Moved all headers from 'PolyVoxCore' to 'PolyVox', as we no longer have the core/util distinction.
This commit is contained in:
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include/PolyVox/MarchingCubesSurfaceExtractor.h
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358
include/PolyVox/MarchingCubesSurfaceExtractor.h
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/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*******************************************************************************/
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#ifndef __PolyVox_SurfaceExtractor_H__
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#define __PolyVox_SurfaceExtractor_H__
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#include "Impl/MarchingCubesTables.h"
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#include "Impl/TypeDef.h"
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#include "PolyVox/Array.h"
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#include "PolyVox/BaseVolume.h" //For wrap modes... should move these?
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#include "PolyVox/Mesh.h"
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#include "PolyVox/DefaultMarchingCubesController.h"
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#include "PolyVox/Vertex.h"
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namespace PolyVox
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{
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#ifdef SWIG
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struct MarchingCubesVertex
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#else
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template<typename _DataType>
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struct POLYVOX_API MarchingCubesVertex
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#endif
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{
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typedef _DataType DataType;
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// Each component of the position is stored using 8.8 fixed-point encoding.
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Vector3DUint16 encodedPosition;
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// The normal is encoded as a 16-bit unsigned integer using the 'oct16'
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// encoding described here: http://jcgt.org/published/0003/02/01/
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uint16_t encodedNormal;
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// User data
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DataType data;
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};
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// Convienient shorthand for declaring a mesh of marching cubes vertices
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// Currently disabled because it requires GCC 4.7
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//template <typename VertexDataType, typename IndexType = DefaultIndexType>
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//using MarchingCubesMesh = Mesh< MarchingCubesVertex<VertexDataType>, IndexType >;
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/// Decodes a position from a MarchingCubesVertex
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inline Vector3DFloat decodePosition(const Vector3DUint16& encodedPosition)
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{
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Vector3DFloat result(encodedPosition.getX(), encodedPosition.getY(), encodedPosition.getZ());
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result *= (1.0f / 256.0f); // Division is compile-time constant
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return result;
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}
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inline uint16_t encodeNormal(const Vector3DFloat& normal)
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{
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// The first part of this function is based off the code in Listing 1 of http://jcgt.org/published/0003/02/01/
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// It was rewritten in C++ and is restructued for the CPU rather than the GPU.
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// Get the input components
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float vx = normal.getX();
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float vy = normal.getY();
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float vz = normal.getZ();
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// Project the sphere onto the octahedron, and then onto the xy plane
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float px = vx * (1.0f / (std::abs(vx) + std::abs(vy) + std::abs(vz)));
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float py = vy * (1.0f / (std::abs(vx) + std::abs(vy) + std::abs(vz)));
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// Reflect the folds of the lower hemisphere over the diagonals.
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if (vz <= 0.0f)
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{
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float refx = ((1.0f - std::abs(py)) * (px >= 0.0f ? +1.0f : -1.0f));
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float refy = ((1.0f - std::abs(px)) * (py >= 0.0f ? +1.0f : -1.0f));
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px = refx;
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py = refy;
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}
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// The next part was not given in the paper. We map our two
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// floats into two bytes and store them in a single uint16_t
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// Move from range [-1.0f, 1.0f] to [0.0f, 255.0f]
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px = (px + 1.0f) * 127.5f;
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py = (py + 1.0f) * 127.5f;
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// Convert to uints
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uint16_t resultX = static_cast<uint16_t>(px + 0.5f);
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uint16_t resultY = static_cast<uint16_t>(py + 0.5f);
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// Make sure only the lower bits are set. Probably
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// not necessary but we're just being careful really.
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resultX &= 0xFF;
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resultY &= 0xFF;
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// Contatenate the bytes and return the result.
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return (resultX << 8) | resultY;
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}
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inline Vector3DFloat decodeNormal(const uint16_t& encodedNormal)
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{
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// Extract the two bytes from the uint16_t.
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uint16_t ux = (encodedNormal >> 8) & 0xFF;
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uint16_t uy = (encodedNormal ) & 0xFF;
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// Convert to floats in the range [-1.0f, +1.0f].
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float ex = ux / 127.5f - 1.0f;
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float ey = uy / 127.5f - 1.0f;
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// Reconstruct the origninal vector. This is a C++ implementation
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// of Listing 2 of http://jcgt.org/published/0003/02/01/
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float vx = ex;
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float vy = ey;
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float vz = 1.0f - std::abs(ex) - std::abs(ey);
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if (vz < 0.0f)
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{
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float refX = ((1.0f - std::abs(vy)) * (vx >= 0.0f ? +1.0f : -1.0f));
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float refY = ((1.0f - std::abs(vx)) * (vy >= 0.0f ? +1.0f : -1.0f));
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vx = refX;
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vy = refY;
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}
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// Normalise and return the result.
