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resolve conflicts on merge with master
This commit is contained in:
commit
ea43988173
6 changed files with 199 additions and 124 deletions
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@ -1,80 +0,0 @@
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//
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// Cube.cpp
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// interface
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//
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// Created by Philip on 12/31/12.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#include "Cube.h"
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#define MAX_CUBES 250000
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#define SMALLEST_CUBE 0.2
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float cubes_position[MAX_CUBES*3];
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float cubes_scale[MAX_CUBES];
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float cubes_color[MAX_CUBES*3];
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int cube_count = 0;
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void makeCubes2D(float location[3], float scale, int * index,
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float * cubes_position, float * cubes_scale, float * cubes_color) {
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int i;
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float spot[3];
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float distance = powf(location[0]*location[0] + location[2]*location[2], 0.5);
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if (*index >= MAX_CUBES) return;
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if ((scale <= SMALLEST_CUBE) || (scale/distance < 0.025) || ((scale < 0.1) && (randFloat()<0.01))) {
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// Make a cube
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for (i = 0; i < 3; i++) cubes_position[*index*3 + i] = location[i]+scale/2.0;
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//glm::vec2 noisepoint(location[0], location[2]);
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//float color = glm::noise(noisepoint);
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float color = 0.3 + randFloat()*0.7;
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cubes_scale[*index] = scale;
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cubes_color[*index*3] = color;
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cubes_color[*index*3 + 1] = color;
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cubes_color[*index*3 + 2] = color;
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*index += 1;
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} else {
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for (i = 0; i < 4; i++) {
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spot[0] = location[0] + (i%2)*scale/2.0;
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spot[2] = location[2] + ((i/2)%2)*scale/2.0;
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spot[1] = sinf(location[0])*0.15 + cosf(location[2]/0.2)*0.10 + randFloat()*0.005;
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makeCubes2D(spot, scale/2.0, index, cubes_position, cubes_scale, cubes_color);
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}
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}
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}
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VoxelSystem::VoxelSystem(int num,
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glm::vec3 box) {
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float location[] = {0,0,0};
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float scale = 10.0;
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int j = 0;
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int index = 0;
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if (num > 0)
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makeCubes2D(location, scale, &index, cubes_position, cubes_scale, cubes_color);
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std::cout << "Run " << j << " Made " << index << " cubes\n";
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cube_count = index;
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}
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void VoxelSystem::render() {
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int i = 0;
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while (i < cube_count) {
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glPushMatrix();
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glTranslatef(cubes_position[i*3], cubes_position[i*3+1], cubes_position[i*3+2]);
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glColor3fv(&cubes_color[i*3]);
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glutSolidCube(cubes_scale[i]);
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glPopMatrix();
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i++;
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}
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}
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void VoxelSystem::simulate(float deltaTime) {
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}
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@ -1,33 +0,0 @@
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//
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// Cube.h
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// interface
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//
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// Created by Philip on 12/31/12.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __interface__Cube__
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#define __interface__Cube__
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#include <glm/glm.hpp>
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#include "Util.h"
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#include "world.h"
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#include "InterfaceConfig.h"
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#include <iostream>
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class VoxelSystem {
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public:
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VoxelSystem(int num,
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glm::vec3 box);
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void simulate(float deltaTime);
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void render();
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private:
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struct Voxel {
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glm::vec3 color;
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bool hasChildren;
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Voxel * children;
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} *voxels;
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};
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#endif
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@ -219,7 +219,7 @@ void Head::render(int faceToFace, float * myLocation)
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//std::cout << distanceToCamera << "\n";
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// Don't render a head if it is really close to your location, because that is your own head!
