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////  Cube.cpp//  interface////  Created by Philip on 12/31/12.//  Copyright (c) 2012 High Fidelity, Inc. All rights reserved.//#ifdef _WIN32#define _timeval_#define _USE_MATH_DEFINES#endif#include <cstring>#include <cmath>#include <iostream> // to load voxels from file#include <fstream> // to load voxels from file#include <SharedUtil.h>#include <PacketHeaders.h>#include <OctalCode.h>#include <pthread.h>#include "VoxelSystem.h" const int MAX_VOXELS_PER_SYSTEM = 250000; const int VERTICES_PER_VOXEL = 8;const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL;const int INDICES_PER_VOXEL = 3 * 12; float identityVertices[] = { 0, 0, 0,                            1, 0, 0,                            1, 1, 0,                            0, 1, 0,                            0, 0, 1,                            1, 0, 1,                            1, 1, 1,                            0, 1, 1 }; GLubyte identityIndices[] = { 0,1,2, 0,2,3,                              0,1,5, 0,4,5,                              0,3,7, 0,4,7,                              1,2,6, 1,5,6,                              2,3,7, 2,6,7,                              4,5,6, 4,6,7 }; VoxelSystem::VoxelSystem() {    voxelsRendered = 0;    tree = new VoxelTree();    pthread_mutex_init(&bufferWriteLock, NULL);} VoxelSystem::~VoxelSystem() {        delete[] readVerticesArray;    delete[] writeVerticesArray;    delete[] readColorsArray;    delete[] writeColorsArray;    delete tree;    pthread_mutex_destroy(&bufferWriteLock);} void VoxelSystem::setViewerHead(Head *newViewerHead) {    viewerHead = newViewerHead;} //////////////////////////////////////////////////////////////////////////////////////////// Method:      VoxelSystem::loadVoxelsFile()// Description: Loads HiFidelity encoded Voxels from a binary file. The current file//              format is a stream of single voxels with NO color data. Currently//              colors are set randomly// Complaints:  Brad :)// To Do:       Need to add color data to the file.void VoxelSystem::loadVoxelsFile(const char* fileName, bool wantColorRandomizer) {        tree->loadVoxelsFile(fileName,wantColorRandomizer);        copyWrittenDataToReadArrays();} //////////////////////////////////////////////////////////////////////////////////////////// Method:      VoxelSystem::createSphere()// Description: Creates a sphere of voxels in the local system at a given location/radius// To Do:       Move this function someplace better? I put it here because we need a//              mechanism to tell the system to redraw it's arrays after voxels are done//              being added. This is a concept mostly only understood by VoxelSystem.// Complaints:  Brad :)void VoxelSystem::createSphere(float r,float xc, float yc, float zc, float s, bool solid, bool wantColorRandomizer) {     tree->createSphere(r,xc,yc,zc,s,solid,wantColorRandomizer);    setupNewVoxelsForDrawing();} long int VoxelSystem::getVoxelsCreated() {    return tree->voxelsCreated;} long int VoxelSystem::getVoxelsCreatedRunningAverage() {    return tree->voxelsCreatedStats.getRunningAverage();} long int VoxelSystem::getVoxelsColored() {    return tree->voxelsColored;} long int VoxelSystem::getVoxelsColoredRunningAverage() {    return tree->voxelsColoredStats.getRunningAverage();} long int VoxelSystem::getVoxelsBytesRead() {    return tree->voxelsBytesRead;} long int VoxelSystem::getVoxelsBytesReadRunningAverage() {    return tree->voxelsBytesReadStats.getRunningAverage();}  void VoxelSystem::parseData(void *data, int size) {     unsigned char command = *(unsigned char*)data;    unsigned char *voxelData = (unsigned char *) data + 1;        switch(command) {        case PACKET_HEADER_VOXEL_DATA:            // ask the VoxelTree to read the bitstream into the tree            tree->readBitstreamToTree(voxelData, size - 1);        break;        case PACKET_HEADER_ERASE_VOXEL:            // ask the tree to read the "remove" bitstream            tree->processRemoveVoxelBitstream((unsigned char*)data,size);        break;        case PACKET_HEADER_Z_COMMAND:             // the Z command is a special command that allows the sender to send high level semantic            // requests, like erase all, or add sphere scene, different receivers may handle these             // messages differently            char* packetData =(char*)data;            char* command = &packetData[1]; // start of the command            int commandLength = strlen(command); // commands are null terminated strings            int totalLength = 1+commandLength+1;             printf("got Z message len(%d)= %s\n",size,command);             