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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 "Log.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;} float VoxelSystem::getVoxelsCreatedPerSecondAverage() {    return (1 / tree->voxelsCreatedStats.getEventDeltaAverage());} long int VoxelSystem::getVoxelsColored() {    return tree->voxelsColored;} float VoxelSystem::getVoxelsColoredPerSecondAverage() {    return (1 / tree->voxelsColoredStats.getEventDeltaAverage());} long int VoxelSystem::getVoxelsBytesRead() {    return tree->voxelsBytesRead;} float VoxelSystem::getVoxelsBytesReadPerSecondAverage() {    return tree->voxelsBytesReadStats.getAverageSampleValuePerSecond();}  void VoxelSystem::parseData(unsigned char* sourceBuffer, int numBytes) {     unsigned char command = *sourceBuffer;    unsigned char *voxelData = sourceBuffer + 1;        switch(command) {        case PACKET_HEADER_VOXEL_DATA:            // ask the VoxelTree to read the bitstream into the tree            tree->readBitstreamToTree(voxelData, numBytes - 1);        break;        case PACKET_HEADER_ERASE_VOXEL:            // ask the tree to read the "remove" bitstream            tree->processRemoveVoxelBitstream(sourceBuffer, numBytes);        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 *)sourceBuffer;            char* command = &packetData[1]; // start of the command            int commandLength = strlen(command); // commands are null terminated strings            int totalLength = 1+commandLength+1;             printLog("got Z message len(%d)= %s\n", numBytes, command);             while (totalLength <= numBytes) {                if (0==strcmp(command,(char*)"erase all")) {                    printLog("got Z message == erase all\n");                    tree->eraseAllVoxels();                }                if (0==strcmp(command,(char*)"add scene")) {                    printLog("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    glm::vec3 treeRoot = glm::vec3(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, const glm::vec3&  nodePosition) {    int voxelsAdded = 0;     float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE);    glm::vec3 viewerPosition = viewerHead->getBodyPosition();     // debug LOD code    glm::vec3 debugNodePosition;    copyFirstVertexForCode(currentNode->octalCode,(float*)&debugNodePosition);     //printf("-----------------\n");    //printf("halfUnitForVoxel=%f\n",halfUnitForVoxel);    //printf("viewer.x=%f y=%f z=%f \n", viewerPosition.x, viewerPosition.y, viewerPosition.z);    //printf("node.x=%f y=%f z=%f \n", nodePosition[0], nodePosition[1], nodePosition[2]);    //printf("debugNodePosition.x=%f y=%f z=%f \n", debugNodePosition[0], debugNodePosition[1], debugNodePosition[2]);     float distanceToVoxelCenter = sqrtf(powf(viewerPosition.x - nodePosition[0] - halfUnitForVoxel, 2) +                                        powf(viewerPosition.y - nodePosition[1] - halfUnitForVoxel, 2) +                                        powf(viewerPosition.z - nodePosition[2] - halfUnitForVoxel, 2));     int renderLevel = *currentNode->octalCode + 1;    int boundaryPosition = boundaryDistanceForRenderLevel(renderLevel);    //printLog("treeToArrays() renderLevel=%d distanceToVoxelCenter=%f boundaryPosition=%d\n",    //    renderLevel,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) {                                glm::vec3 childNodePosition;                copyFirstVertexForCode(currentNode->children[i]->octalCode,(float*)&childNodePosition);                childNodePosition *= (float)TREE_SCALE; // scale it up                                /**** disabled ************************************************************************************************                // Note: Stephen, I intentionally left this in so you would talk to me about it. Here's the deal, this code                // doesn't seem to work correctly. It returns X and Z flipped and the values are negative. Since we use the                // firstVertexForCode() function below to calculate the child vertex and that DOES work, I've decided to use                // that function to calculate our position for LOD handling.                //                // calculate the child's position based on the parent position                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);                    }                }                **** disabled ************************************************************************************************/                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->isColored()) {        float startVertex[3];        copyFirstVertexForCode(currentNode->octalCode,(float*)&startVertex);        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->getColor()[j % 3];                        writeVerticesEndPointer++;        }        voxelsAdded++;    }     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) {    } int VoxelSystem::_nodeCount = 0; bool VoxelSystem::randomColorOperation(VoxelNode* node, bool down, void* extraData) {     // we do our operations on the way up!    if (down) {        return true;    }        _nodeCount++;    if (node->isColored()) {        nodeColor newColor = { 0,0,0,1 };        newColor[0] = randomColorValue(150);        newColor[1] = randomColorValue(150);        newColor[1] = randomColorValue(150);         //printf("randomize color node %d was %x,%x,%x NOW %x,%x,%x\n",        //      _nodeCount,node->getTrueColor()[0],node->getTrueColor()[1],node->getTrueColor()[2],        //      newColor[0],newColor[1],newColor[2]);        node->setColor(newColor);    } else {        //printf("not randomizing color node of %d since it has no color\n",_nodeCount);    }    return true;} void VoxelSystem::randomizeVoxelColors() {    _nodeCount = 0;    tree->recurseTreeWithOperation(randomColorOperation);    printf("setting randomized true color for %d nodes\n",_nodeCount);    setupNewVoxelsForDrawing();} bool VoxelSystem::falseColorizeRandomOperation(VoxelNode* node, bool down, void* extraData) {     // we do our operations on the way up!    if (down) {        return true;    }        _nodeCount++;        // always false colorize    unsigned char newR = randomColorValue(150);    unsigned char newG = randomColorValue(150);    unsigned char newB = randomColorValue(150);     printf("randomize FALSE color node %d was %x,%x,%x NOW %x,%x,%x\n",          _nodeCount,node->getTrueColor()[0],node->getTrueColor()[1],node->getTrueColor()[2],          newR,newG,newB);    node->setFalseColor(newR,newG,newB);     return true; // keep going!} void VoxelSystem::falseColorizeRandom() {    _nodeCount = 0;    tree->recurseTreeWithOperation(falseColorizeRandomOperation);    printf("setting randomized false color for %d nodes\n",_nodeCount);    setupNewVoxelsForDrawing();} bool VoxelSystem::trueColorizeOperation(VoxelNode* node, bool down, void* extraData) {     // we do our operations on the way up!    if (down) {        return true;    }        _nodeCount++;    node->setFalseColored(false);    //printf("setting true color for node %d\n",_nodeCount);    return true;} void VoxelSystem::trueColorize() {    _nodeCount = 0;    tree->recurseTreeWithOperation(trueColorizeOperation);    printf("setting true color for %d nodes\n",_nodeCount);    setupNewVoxelsForDrawing();} // Will false colorize voxels that are not in viewbool VoxelSystem::falseColorizeInViewOperation(VoxelNode* node, bool down, void* extraData) {     // we do our operations on the way up!    if (down) {        return true;    }        ViewFrustum* viewFrustum = (ViewFrustum*) extraData;        _nodeCount++;        // only do this for truely colored voxels...    if (node->isColored()) {        // first calculate the AAbox for the voxel        AABox voxelBox;        node->getAABox(voxelBox);            voxelBox.scale(TREE_SCALE);            printf("voxelBox corner=(%f,%f,%f) x=%f y=%f z=%f\n",            voxelBox.corner.x, voxelBox.corner.y, voxelBox.corner.z,            voxelBox.x, voxelBox.y, voxelBox.z);            // If the voxel is outside of the view frustum, then false color it red        if (ViewFrustum::OUTSIDE == viewFrustum->pointInFrustum(voxelBox.corner)) {            // Out of view voxels are colored RED            unsigned char newR = 255;            unsigned char newG = 0;            unsigned char newB = 0;             //printf("voxel OUTSIDE view - FALSE colorizing node %d TRUE color is %x,%x,%x  \n",            //     _nodeCount,node->getTrueColor()[0],node->getTrueColor()[1],node->getTrueColor()[2]);            node->setFalseColor(newR,newG,newB);        } else {            printf("voxel NOT OUTSIDE view\n");        }    } else {        printf("voxel not colored, don't consider it\n");    }        return true; // keep going!} void VoxelSystem::falseColorizeInView(ViewFrustum* viewFrustum) {    _nodeCount = 0;    tree->recurseTreeWithOperation(falseColorizeInViewOperation,(void*)viewFrustum);    printf("setting in view false color for %d nodes\n",_nodeCount);    setupNewVoxelsForDrawing();} // Will false colorize voxels based on distance from viewbool VoxelSystem::falseColorizeDistanceFromViewOperation(VoxelNode* node, bool down, void* extraData) {     //printf("falseColorizeDistanceFromViewOperation() down=%s\n",(down ? "TRUE" : "FALSE"));     // we do our operations on the way up!    if (down) {

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