commit
ef4b170a26
3 changed files with 77 additions and 12 deletions
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@ -1,10 +1,10 @@
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CMAKE_MINIMUM_REQUIRED(VERSION 2.8)
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project(voxelizer)
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project(citygen)
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file(GLOB_RECURSE HEADER_CODE ${voxelizer_SOURCE_DIR}/include/*.h)
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file(GLOB_RECURSE SRC_CODE ${voxelizer_SOURCE_DIR}/source/*.cpp)
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file(GLOB_RECURSE HEADER_CODE ${citygen_SOURCE_DIR}/include/*.h)
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file(GLOB_RECURSE SRC_CODE ${citygen_SOURCE_DIR}/source/*.cpp)
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ADD_EXECUTABLE(voxelizer ${SRC_CODE} ${HEADER_CODE})
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ADD_EXECUTABLE(citygen ${SRC_CODE} ${HEADER_CODE})
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@ -3,4 +3,4 @@
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A C++ engine for procedural city generation by manipulating .obj models and outputing an .obj model of a city.
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Use cmake file included to generate project.
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Current command line arguments required: (project directory)/data/(desired .obj model to use) output.obj
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Usage: [executable] [template].obj output.obj [optional: -d for debugging output]
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@ -7,7 +7,11 @@
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#include <vector>
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#include "../include/CompFab.h"
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#include "../include/Mesh.h"
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#include <math.h>
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#define PI 3.14159265
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// A function to find the X and Y dimensions of the template obj
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void findLW(Mesh &m, double &l, double &w)
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{
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double minl, maxl, minw, maxw;
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@ -23,38 +27,99 @@ void findLW(Mesh &m, double &l, double &w)
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}
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if(m.v[i].m_y < minw)
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{
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minw = m.v[i].m_x;
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minw = m.v[i].m_y;
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}
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if(m.v[i].m_y > maxw)
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{
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maxw = m.v[i].m_x;
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maxw = m.v[i].m_y;
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}
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}
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l = maxl - minl;
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w = maxw - minw;
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}
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// Calculate translation matrices and output them as a vector of Vec3s.
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std::vector<CompFab::Vec3> createVec3d(int layers, double spacing, double length, double width)
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{
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std::vector<CompFab::Vec3> *output = new std::vector<CompFab::Vec3>();
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double ls = length + spacing;
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double ws = width + spacing;
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// Will be used later to determine the direction of the translation matrix.
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// This is used to bypass needing to create a rotation matrix.
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// Should consider doing so anyway to speed up process, use less memory, and add modularization.
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double angle = 0.0;
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CompFab::Vec3 *temp = new CompFab::Vec3(-ls, -ws, 0);
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// Vec3 to hold our current translation matrix.
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CompFab::Vec3 *trans = new CompFab::Vec3(0, spacing, 0);
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// cl for current layer.
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for(int cl = 1; cl < layers; cl++)
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{
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// Constructor used to bypass needing to create a new operator override for multiplication.
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// Should also consider doing so anyway to speed up process, use less memory, and add modularization.
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*temp = CompFab::Vec3(-ls*cl, -ws*cl, 0);
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for(int c = 0; c < cl*8; c++)
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{
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angle = (c/(2*cl))*(0.5*PI);
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*trans = CompFab::Vec3(ls*cos(angle), ws*sin(angle), 0);
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*temp = *temp + *trans;
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output->push_back(*temp);
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}
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}
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return *output;
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}
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int main(int argc, char **argv)
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{
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unsigned int num = 16; //number of voxels (e.g. 16x16x16)
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// Error checking.
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if(argc < 3)
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{
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std::cout << "Usage: [executable] [template].obj output.obj [optional: -d for debugging output]" << std::endl;
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std::exit(1);
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}
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// TODO: Modularize these.
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int layers = 10;
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double spacing = 1.0;
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// Create Mesh object from file, output to manipulate from template Mesh.
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Mesh *test = new Mesh(argv[1], false);
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Mesh *output = new Mesh(test->v, test->t);
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double l = 0, w = 0;
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double *length = &l, *width = &w;
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// Find the X and Y dimensions for the mesh. Assumes the mesh is facing upright.
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findLW(*test, *length, *width);
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for(int i = 0; i < test->v.size(); i++)
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// Calculate the translation matrices needed.
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std::vector<CompFab::Vec3> d = createVec3d(layers, spacing, *length, *width);
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// Duplicating template, will later be replaced with a much more robust procedural generation function.
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for(int i = 0; i < d.size(); i++)
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{
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output->v.push_back(*new CompFab::Vec3(test->v[i].m_x + *length + 1, test->v[i].m_y, test->v[i].m_z));
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for(int j = 0; j < test->v.size(); j++)
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{
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output->v.push_back(CompFab::Vec3(test->v[j] + d[i]));
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}
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}
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for(int k = 0; k < test->t.size(); k++)
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// Copying needed triangle data.
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for(int n = 1; n < pow((2*layers - 1), 2); n++)
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{
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output->t.push_back(*new CompFab::Vec3i(test->t[k].m_x + test->v.size(), test->t[k].m_y + test->v.size(), test->t[k].m_z + test->v.size()));
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int offset = test->v.size()*n;
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for(int k = 0; k < test->t.size(); k++)
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{
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output->t.push_back(CompFab::Vec3i(test->t[k].m_x +offset, test->t[k].m_y + offset, test->t[k].m_z + offset));
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}
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}
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// Debugging
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Reference in a new issue