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
// will average the child colors...
void VoxelTreeElement::calculateAverageFromChildren() {
    int colorArray[4] = {0,0,0,0};
    float density = 0.0f;
    for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
        VoxelTreeElement* childAt = getChildAtIndex(i);
        if (childAt && childAt->isColored()) {
            for (int j = 0; j < 3; j++) {
                colorArray[j] += childAt->getTrueColor()[j]; // color averaging should always be based on true colors
            }
            colorArray[3]++;
        }
        if (childAt) {
            density += childAt->getDensity();
        }
    }
    density /= (float) NUMBER_OF_CHILDREN;
    //
    //  The VISIBLE_ABOVE_DENSITY sets the density of matter above which an averaged color voxel will
    //  be set.  It is an important physical constant in our universe.  A number below 0.5 will cause
    //  things to get 'fatter' at a distance, because upward averaging will make larger voxels out of
    //  less data, which is (probably) going to be preferable because it gives a sense that there is
    //  something out there to go investigate.   A number above 0.5 would cause the world to become
    //  more 'empty' at a distance.  Exactly 0.5 would match the physical world, at least for materials
    //  that are not shiny and have equivalent ambient reflectance.
    //
    const float VISIBLE_ABOVE_DENSITY = 0.10f;
    nodeColor newColor = { 0, 0, 0, 0};
    if (density > VISIBLE_ABOVE_DENSITY) {
        // The density of material in the space of the voxel sets whether it is actually colored
        for (int c = 0; c < 3; c++) {
            // set the average color value
            newColor[c] = colorArray[c] / colorArray[3];
        }
        // set the alpha to 1 to indicate that this isn't transparent
        newColor[3] = 1;
    }
    //  Set the color from the average of the child colors, and update the density
    setColor(newColor);
    setDensity(density);
}