Esempio n. 1
0
bool copyAndFillOperation(OctreeElement* element, void* extraData) {
    VoxelTreeElement* voxel = (VoxelTreeElement*)element;
    copyAndFillArgs* args = (copyAndFillArgs*)extraData;
    char outputMessage[128];

    args->inCount++;
    int percentDone = (100*args->inCount/args->originalCount);

    // For each leaf node...
    if (voxel->isLeaf()) {
        // create a copy of the leaf in the copy destination
        float x = voxel->getCorner().x;
        float y = voxel->getCorner().y;
        float z = voxel->getCorner().z;
        float s = voxel->getScale();
        unsigned char red = voxel->getTrueColor()[RED_INDEX];
        unsigned char green = voxel->getTrueColor()[GREEN_INDEX];
        unsigned char blue = voxel->getTrueColor()[BLUE_INDEX];
        bool destructive = true;

        args->destinationTree->createVoxel(x, y, z, s, red, green, blue, destructive);
        args->outCount++;
        
        sprintf(outputMessage,"Completed: %d%% (%lu of %lu) - Creating voxel %lu at [%f,%f,%f,%f]",
            percentDone,args->inCount,args->originalCount,args->outCount,x,y,z,s);
        printf("%s",outputMessage);
        for (int b = 0; b < strlen(outputMessage); b++) {
            printf("\b");
        }
        
        // and create same sized leafs from this leaf voxel down to zero in the destination tree
        for (float yFill = y-s; yFill >= 0.0f; yFill -= s) {
            args->destinationTree->createVoxel(x, yFill, z, s, red, green, blue, destructive);

            args->outCount++;
        
        sprintf(outputMessage,"Completed: %d%% (%lu of %lu) - Creating fill voxel %lu at [%f,%f,%f,%f]",
            percentDone,args->inCount,args->originalCount,args->outCount,x,y,z,s);
            printf("%s",outputMessage);
            for (int b = 0; b < strlen(outputMessage); b++) {
                printf("\b");
            }
        }
    }
    return true;
}
Esempio n. 2
0
VoxelDetail VoxelsScriptingInterface::getVoxelEnclosingPoint(const glm::vec3& point) {
    VoxelDetail result = { 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0 };
    if (_tree) {
        OctreeElement* element = _tree->getElementEnclosingPoint(point / (float)TREE_SCALE);
        if (element) {
            VoxelTreeElement* voxel = static_cast<VoxelTreeElement*>(element);
            result.x = voxel->getCorner().x;
            result.y = voxel->getCorner().y;
            result.z = voxel->getCorner().z;
            result.s = voxel->getScale();
            result.red = voxel->getColor()[0];
            result.green = voxel->getColor()[1];
            result.blue = voxel->getColor()[2];
        }
    }
    return result;
}
RayToVoxelIntersectionResult VoxelsScriptingInterface::findRayIntersection(const PickRay& ray) {
    RayToVoxelIntersectionResult result;
    if (_tree) {
        OctreeElement* element;
        result.intersects = _tree->findRayIntersection(ray.origin, ray.direction, element, result.distance, result.face);
        if (result.intersects) {
            VoxelTreeElement* voxel = (VoxelTreeElement*)element;
            result.voxel.x = voxel->getCorner().x;
            result.voxel.y = voxel->getCorner().y;
            result.voxel.z = voxel->getCorner().z;
            result.voxel.s = voxel->getScale();
            result.voxel.red = voxel->getColor()[0];
            result.voxel.green = voxel->getColor()[1];
            result.voxel.blue = voxel->getColor()[2];
            result.intersection = ray.origin + (ray.direction * result.distance);
        }
    }
    return result;
}
Esempio n. 4
0
VoxelDetail VoxelsScriptingInterface::getVoxelAt(float x, float y, float z, float scale) {
    // setup a VoxelDetail struct with the data
    VoxelDetail result = {0,0,0,0,0,0,0};

    if (_tree) {
        _tree->lockForRead();

        VoxelTreeElement* voxel = static_cast<VoxelTreeElement*>(_tree->getOctreeElementAt(x / (float)TREE_SCALE, y / (float)TREE_SCALE, 
                                                    z / (float)TREE_SCALE, scale / (float)TREE_SCALE));
        _tree->unlock();
        if (voxel) {
             // Note: these need to be in voxel space because the VoxelDetail -> js converter will upscale
            result.x = voxel->getCorner().x;
            result.y = voxel->getCorner().y;
            result.z = voxel->getCorner().z;
            result.s = voxel->getScale();
            result.red = voxel->getColor()[RED_INDEX];
            result.green = voxel->getColor()[GREEN_INDEX];
            result.blue = voxel->getColor()[BLUE_INDEX];
        }
    }
    return result;
}