (unsigned char i = 0; i < NUM_CHILDREN; i++) {
if ((scale > 0.01) && (randFloat() < 0.5)) {
voxel->children[i] = new Voxel;
newVoxels += initVoxels(voxel->children[i], scale/2.0);
for (int j = 0; j < 3; j++) averageColor[j] += childColor[j];
averageCount++;
}
else {
voxel->children[i] = NULL;
}
}
if (averageCount == 0) {
// This is a leaf, so just pick a random color
voxel->color.x = voxel->color.y = voxel->color.z = randFloat();
} else {
voxel->color.x = averageColor[0]/averageCount;
voxel->color.y = averageColor[1]/averageCount;
voxel->color.z = averageColor[2]/averageCount;
}
newVoxels++;
return newVoxels;
}
void VoxelSystem::render(Voxel * voxel, float scale) {
if (voxel == NULL) voxel = root;
unsigned char i;
for (i = 0; i < NUM_CHILDREN; i++) {
if (voxel->children[i] != NULL) {
glTranslatef(scale/2.0*((i&4)>>2), scale/2.0*((i&2)>>1), scale/2.0*(i&1));
render(voxel->children[i], scale/2.0);
glTranslatef(-scale/2.0*((i&4)>>2), -scale/2.0*((i&2)>>1), -scale/2.0*(i&1));
}
}
glColor4f(voxel->color.x, voxel->color.y, voxel->color.z, 0.5);
glutSolidCube(scale);
}
void VoxelSystem::simulate(float deltaTime) {
}

View file

@ -15,19 +15,20 @@
#include "InterfaceConfig.h"
#include <iostream>
class VoxelSystem {
public:
VoxelSystem(int num,
glm::vec3 box);
void simulate(float deltaTime);
void render();
private:
struct Voxel {
glm::vec3 color;
bool hasChildren;
Voxel * children;
} *voxels;
const int NUM_CHILDREN = 8;
struct Voxel {
glm::vec3 color;
Voxel * children[NUM_CHILDREN];
};
class VoxelSystem {
public:
void simulate(float deltaTime);
void render(Voxel * voxel, float scale);
void init();
int initVoxels(Voxel * root, float scale);
Voxel * root;
};
#endif

View file

@ -42,7 +42,7 @@
#include "Texture.h"
#include "Cloud.h"
#include "Agent.h"
#include "Cube.h"
#include "VoxelSystem.h"
#include "Lattice.h"
#include "Finger.h"
#include "Oscilloscope.h"
@ -104,7 +104,7 @@ Cloud cloud(0, // Particles
false // Wrap
);
VoxelSystem voxels(1000, box);
VoxelSystem voxels;
Lattice lattice(160,100);
Finger myFinger(WIDTH, HEIGHT);
@ -314,6 +314,10 @@ void initDisplay(void)
void init(void)
{
voxels.init();
int voxelsMade = voxels.initVoxels(NULL, 1.0);
std::cout << voxelsMade << " voxels made. \n";
myHead.setRenderYaw(start_yaw);
head_mouse_x = WIDTH/2;
@ -401,7 +405,7 @@ void update_pos(float frametime)
if (powf(measured_yaw_rate*measured_yaw_rate +
measured_pitch_rate*measured_pitch_rate, 0.5) > MIN_MOUSE_RATE)
{
head_mouse_x -= measured_yaw_rate*MOUSE_SENSITIVITY;
head_mouse_x += measured_yaw_rate*MOUSE_SENSITIVITY;
head_mouse_y += measured_pitch_rate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
}
head_mouse_x = max(head_mouse_x, 0);
@ -424,18 +428,18 @@ void update_pos(float frametime)
*/
// Update render direction (pitch/yaw) based on measured gyro rates
const int MIN_YAW_RATE = 3000;
const float YAW_SENSITIVITY = 0.03;
const int MIN_PITCH_RATE = 3000;
const int MIN_YAW_RATE = 100;
const float YAW_SENSITIVITY = 0.08;
const int MIN_PITCH_RATE = 100;
const float PITCH_SENSITIVITY = 0.04;
if (fabs(measured_yaw_rate) > MIN_YAW_RATE)
{
if (measured_yaw_rate > 0)
render_yaw_rate -= (measured_yaw_rate - MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
render_yaw_rate += (measured_yaw_rate - MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
else
render_yaw_rate -= (measured_yaw_rate + MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
render_yaw_rate += (measured_yaw_rate + MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
}
if (fabs(measured_pitch_rate) > MIN_PITCH_RATE)
{
@ -561,7 +565,7 @@ void display(void)
if (!display_head) cloud.render();
// Draw voxels
voxels.render();
//voxels.render(NULL, 10.0);
// Draw field vectors
if (display_field) field.render();