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Vector3DFloat v(vx, vy, vz);
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v.normalise();
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return v;
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}
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/// Decodes a MarchingCubesVertex by converting it into a regular Vertex which can then be directly used for rendering.
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template<typename DataType>
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Vertex<DataType> decodeVertex(const MarchingCubesVertex<DataType>& marchingCubesVertex)
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{
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Vertex<DataType> result;
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result.position = decodePosition(marchingCubesVertex.encodedPosition);
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result.normal = decodeNormal(marchingCubesVertex.encodedNormal);
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result.data = marchingCubesVertex.data; // Data is not encoded
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return result;
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}
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/// Do not use this class directly. Use the 'extractMarchingCubesSurface' function instead (see examples).
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template< typename VolumeType, typename MeshType, typename ControllerType>
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class MarchingCubesSurfaceExtractor
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{
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public:
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MarchingCubesSurfaceExtractor(VolumeType* volData, Region region, MeshType* result, ControllerType controller, WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = typename VolumeType::VoxelType());
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void execute();
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private:
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//Compute the cell bitmask for a particular slice in z.
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template<bool isPrevZAvail>
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uint32_t computeBitmaskForSlice(const Array2DUint8& pPreviousBitmask, Array2DUint8& pCurrentBitmask);
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//Compute the cell bitmask for a given cell.
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template<bool isPrevXAvail, bool isPrevYAvail, bool isPrevZAvail>
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void computeBitmaskForCell(const Array2DUint8& pPreviousBitmask, Array2DUint8& pCurrentBitmask, uint32_t uXRegSpace, uint32_t uYRegSpace);
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//Use the cell bitmasks to generate all the vertices needed for that slice
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void generateVerticesForSlice(const Array2DUint8& pCurrentBitmask,
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Array2DInt32& m_pCurrentVertexIndicesX,
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Array2DInt32& m_pCurrentVertexIndicesY,
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Array2DInt32& m_pCurrentVertexIndicesZ);
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////////////////////////////////////////////////////////////////////////////////
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// NOTE: These two functions are in the .h file rather than the .inl due to an apparent bug in VC2010.
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//See http://stackoverflow.com/questions/1484885/strange-vc-compile-error-c2244 for details.
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////////////////////////////////////////////////////////////////////////////////
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Vector3DFloat computeCentralDifferenceGradient(const typename VolumeType::Sampler& volIter)
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{
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//FIXME - Should actually use DensityType here, both in principle and because the maths may be
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//faster (and to reduce casts). So it would be good to add a way to get DensityType from a voxel.
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//But watch out for when the DensityType is unsigned and the difference could be negative.
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float voxel1nx = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx0py0pz()));
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float voxel1px = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px0py0pz()));
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float voxel1ny = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1ny0pz()));
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float voxel1py = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1py0pz()));
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float voxel1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py1nz()));
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float voxel1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py1pz()));
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return Vector3DFloat
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(
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voxel1nx - voxel1px,
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voxel1ny - voxel1py,
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voxel1nz - voxel1pz
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);
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}
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Vector3DFloat computeSobelGradient(const typename VolumeType::Sampler& volIter)
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{
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static const int weights[3][3][3] = { { {2,3,2}, {3,6,3}, {2,3,2} }, {
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{3,6,3}, {6,0,6}, {3,6,3} }, { {2,3,2}, {3,6,3}, {2,3,2} } };
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//FIXME - Should actually use DensityType here, both in principle and because the maths may be
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//faster (and to reduce casts). So it would be good to add a way to get DensityType from a voxel.
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//But watch out for when the DensityType is unsigned and the difference could be negative.
