From 70dfe11124db3f1e9fa637d737c1de8c1355139b Mon Sep 17 00:00:00 2001 From: Alex Date: Sun, 27 Nov 2016 02:52:25 -0600 Subject: [PATCH] Cleaned up code. Added comments. Hope they help, Jeremy. --- CMakeLists.txt | 8 ++--- source/main.cpp | 81 ++++++++++++++++--------------------------------- 2 files changed, 30 insertions(+), 59 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index a5320ca..8029128 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,10 +1,10 @@ CMAKE_MINIMUM_REQUIRED(VERSION 2.8) -project(voxelizer) +project(citygen) -file(GLOB_RECURSE HEADER_CODE ${voxelizer_SOURCE_DIR}/include/*.h) -file(GLOB_RECURSE SRC_CODE ${voxelizer_SOURCE_DIR}/source/*.cpp) +file(GLOB_RECURSE HEADER_CODE ${citygen_SOURCE_DIR}/include/*.h) +file(GLOB_RECURSE SRC_CODE ${citygen_SOURCE_DIR}/source/*.cpp) -ADD_EXECUTABLE(voxelizer ${SRC_CODE} ${HEADER_CODE}) +ADD_EXECUTABLE(citygen ${SRC_CODE} ${HEADER_CODE}) diff --git a/source/main.cpp b/source/main.cpp index 09456fd..df403bb 100644 --- a/source/main.cpp +++ b/source/main.cpp @@ -11,6 +11,7 @@ #define PI 3.14159265 +// A function to find the X and Y dimensions of the template obj void findLW(Mesh &m, double &l, double &w) { double minl, maxl, minw, maxw; @@ -37,73 +38,41 @@ void findLW(Mesh &m, double &l, double &w) w = maxw - minw; } -// Calculate translation matrices and add them to the vector of translation matrices provided. +// Calculate translation matrices and output them as a vector of Vec3s. std::vector createVec3d(int layers, double spacing, double length, double width) { std::vector *output = new std::vector(); - CompFab::Vec3 *temp = new CompFab::Vec3(-(length + spacing), -(width + spacing), 0); + double ls = length + spacing; + double ws = width + spacing; + + // Will be used later to determine the direction of the translation matrix. + // This is used to bypass needing to create a rotation matrix. + // Should consider doing so anyway to speed up process, use less memory, and add modularization. + double angle = 0.0; + + CompFab::Vec3 *temp = new CompFab::Vec3(-ls, -ws, 0); + + // Vec3 to hold our current translation matrix. CompFab::Vec3 *trans = new CompFab::Vec3(0, spacing, 0); + // cl for current layer. for(int cl = 1; cl < layers; cl++) { - *temp = CompFab::Vec3(-(length + spacing)*cl, -(width + spacing)*cl, 0); + // Constructor used to bypass needing to create a new operator override for multiplication. + // Should also consider doing so anyway to speed up process, use less memory, and add modularization. + *temp = CompFab::Vec3(-ls*cl, -ws*cl, 0); for(int c = 0; c < cl*8; c++) { - /* - double cosine = cos(((2*PI)/(cl*8))*c); - double sine = sin(((2*PI)/(cl*8))*c); - // - double xcoord = 1; - double angle = tan((2*PI)/(cl*8))*c; - double ycoord = 1; - if(cosine != 0) - { - ycoord = sine/cosine; - } - if(sine != 0) - { - xcoord = cosine/sine; - } - // - double x = cosine;//(sqrt(1 - (sine*sine)/2)); - if(x > 0) - { - x = floor(x); - } - else - { - x = ceil(x); - } - double y = sine;//(sqrt(1-(cosine*cosine)/2)); - if(y > 0) - { - y = floor(x); - } - else - { - y = ceil(x); - } - */ - *trans = CompFab::Vec3(spacing*cos(floor((c/(2*cl)))*(0.5*PI)) + length*cos(floor((c/(2*cl)))*(0.5*PI)), spacing*sin(floor((c/(2*cl)))*(0.5*PI)) + width*sin(floor((c/(2*cl)))*(0.5*PI)), 0); + angle = (c/(2*cl))*(0.5*PI); + *trans = CompFab::Vec3(ls*cos(angle), ws*sin(angle), 0); *temp = *temp + *trans; output->push_back(*temp); } } - /* - temp->push_back(CompFab::Vec3(length,0,0)); - temp->push_back(CompFab::Vec3(length,width,0)); - temp->push_back(CompFab::Vec3(0,width,0)); - temp->push_back(CompFab::Vec3(-length,width,0)); - temp->push_back(CompFab::Vec3(-length,0,0)); - temp->push_back(CompFab::Vec3(-length,-width,0)); - temp->push_back(CompFab::Vec3(0,-width,0)); - temp->push_back(CompFab::Vec3(length,-width,0)); - */ - return *output; } @@ -117,20 +86,21 @@ int main(int argc, char **argv) std::exit(1); } - // Modularize this later. + // TODO: Modularize these. + int layers = 10; double spacing = 1.0; // Create Mesh object from file, output to manipulate from template Mesh. Mesh *test = new Mesh(argv[1], false); Mesh *output = new Mesh(test->v, test->t); - int layers = 10; double l = 0, w = 0; double *length = &l, *width = &w; - // Find dimensions for the mesh. Assumes the mesh is facing upright. + // Find the X and Y dimensions for the mesh. Assumes the mesh is facing upright. findLW(*test, *length, *width); + // Calculate the translation matrices needed. std::vector d = createVec3d(layers, spacing, *length, *width); // Duplicating template, will later be replaced with a much more robust procedural generation function. @@ -143,11 +113,12 @@ int main(int argc, char **argv) } // Copying needed triangle data. - for(int n = 1; n < (2*layers - 1)*(2*layers - 1); n++) + for(int n = 1; n < pow((2*layers - 1), 2); n++) { + int offset = test->v.size()*n; for(int k = 0; k < test->t.size(); k++) { - output->t.push_back(CompFab::Vec3i(test->t[k].m_x + test->v.size()*n, test->t[k].m_y + test->v.size()*n, test->t[k].m_z + test->v.size()*n)); + output->t.push_back(CompFab::Vec3i(test->t[k].m_x +offset, test->t[k].m_y + offset, test->t[k].m_z + offset)); } }