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////  Cube.cpp//  interface////  Created by Philip on 12/31/12.//  Copyright (c) 2012 High Fidelity, Inc. All rights reserved.// #include "VoxelSystem.h" void VoxelSystem::init() {    root = new Voxel;} ////  Recursively initialize the voxel tree//int VoxelSystem::initVoxels(Voxel * voxel, float scale) {    float childColor[3], averageColor[3];    int averageCount = 0;    int newVoxels = 0;    if (voxel == NULL) voxel = root;    averageColor[0] = averageColor[1] = averageColor[2] = 0.0;    for (unsigned char i = 0; i < NUM_CHILDREN; i++) {        if ((scale > 0.01) && (randFloat() < 0.5)) {            voxel->children[i] = new Voxel;            newVoxels += initVoxels(voxel->children[i], scale/2.0);            for (int j = 0; j < 3; j++) averageColor[j] += childColor[j];            averageCount++;        }        else {            voxel->children[i] = NULL;        }    }    if (averageCount == 0) {        //  This is a leaf, so just pick a random color        voxel->color.x = voxel->color.y = voxel->color.z = randFloat();    } else {        voxel->color.x = averageColor[0]/averageCount;        voxel->color.y = averageColor[1]/averageCount;        voxel->color.z = averageColor[2]/averageCount;    }    newVoxels++;    return newVoxels;} void VoxelSystem::render(Voxel * voxel, float scale) {    if (voxel == NULL) voxel = root;    unsigned char i;    for (i = 0; i < NUM_CHILDREN; i++) {        if (voxel->children[i] != NULL) {            glTranslatef(scale/2.0*((i&4)>>2), scale/2.0*((i&2)>>1), scale/2.0*(i&1));            render(voxel->children[i], scale/2.0);            glTranslatef(-scale/2.0*((i&4)>>2), -scale/2.0*((i&2)>>1), -scale/2.0*(i&1));        }    }    glColor4f(voxel->color.x, voxel->color.y, voxel->color.z, 0.5);    glutSolidCube(scale);} void VoxelSystem::simulate(float deltaTime) {    }