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const float pVoxel1nx1ny1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1ny1nz()));
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const float pVoxel1nx1ny0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1ny0pz()));
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const float pVoxel1nx1ny1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1ny1pz()));
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const float pVoxel1nx0py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx0py1nz()));
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const float pVoxel1nx0py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx0py0pz()));
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const float pVoxel1nx0py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx0py1pz()));
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const float pVoxel1nx1py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1py1nz()));
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const float pVoxel1nx1py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1py0pz()));
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const float pVoxel1nx1py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1py1pz()));
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const float pVoxel0px1ny1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1ny1nz()));
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const float pVoxel0px1ny0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1ny0pz()));
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const float pVoxel0px1ny1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1ny1pz()));
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const float pVoxel0px0py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py1nz()));
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//const float pVoxel0px0py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py0pz()));
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const float pVoxel0px0py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py1pz()));
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const float pVoxel0px1py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1py1nz()));
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const float pVoxel0px1py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1py0pz()));
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const float pVoxel0px1py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1py1pz()));
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const float pVoxel1px1ny1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1ny1nz()));
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const float pVoxel1px1ny0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1ny0pz()));
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const float pVoxel1px1ny1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1ny1pz()));
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const float pVoxel1px0py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px0py1nz()));
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const float pVoxel1px0py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px0py0pz()));
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const float pVoxel1px0py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px0py1pz()));
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const float pVoxel1px1py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1py1nz()));
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const float pVoxel1px1py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1py0pz()));
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const float pVoxel1px1py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1py1pz()));
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const float xGrad(- weights[0][0][0] * pVoxel1nx1ny1nz -
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weights[1][0][0] * pVoxel1nx1ny0pz - weights[2][0][0] *
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pVoxel1nx1ny1pz - weights[0][1][0] * pVoxel1nx0py1nz -
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weights[1][1][0] * pVoxel1nx0py0pz - weights[2][1][0] *
|
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pVoxel1nx0py1pz - weights[0][2][0] * pVoxel1nx1py1nz -
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weights[1][2][0] * pVoxel1nx1py0pz - weights[2][2][0] *
|
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pVoxel1nx1py1pz + weights[0][0][2] * pVoxel1px1ny1nz +
|
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weights[1][0][2] * pVoxel1px1ny0pz + weights[2][0][2] *
|
||||
pVoxel1px1ny1pz + weights[0][1][2] * pVoxel1px0py1nz +
|
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weights[1][1][2] * pVoxel1px0py0pz + weights[2][1][2] *
|
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pVoxel1px0py1pz + weights[0][2][2] * pVoxel1px1py1nz +
|
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weights[1][2][2] * pVoxel1px1py0pz + weights[2][2][2] *
|
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pVoxel1px1py1pz);
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const float yGrad(- weights[0][0][0] * pVoxel1nx1ny1nz -
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weights[1][0][0] * pVoxel1nx1ny0pz - weights[2][0][0] *
|
||||
pVoxel1nx1ny1pz + weights[0][2][0] * pVoxel1nx1py1nz +
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weights[1][2][0] * pVoxel1nx1py0pz + weights[2][2][0] *
|
||||
pVoxel1nx1py1pz - weights[0][0][1] * pVoxel0px1ny1nz -
|
||||
weights[1][0][1] * pVoxel0px1ny0pz - weights[2][0][1] *
|
||||
pVoxel0px1ny1pz + weights[0][2][1] * pVoxel0px1py1nz +
|
||||
weights[1][2][1] * pVoxel0px1py0pz + weights[2][2][1] *
|
||||
pVoxel0px1py1pz - weights[0][0][2] * pVoxel1px1ny1nz -
|
||||
weights[1][0][2] * pVoxel1px1ny0pz - weights[2][0][2] *
|
||||
pVoxel1px1ny1pz + weights[0][2][2] * pVoxel1px1py1nz +
|
||||
weights[1][2][2] * pVoxel1px1py0pz + weights[2][2][2] *
|
||||
pVoxel1px1py1pz);
|
||||
|
||||
const float zGrad(- weights[0][0][0] * pVoxel1nx1ny1nz +
|
||||
weights[2][0][0] * pVoxel1nx1ny1pz - weights[0][1][0] *
|
||||
pVoxel1nx0py1nz + weights[2][1][0] * pVoxel1nx0py1pz -
|
||||
weights[0][2][0] * pVoxel1nx1py1nz + weights[2][2][0] *
|
||||
pVoxel1nx1py1pz - weights[0][0][1] * pVoxel0px1ny1nz +
|
||||
weights[2][0][1] * pVoxel0px1ny1pz - weights[0][1][1] *
|
||||
pVoxel0px0py1nz + weights[2][1][1] * pVoxel0px0py1pz -
|
||||
weights[0][2][1] * pVoxel0px1py1nz + weights[2][2][1] *
|
||||
pVoxel0px1py1pz - weights[0][0][2] * pVoxel1px1ny1nz +
|
||||
weights[2][0][2] * pVoxel1px1ny1pz - weights[0][1][2] *
|
||||
pVoxel1px0py1nz + weights[2][1][2] * pVoxel1px0py1pz -
|
||||
weights[0][2][2] * pVoxel1px1py1nz + weights[2][2][2] *
|
||||
pVoxel1px1py1pz);
|
||||
|
||||
//Note: The above actually give gradients going from low density to high density.
|
||||
//For our normals we want the the other way around, so we switch the components as we return them.
|
||||
return Vector3DFloat(-xGrad,-yGrad,-zGrad);
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
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||||
// End of compiler bug workaroumd.