while (totalLength <= size) {                if (0==strcmp(command,(char*)"erase all")) {                    printf("got Z message == erase all\n");                    tree->eraseAllVoxels();                }                if (0==strcmp(command,(char*)"add scene")) {                    printf("got Z message == add scene - NOT SUPPORTED ON INTERFACE\n");                }                totalLength += commandLength+1;            }        break;    }        setupNewVoxelsForDrawing();} void VoxelSystem::setupNewVoxelsForDrawing() {    // reset the verticesEndPointer so we're writing to the beginning of the array    writeVerticesEndPointer = writeVerticesArray;    // call recursive function to populate in memory arrays    // it will return the number of voxels added    float treeRoot[3] = {0,0,0};    voxelsRendered = treeToArrays(tree->rootNode, treeRoot);        // copy the newly written data to the arrays designated for reading    copyWrittenDataToReadArrays();} void VoxelSystem::copyWrittenDataToReadArrays() {    // lock on the buffer write lock so we can't modify the data when the GPU is reading it    pthread_mutex_lock(&bufferWriteLock);    // store a pointer to the current end so it doesn't change during copy    GLfloat *endOfCurrentVerticesData = writeVerticesEndPointer;    // copy the vertices and colors    memcpy(readVerticesArray, writeVerticesArray, (endOfCurrentVerticesData - writeVerticesArray) * sizeof(GLfloat));    memcpy(readColorsArray, writeColorsArray, (endOfCurrentVerticesData - writeVerticesArray) * sizeof(GLubyte));        // set the read vertices end pointer to the correct spot so the GPU knows how much to pull    readVerticesEndPointer = readVerticesArray + (endOfCurrentVerticesData - writeVerticesArray);    pthread_mutex_unlock(&bufferWriteLock);} int VoxelSystem::treeToArrays(VoxelNode *currentNode, float nodePosition[3]) {    int voxelsAdded = 0;     float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE);    glm::vec3 viewerPosition = viewerHead->getPos();     // XXXBHG - Note: It appears as if the X and Z coordinates of Head or Agent are flip-flopped relative to the     // coords of the voxel space. This flip flop causes LOD behavior to be extremely odd. This is my temporary hack     // to fix this behavior. To disable this swap, set swapXandZ to false.    bool swapXandZ=true;    float viewerX = swapXandZ ? viewerPosition[2] : viewerPosition[0];    float viewerZ = swapXandZ ? viewerPosition[0] : viewerPosition[2];     // debugging code.    //printf("treeToArrays() halfUnitForVoxel=%f\n",halfUnitForVoxel);    //printf("treeToArrays() viewerPosition {x,y,z or [0],[1],[2]} ={%f,%f,%f}\n",    //      viewerPosition[0],viewerPosition[1],viewerPosition[2]);    //printf("treeToArrays() nodePosition   {x,y,z or [0],[1],[2]} = {%f,%f,%f}\n",    //      nodePosition[0],nodePosition[1],nodePosition[2]);    //float* vertices = firstVertexForCode(currentNode->octalCode);    //printf("treeToArrays() firstVerticesForCode(currentNode->octalCode)={x,y,z or [0],[1],[2]} = {%f,%f,%f}\n",    //      vertices[0],vertices[1],vertices[2]);    //delete []vertices;        float distanceToVoxelCenter = sqrtf(powf(viewerX - nodePosition[0] - halfUnitForVoxel, 2) +                                        powf(viewerPosition[1] - nodePosition[1] - halfUnitForVoxel, 2) +                                        powf(viewerZ - nodePosition[2] - halfUnitForVoxel, 2));     int boundaryPosition = boundaryDistanceForRenderLevel(*currentNode->octalCode + 1);    //printf("treeToArrays() distanceToVoxelCenter=%f boundaryPosition=%d\n",distanceToVoxelCenter,boundaryPosition);     bool alwaysDraw = false; // XXXBHG - temporary debug code. Flip this to true to disable LOD blurring     if (alwaysDraw || distanceToVoxelCenter < boundaryPosition) {        for (int i = 0; i < 8; i++) {            // check if there is a child here            if (currentNode->children[i] != NULL) {                                // calculate the child's position based on the parent position                float childNodePosition[3];                                for (int j = 0; j < 3; j++) {                    childNodePosition[j] = nodePosition[j];                                        if (oneAtBit(branchIndexWithDescendant(currentNode->octalCode,                                                           currentNode->children[i]->octalCode),                                 (7 - j))) {                        childNodePosition[j] -= (powf(0.5, *currentNode->children[i]->octalCode) * TREE_SCALE);                    }                }                voxelsAdded += treeToArrays(currentNode->children[i], childNodePosition);            }        }    }               // if we didn't get any voxels added then we're a leaf    // add our vertex and color information to the interleaved array    if (voxelsAdded == 0 && currentNode->color[3] == 1) {        float * startVertex = firstVertexForCode(currentNode->octalCode);        float voxelScale = 1 / powf(2, *currentNode->octalCode);                // populate the array with points for the 8 vertices        // and RGB color for each added vertex        for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {            *writeVerticesEndPointer = startVertex[j % 3] + (identityVertices[j] * voxelScale);            *(writeColorsArray + (writeVerticesEndPointer - writeVerticesArray)) = currentNode->color[j % 3];                        writeVerticesEndPointer++;        }                voxelsAdded++;               delete [] startVertex;    }     return voxelsAdded;} VoxelSystem* VoxelSystem::clone() const {    // this still needs to be implemented, will need to be used if VoxelSystem is attached to agent    return NULL;} void VoxelSystem::init() {    // prep the data structures for incoming voxel data    writeVerticesEndPointer = writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];    readVerticesEndPointer = readVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];    writeColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];    readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];     GLuint *indicesArray = new GLuint[INDICES_PER_VOXEL * MAX_VOXELS_PER_SYSTEM];        // populate the indicesArray    // this will not change given new voxels, so we can set it all up now    for (int n = 0; n < MAX_VOXELS_PER_SYSTEM; n++) {        // fill the indices array        int voxelIndexOffset = n * INDICES_PER_VOXEL;        GLuint *currentIndicesPos = indicesArray + voxelIndexOffset;        int startIndex = (n * VERTICES_PER_VOXEL);                for (int i = 0; i < INDICES_PER_VOXEL; i++) {            // add indices for this side of the cube            currentIndicesPos[i] = startIndex + identityIndices[i];        }    }        // VBO for the verticesArray    glGenBuffers(1, &vboVerticesID);    glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);    glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);        // VBO for colorsArray    glGenBuffers(1, &vboColorsID);    glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);    glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * MAX_VOXELS_PER_SYSTEM, NULL, GL_DYNAMIC_DRAW);        // VBO for the indicesArray    glGenBuffers(1, &vboIndicesID);    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);    glBufferData(GL_ELEMENT_ARRAY_BUFFER,                 INDICES_PER_VOXEL * sizeof(GLuint) * MAX_VOXELS_PER_SYSTEM,                 indicesArray, GL_STATIC_DRAW);        // delete the indices array that is no longer needed    delete[] indicesArray;} void VoxelSystem::render() {     glPushMatrix();        if (readVerticesEndPointer != readVerticesArray) {        // try to lock on the buffer write        // just avoid pulling new data if it is currently being written        if (pthread_mutex_trylock(&bufferWriteLock) == 0) {                        glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);            glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLfloat), readVerticesArray);                        glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);            glBufferSubData(GL_ARRAY_BUFFER, 0, (readVerticesEndPointer - readVerticesArray) * sizeof(GLubyte), readColorsArray);                        readVerticesEndPointer = readVerticesArray;                        pthread_mutex_unlock(&bufferWriteLock);        }    }     // tell OpenGL where to find vertex and color information    glEnableClientState(GL_VERTEX_ARRAY);    glEnableClientState(GL_COLOR_ARRAY);        glBindBuffer(GL_ARRAY_BUFFER, vboVerticesID);    glVertexPointer(3, GL_FLOAT, 0, 0);        glBindBuffer(GL_ARRAY_BUFFER, vboColorsID);    glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);       // draw the number of voxels we have    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);    glScalef(10, 10, 10);    glDrawElements(GL_TRIANGLES, 36 * voxelsRendered, GL_UNSIGNED_INT, 0);        // deactivate vertex and color arrays after drawing    glDisableClientState(GL_VERTEX_ARRAY);    glDisableClientState(GL_COLOR_ARRAY);        // bind with 0 to switch back to normal operation    glBindBuffer(GL_ARRAY_BUFFER, 0);    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);        // scale back down to 1 so heads aren't massive    glPopMatrix();} void VoxelSystem::simulate(float deltaTime) {    }