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/README.md b/README.md index b51ffc9..eba2e03 100644 --- a/README.md +++ b/README.md @@ -3,4 +3,4 @@ A C++ engine for procedural city generation by manipulating .obj models and outputing an .obj model of a city. Use cmake file included to generate project. -Current command line arguments required: (project directory)/data/(desired .obj model to use) output.obj +Usage: [executable] [template].obj output.obj [optional: -d for debugging output] diff --git a/source/main.cpp b/source/main.cpp index 0dbe6bc..df403bb 100644 --- a/source/main.cpp +++ b/source/main.cpp @@ -7,7 +7,11 @@ #include #include "../include/CompFab.h" #include "../include/Mesh.h" +#include +#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; @@ -23,38 +27,99 @@ void findLW(Mesh &m, double &l, double &w) } if(m.v[i].m_y < minw) { - minw = m.v[i].m_x; + minw = m.v[i].m_y; } if(m.v[i].m_y > maxw) { - maxw = m.v[i].m_x; + maxw = m.v[i].m_y; } } l = maxl - minl; w = maxw - minw; } +// 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(); + + 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++) + { + // 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++) + { + angle = (c/(2*cl))*(0.5*PI); + *trans = CompFab::Vec3(ls*cos(angle), ws*sin(angle), 0); + *temp = *temp + *trans; + + output->push_back(*temp); + } + } + + return *output; +} + int main(int argc, char **argv) { - unsigned int num = 16; //number of voxels (e.g. 16x16x16) + // Error checking. if(argc < 3) { std::cout << "Usage: [executable] [template].obj output.obj [optional: -d for debugging output]" << std::endl; std::exit(1); } + + // 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); + double l = 0, w = 0; double *length = &l, *width = &w; + + // Find the X and Y dimensions for the mesh. Assumes the mesh is facing upright. findLW(*test, *length, *width); - for(int i = 0; i < test->v.size(); i++) + + // 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. + for(int i = 0; i < d.size(); i++) { - output->v.push_back(*new CompFab::Vec3(test->v[i].m_x + *length + 1, test->v[i].m_y, test->v[i].m_z)); + for(int j = 0; j < test->v.size(); j++) + { + output->v.push_back(CompFab::Vec3(test->v[j] + d[i])); + } } - for(int k = 0; k < test->t.size(); k++) + + // Copying needed triangle data. + for(int n = 1; n < pow((2*layers - 1), 2); n++) { - 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())); + 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 +offset, test->t[k].m_y + offset, test->t[k].m_z + offset)); + } } // Debugging