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cleaned up code in addScene()
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d11e490b62
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1 changed files with 21 additions and 22 deletions
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@ -22,7 +22,8 @@ bool countVoxelsOperation(VoxelNode* node, void* extraData) {
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void addScene(VoxelTree * tree) {
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printf("adding scene...\n");
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float voxelSize = 1.f/32;
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// We want our corner voxels to be about 1/2 meter high, and our TREE_SCALE is in meters, so...
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float voxelSize = 0.5f / TREE_SCALE;
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// Here's an example of how to create a voxel.
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printf("creating corner points...\n");
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@ -50,8 +51,6 @@ void addScene(VoxelTree * tree) {
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// Now some more examples... a little more complex
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printf("creating corner points...\n");
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tree->createVoxel(0 , 0 , 0 , voxelSize, 255, 255 ,255);
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tree->createVoxel(1.0 - voxelSize, 0 , 0 , voxelSize, 255, 0 ,0 );
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tree->createVoxel(0 , 1.0 - voxelSize, 0 , voxelSize, 0 , 255 ,0 );
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tree->createVoxel(0 , 0 , 1.0 - voxelSize, voxelSize, 0 , 0 ,255);
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@ -63,31 +62,32 @@ void addScene(VoxelTree * tree) {
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// Now some more examples... creating some lines using the line primitive
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printf("creating voxel lines...\n");
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float lineVoxelSize = 0.99f/256;
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rgbColor red = {255,0,0};
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rgbColor green = {0,255,0};
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rgbColor blue = {0,0,255};
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// We want our corner voxels to be about 1/8 meter high, and our TREE_SCALE is in meters, so...
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float lineVoxelSize = 1.f / (32 * TREE_SCALE);
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rgbColor red = {255, 0, 0};
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rgbColor green = {0, 255, 0};
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rgbColor blue = {0, 0, 255};
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tree->createLine(glm::vec3(0, 0, 0), glm::vec3(0, 0, 1), lineVoxelSize, blue);
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tree->createLine(glm::vec3(0, 0, 0), glm::vec3(1, 0, 0), lineVoxelSize, red);
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tree->createLine(glm::vec3(0, 0, 0), glm::vec3(0, 1, 0), lineVoxelSize, green);
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printf("DONE creating lines...\n");
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// Now some more examples... creating some spheres using the sphere primitive
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int sphereBaseSize = 512;
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printf("creating spheres...\n");
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tree->createSphere(0.25, 0.5, 0.5, 0.5, (1.0 / sphereBaseSize), true, false);
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printf("one sphere added...\n");
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tree->createSphere(0.030625, 0.5, 0.5, (0.25-0.06125), (1.0 / (sphereBaseSize * 2)), true, true);
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// We want the smallest unit of our spheres to be about 1/16th of a meter tall
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float sphereVoxelSize = 1.f / (16 * TREE_SCALE);
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printf("creating spheres... sphereVoxelSize=%f\n",sphereVoxelSize);
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tree->createSphere(0.25, 0.5, 0.5, 0.5, sphereVoxelSize, true, false, true);
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printf("one sphere added... sphereVoxelSize=%f\n",sphereVoxelSize);
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printf("two spheres added...\n");
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tree->createSphere(0.030625, (0.75 - 0.030625), (0.75 - 0.030625), (0.75 - 0.06125), (1.0 / (sphereBaseSize * 2)), true, true);
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printf("three spheres added...\n");
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tree->createSphere(0.030625, (0.75 - 0.030625), (0.75 - 0.030625), 0.06125, (1.0 / (sphereBaseSize * 2)), true, true);
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printf("four spheres added...\n");
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tree->createSphere(0.030625, (0.75 - 0.030625), 0.06125, (0.75 - 0.06125), (1.0 / (sphereBaseSize * 2)), true, true);
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printf("five spheres added...\n");
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tree->createSphere(0.06125, 0.125, 0.125, (0.75 - 0.125), (1.0 / (sphereBaseSize * 2)), true, true);
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tree->createSphere(0.030625, 0.5, 0.5, (0.25 - 0.06125), sphereVoxelSize, true, true);
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printf("two spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
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tree->createSphere(0.030625, (0.75 - 0.030625), (0.75 - 0.030625), (0.75 - 0.06125), sphereVoxelSize, true, true);
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printf("three spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
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tree->createSphere(0.030625, (0.75 - 0.030625), (0.75 - 0.030625), 0.06125, sphereVoxelSize, true, true);
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printf("four spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
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tree->createSphere(0.030625, (0.75 - 0.030625), 0.06125, (0.75 - 0.06125), sphereVoxelSize, true, true);
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printf("five spheres added... sphereVoxelSize=%f\n",sphereVoxelSize);
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tree->createSphere(0.06125, 0.125, 0.125, (0.75 - 0.125), sphereVoxelSize, true, true);
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float radius = 0.0125f;
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printf("6 spheres added...\n");
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@ -102,7 +102,6 @@ void addScene(VoxelTree * tree) {
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tree->createSphere(radius, 0.025, radius * 5.0f, 0.25, (1.0 / 4096), true, true);
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printf("11 spheres added...\n");
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printf("DONE creating spheres...\n");
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// Here's an example of how to recurse the tree and do some operation on the nodes as you recurse them.
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// This one is really simple, it just couts them...
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// Look at the function countVoxelsOperation() for an example of how you could use this function
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