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 _____ _____    _    __  __    ____ ___ _____ ___ ____ ___ _  _______ 
|_   _| ____|  / \  |  \/  |  / ___|_ _|_   _|_ _| __ )_ _| |/ / ____|
  | | |  _|   / _ \ | |\/| | | |    | |  | |  | ||  _ \| || ' /|  _|  
  | | | |___ / ___ \| |  | | | |___ | |  | |  | || |_) | || . \| |___ 
  |_| |_____/_/   \_\_|  |_|  \____|___| |_| |___|____/___|_|\_\_____| README :)


HOW TO USE: 
1. In SceneviewScene.cpp, change the path to the texture image to the absolute path to the image on 
Your computer.
2. Run the application (you might have to clean/run qmake – sometimes we have to)
3. To see the 2D road diagram, click the 2D tab, and then click the canvas
4. To see the 3D map, open the final.xml file in the repo
5. To use orbiting camera:
	- Increase FOV to ~50
	- Scroll out a ton until you see everything
6. To use cam trans camera:
	- Increase FOV to ~150 (this will distort things for now)
	- Increase far cutoff point to ~50
	- Translate z out, then decrease FOV a bit. Repeat until the buildings do not look distorted.

THINGS WE WOULD IMPROVE IF WE HAD TIME
Because our shapes are so large, the cameras we use in the class struggle to handle it, thus
We must zoom out a lot in order to see the shapes. We would work on making the cameras easier to maneuver and make the movement smoother (we have a ton of tessellated triangles).

REFERENCES
We could not have implemented this project without referencing some pseudocode/code for complex algorithms.
- We used Fortune's Sweepline Algorithm for generating Voronoi Diagrams. We referenced
this GitHub user's implementation: https://github.com/dkotsur/FortuneAlgo
- For drawing lines in 2D, we use Bresenham's algorithm
- For Perlin Noise, we referenced Ken Perlin's original Java implementation

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