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//Use the cell bitmasks to generate all the indices needed for that slice
|
||||
void generateIndicesForSlice(const Array2DUint8& pPreviousBitmask,
|
||||
const Array2DInt32& m_pPreviousVertexIndicesX,
|
||||
const Array2DInt32& m_pPreviousVertexIndicesY,
|
||||
const Array2DInt32& m_pPreviousVertexIndicesZ,
|
||||
const Array2DInt32& m_pCurrentVertexIndicesX,
|
||||
const Array2DInt32& m_pCurrentVertexIndicesY);
|
||||
|
||||
//The volume data and a sampler to access it.
|
||||
VolumeType* m_volData;
|
||||
typename VolumeType::Sampler m_sampVolume;
|
||||
|
||||
//Used to return the number of cells in a slice which contain triangles.
|
||||
uint32_t m_uNoOfOccupiedCells;
|
||||
|
||||
//The surface patch we are currently filling.
|
||||
MeshType* m_meshCurrent;
|
||||
|
||||
//Information about the region we are currently processing
|
||||
Region m_regSizeInVoxels;
|
||||
Region m_regSizeInCells;
|
||||
/*Region m_regSizeInVoxelsCropped;
|
||||
Region m_regSizeInVoxelsUncropped;
|
||||
Region m_regVolumeCropped;*/
|
||||
Region m_regSlicePrevious;
|
||||
Region m_regSliceCurrent;
|
||||
|
||||
//Used to convert arbitrary voxel types in densities and materials.
|
||||
ControllerType m_controller;
|
||||
|
||||
//Our threshold value
|
||||
typename ControllerType::DensityType m_tThreshold;
|
||||
};
|
||||
|
||||
// This version of the function performs the extraction into a user-provided mesh rather than allocating a mesh automatically.
|
||||
// There are a few reasons why this might be useful to more advanced users:
|
||||
//
|
||||
// 1. It leaves the user in control of memory allocation and would allow them to implement e.g. a mesh pooling system.
|
||||
// 2. The user-provided mesh could have a different index type (e.g. 16-bit indices) to reduce memory usage.
|
||||
// 3. The user could provide a custom mesh class, e.g a thin wrapper around an openGL VBO to allow direct writing into this structure.
|
||||
//
|
||||
// We don't provide a default MeshType here. If the user doesn't want to provide a MeshType then it probably makes
|
||||
// more sense to use the other variant of this function where the mesh is a return value rather than a parameter.
|
||||
//
|
||||
// Note: This function is called 'extractMarchingCubesMeshCustom' rather than 'extractMarchingCubesMesh' to avoid ambiguity when only three parameters
|
||||
// are provided (would the third parameter be a controller or a mesh?). It seems this can be fixed by using enable_if/static_assert to emulate concepts,
|
||||
// but this is relatively complex and I haven't done it yet. Could always add it later as another overload.
|
||||
template< typename VolumeType, typename MeshType, typename ControllerType = DefaultMarchingCubesController<typename VolumeType::VoxelType> >
|
||||
void extractMarchingCubesMeshCustom(VolumeType* volData, Region region, MeshType* result, ControllerType controller = ControllerType(), WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = typename VolumeType::VoxelType())
|
||||
{
|
||||
MarchingCubesSurfaceExtractor<VolumeType, MeshType, ControllerType> extractor(volData, region, result, controller, eWrapMode, tBorderValue);
|
||||
extractor.execute();
|
||||
}
|
||||
|
||||
template< typename VolumeType, typename ControllerType = DefaultMarchingCubesController<typename VolumeType::VoxelType> >
|
||||
Mesh<MarchingCubesVertex<typename VolumeType::VoxelType> > extractMarchingCubesMesh(VolumeType* volData, Region region, ControllerType controller = ControllerType(), WrapMode eWrapMode = WrapModes::Border, typename VolumeType::VoxelType tBorderValue = typename VolumeType::VoxelType())
|
||||
{
|
||||
Mesh<MarchingCubesVertex<typename VolumeType::VoxelType> > result;
|
||||
extractMarchingCubesMeshCustom<VolumeType, Mesh<MarchingCubesVertex<typename VolumeType::VoxelType>, DefaultIndexType > >(volData, region, &result, controller, eWrapMode, tBorderValue);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
#include "PolyVox/MarchingCubesSurfaceExtractor.inl"
|
||||
|
||||
#endif
|
Reference in New Issue
Block a user