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if ((distanceToCamera > 0.1) || faceToFace) {
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if ((distanceToCamera > 1.0) || faceToFace) {
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glEnable(GL_DEPTH_TEST);
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glPushMatrix();
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128
interface/src/VoxelSystem.cpp
Normal file
128
interface/src/VoxelSystem.cpp
Normal file
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//
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// Cube.cpp
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// interface
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//
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// Created by Philip on 12/31/12.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#include "VoxelSystem.h"
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bool onSphereShell(float radius, float scale, glm::vec3 * position) {
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float vRadius = glm::length(*position);
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return ((vRadius + scale/2.0 > radius) && (vRadius - scale/2.0 < radius));
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}
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void VoxelSystem::init() {
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root = new Voxel;
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}
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//
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// Recursively initialize the voxel tree
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//
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int VoxelSystem::initVoxels(Voxel * voxel, float scale, glm::vec3 * position) {
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glm::vec3 averageColor(0,0,0);
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int childrenCreated = 0;
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int newVoxels = 0;
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if (voxel == NULL) voxel = root;
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averageColor[0] = averageColor[1] = averageColor[2] = 0.0;
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const float RADIUS = 3.9;
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//
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// First, randomly decide whether to stop here without recursing for children
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//
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if (onSphereShell(RADIUS, scale, position) && (scale < 0.25) && (randFloat() < 0.01))
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{
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voxel->color.x = 0.1;
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voxel->color.y = 0.5 + randFloat()*0.5;
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voxel->color.z = 0.1;
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for (unsigned char i = 0; i < NUM_CHILDREN; i++) voxel->children[i] = NULL;
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return 0;
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} else {
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// Decide whether to make kids, recurse into them
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for (unsigned char i = 0; i < NUM_CHILDREN; i++) {
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if (scale > 0.01) {
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glm::vec3 shift(scale/2.0*((i&4)>>2)-scale/4.0,
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scale/2.0*((i&2)>>1)-scale/4.0,
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scale/2.0*(i&1)-scale/4.0);
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*position += shift;
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// Test to see whether the child is also on edge of sphere
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if (onSphereShell(RADIUS, scale/2.0, position)) {
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voxel->children[i] = new Voxel;
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newVoxels++;
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childrenCreated++;
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newVoxels += initVoxels(voxel->children[i], scale/2.0, position);
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averageColor += voxel->children[i]->color;
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} else voxel->children[i] = NULL;
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*position -= shift;
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} else {
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// No child made: Set pointer to null, nothing to see here.
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voxel->children[i] = NULL;
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}
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}
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if (childrenCreated > 0) {
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// If there were children created, the color of this voxel node is average of children
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averageColor *= 1.0/childrenCreated;
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voxel->color = averageColor;
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return newVoxels;
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} else {
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// Tested and didn't make any children, so choose my color as a leaf, return
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voxel->color.x = voxel->color.y = voxel->color.z = 0.5 + randFloat()*0.5;
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for (unsigned char i = 0; i < NUM_CHILDREN; i++) voxel->children[i] = NULL;
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return 0;
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}
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}
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}
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//
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// The Render Discard is the ratio of the size of the voxel to the distance from the camera
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// at which the voxel will no longer be shown. Smaller = show more detail.
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//
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const float RENDER_DISCARD = 0.04; //0.01;
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//
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// Returns the total number of voxels actually rendered
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//
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int VoxelSystem::render(Voxel * voxel, float scale, glm::vec3 * distance) {
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// If null passed in, start at root
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if (voxel == NULL) voxel = root;
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unsigned char i;
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bool renderedChildren = false;
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int vRendered = 0;
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// Recursively render children
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for (i = 0; i < NUM_CHILDREN; i++) {
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glm::vec3 shift(scale/2.0*((i&4)>>2)-scale/4.0,
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scale/2.0*((i&2)>>1)-scale/4.0,
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scale/2.0*(i&1)-scale/4.0);
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if ((voxel->children[i] != NULL) && (scale / glm::length(*distance) > RENDER_DISCARD)) {
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glTranslatef(shift.x, shift.y, shift.z);
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*distance += shift;
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vRendered += render(voxel->children[i], scale/2.0, distance);
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*distance -= shift;
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glTranslatef(-shift.x, -shift.y, -shift.z);
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renderedChildren = true;
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}
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}
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// Render this voxel if the children were not rendered
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if (!renderedChildren)
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{
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// This is the place where we need to copy this data to a VBO to make this FAST
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glColor4f(voxel->color.x, voxel->color.y, voxel->color.z, 1.0);
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glutSolidCube(scale);
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vRendered++;
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}
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return vRendered;
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}
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void VoxelSystem::simulate(float deltaTime) {
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}
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38
interface/src/VoxelSystem.h
Normal file
38
interface/src/VoxelSystem.h
Normal file
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//
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// Cube.h
