From bd45740dc6c761719d30e2e279ed92dbeb8db484 Mon Sep 17 00:00:00 2001 From: Philip Rosedale Date: Mon, 18 Feb 2013 08:59:44 -0800 Subject: [PATCH] Partial progress on new voxel model. --- interface/src/Cube.cpp | 80 ------------------------- interface/src/Head.cpp | 2 +- interface/src/SerialInterface.cpp | 3 +- interface/src/VoxelSystem.cpp | 68 +++++++++++++++++++++ interface/src/{Cube.h => VoxelSystem.h} | 25 ++++---- interface/src/main.cpp | 22 ++++--- 6 files changed, 97 insertions(+), 103 deletions(-) delete mode 100644 interface/src/Cube.cpp create mode 100644 interface/src/VoxelSystem.cpp rename interface/src/{Cube.h => VoxelSystem.h} (62%) diff --git a/interface/src/Cube.cpp b/interface/src/Cube.cpp deleted file mode 100644 index 5b093016e3..0000000000 --- a/interface/src/Cube.cpp +++ /dev/null @@ -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) { - -} - - - - - diff --git a/interface/src/Head.cpp b/interface/src/Head.cpp index fdd3a7e2c9..64220626e6 100644 --- a/interface/src/Head.cpp +++ b/interface/src/Head.cpp @@ -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(); diff --git a/interface/src/SerialInterface.cpp b/interface/src/SerialInterface.cpp index c53d8dad55..d39ca74d7e 100644 --- a/interface/src/SerialInterface.cpp +++ b/interface/src/SerialInterface.cpp @@ -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() { diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp new file mode 100644 index 0000000000..fe328d89e7 --- /dev/null +++ b/interface/src/VoxelSystem.cpp @@ -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) { + +} + + + + + diff --git a/interface/src/Cube.h b/interface/src/VoxelSystem.h similarity index 62% rename from interface/src/Cube.h rename to interface/src/VoxelSystem.h index 3b3c0481ce..41d9a350c4 100644 --- a/interface/src/Cube.h +++ b/interface/src/VoxelSystem.h @@ -15,19 +15,20 @@ #include "InterfaceConfig.h" #include -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 diff --git a/interface/src/main.cpp b/interface/src/main.cpp index 3ac243fca1..36345a2265 100644 --- a/interface/src/main.cpp +++ b/interface/src/main.cpp @@ -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();