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// interface
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//
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// Created by Philip on 12/31/12.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __interface__Cube__
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#define __interface__Cube__
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#include <glm/glm.hpp>
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#include "Util.h"
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#include "world.h"
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#include "InterfaceConfig.h"
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#include <iostream>
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const int NUM_CHILDREN = 8;
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struct Voxel {
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glm::vec3 color;
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Voxel * children[NUM_CHILDREN];
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};
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class VoxelSystem {
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public:
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void simulate(float deltaTime);
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int render(Voxel * voxel, float scale, glm::vec3 * distance);
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void init();
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int initVoxels(Voxel * root, float scale, glm::vec3 * position);
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void setVoxelsRendered(int v) {voxelsRendered = v;};
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int getVoxelsRendered() {return voxelsRendered;};
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Voxel * root;
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private:
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int voxelsRendered;
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};
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#endif
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@ -38,7 +38,7 @@
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#include "Texture.h"
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#include "Cloud.h"
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#include "AgentList.h"
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#include "Cube.h"
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#include "VoxelSystem.h"
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#include "Lattice.h"
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#include "Finger.h"
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#include "Oscilloscope.h"
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false // Wrap
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);
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VoxelSystem voxels(1000, box);
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VoxelSystem voxels;
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Lattice lattice(160,100);
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Finger myFinger(WIDTH, HEIGHT);
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// }
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// drawtext(10,50,0.10, 0, 1.0, 0, (char *)pingTimes.str().c_str());
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std::stringstream voxelStats;
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voxelStats << "Voxels Rendered: " << voxels.getVoxelsRendered();
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drawtext(10,70,0.10, 0, 1.0, 0, (char *)voxelStats.str().c_str());
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/*
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std::stringstream angles;
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angles << "render_yaw: " << myHead.getRenderYaw() << ", Yaw: " << myHead.getYaw();
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drawtext(10,50,0.10, 0, 1.0, 0, (char *)angles.str().c_str());
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*/
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/*
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char adc[200];
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sprintf(adc, "location = %3.1f,%3.1f,%3.1f, angle_to(origin) = %3.1f, head yaw = %3.1f, render_yaw = %3.1f",
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void init(void)
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{
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voxels.init();
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glm::vec3 position(0,0,0);
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int voxelsMade = voxels.initVoxels(NULL, 10.0, &position);
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std::cout << voxelsMade << " voxels made. \n";
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myHead.setRenderYaw(start_yaw);
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head_mouse_x = WIDTH/2;
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if (powf(measured_yaw_rate*measured_yaw_rate +
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measured_pitch_rate*measured_pitch_rate, 0.5) > MIN_MOUSE_RATE)
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{
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head_mouse_x -= measured_yaw_rate*MOUSE_SENSITIVITY;
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head_mouse_x += measured_yaw_rate*MOUSE_SENSITIVITY;
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head_mouse_y += measured_pitch_rate*MOUSE_SENSITIVITY*(float)HEIGHT/(float)WIDTH;
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}
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head_mouse_x = max(head_mouse_x, 0);
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@ -418,18 +429,18 @@ void update_pos(float frametime)
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*/
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// Update render direction (pitch/yaw) based on measured gyro rates
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const int MIN_YAW_RATE = 3000;
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const float YAW_SENSITIVITY = 0.03;
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const int MIN_PITCH_RATE = 3000;
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const int MIN_YAW_RATE = 100;
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const float YAW_SENSITIVITY = 0.08;
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const int MIN_PITCH_RATE = 100;
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const float PITCH_SENSITIVITY = 0.04;
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if (fabs(measured_yaw_rate) > MIN_YAW_RATE)
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{
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if (measured_yaw_rate > 0)
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render_yaw_rate -= (measured_yaw_rate - MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
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render_yaw_rate += (measured_yaw_rate - MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
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else
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render_yaw_rate -= (measured_yaw_rate + MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
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render_yaw_rate += (measured_yaw_rate + MIN_YAW_RATE) * YAW_SENSITIVITY * frametime;
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}
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if (fabs(measured_pitch_rate) > MIN_PITCH_RATE)
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{
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@ -549,13 +560,24 @@ void display(void)
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glRotatef(myHead.getRenderYaw(), 0, 1, 0);
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glTranslatef(location[0], location[1], location[2]);
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glColor3f(1,0,0);
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glutSolidSphere(0.25, 15, 15);
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// Draw cloud of dots
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glDisable( GL_POINT_SPRITE_ARB );
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glDisable( GL_TEXTURE_2D );
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if (!display_head) cloud.render();
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// Draw voxels
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voxels.render();
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glPushMatrix();
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glTranslatef(WORLD_SIZE/2.0, WORLD_SIZE/2.0, WORLD_SIZE/2.0);
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glm::vec3 distance(5.0 + location[0], 5.0 + location[1], 5.0 + location[2]);
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//std::cout << "length: " << glm::length(distance) << "\n";
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int voxelsRendered = voxels.render(NULL, 10.0, &distance);
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voxels.setVoxelsRendered(voxelsRendered);
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//glColor4f(0,0,1,0.5);
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//glutSolidCube(10.0);
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glPopMatrix();
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// Draw field vectors
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if (display_field) field.render();
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