Moved some code from PolyVoxSceneManager to SurfaceExtractors
This commit is contained in:
parent
b42f28793f
commit
0b012cbd75
@ -5,7 +5,8 @@ SET(SRC_FILES
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source/IndexedSurfacePatch.cpp
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source/MarchingCubesTables.cpp
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source/PolyVoxSceneManager.cpp
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source/RegionGeometry.cpp
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source/RegionGeometry.cpp
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source/SurfaceExtractors.cpp
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source/SurfaceVertex.cpp
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source/Utility.cpp
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)
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@ -17,6 +18,7 @@ SET(INC_FILES
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include/BlockVolume.h
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include/BlockVolume.inl
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include/Constants.h
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include/Enums.h
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include/GradientEstimators.h
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include/GradientEstimators.inl
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include/LinearVolume.h
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@ -26,6 +28,7 @@ SET(INC_FILES
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include/PolyVoxForwardDeclarations.h
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include/PolyVoxSceneManager.h
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include/RegionGeometry.h
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include/SurfaceExtractors.h
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include/SurfaceVertex.h
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include/TypeDef.h
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include/Utility.h
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35
include/Enums.h
Normal file
35
include/Enums.h
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@ -0,0 +1,35 @@
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#pragma region License
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/******************************************************************************
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This file is part of the PolyVox library
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Copyright (C) 2006 David Williams
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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******************************************************************************/
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#pragma endregion
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#ifndef __PolyVox_Enums_H__
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#define __PolyVox_Enums_H__
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namespace PolyVox
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{
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enum NormalGenerationMethod
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{
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SIMPLE,
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CENTRAL_DIFFERENCE,
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SOBEL
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};
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}
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#endif
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@ -26,7 +26,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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namespace PolyVox
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{
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//FIXME - gradient can be expressed with ints.
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template <typename VoxelType>
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Vector3DFloat computeCentralDifferenceGradient(const VolumeIterator<VoxelType>& volIter);
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@ -22,6 +22,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#ifndef __PolyVox_ForwardDeclarations_H__
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#define __PolyVox_ForwardDeclarations_H__
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#include "Enums.h"
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#include "boost/cstdint.hpp"
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namespace PolyVox
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@ -32,13 +32,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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namespace PolyVox
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{
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enum NormalGenerationMethod
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{
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SIMPLE,
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CENTRAL_DIFFERENCE,
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SOBEL
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};
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/// Voxel scene manager
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class POLYVOX_API PolyVoxSceneManager
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{
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@ -67,8 +60,8 @@ namespace PolyVox
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//void generateLevelVolume(void);
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void generateRoughMeshDataForRegion(boost::uint16_t regionX, boost::uint16_t regionY, boost::uint16_t regionZ, IndexedSurfacePatch* singleMaterialPatch, IndexedSurfacePatch* multiMaterialPatch) const;
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void generateSmoothMeshDataForRegion(boost::uint16_t regionX, boost::uint16_t regionY, boost::uint16_t regionZ, IndexedSurfacePatch* singleMaterialPatch, IndexedSurfacePatch* multiMaterialPatch) const;
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//bool containsPoint(Vector3DFloat pos, float boundary);
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//bool containsPoint(Vector3DInt32 pos, boost::uint16_t boundary);
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@ -76,8 +69,8 @@ namespace PolyVox
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LinearVolume<bool>* volSurfaceUpToDate;
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Vector3DFloat computeNormal(const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod) const;
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Vector3DFloat computeSmoothNormal(const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod) const;
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public:
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void markVoxelChanged(boost::uint16_t x, boost::uint16_t y, boost::uint16_t z);
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40
include/SurfaceExtractors.h
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40
include/SurfaceExtractors.h
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@ -0,0 +1,40 @@
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#pragma region License
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/******************************************************************************
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This file is part of the PolyVox library
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Copyright (C) 2006 David Williams
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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******************************************************************************/
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#pragma endregion
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#ifndef __PolyVox_SurfaceExtractors_H__
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#define __PolyVox_SurfaceExtractors_H__
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#pragma region Headers
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#include "PolyVoxForwardDeclarations.h"
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#include "boost/cstdint.hpp"
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#pragma endregion
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namespace PolyVox
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{
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void generateRoughMeshDataForRegion(BlockVolume<boost::uint8_t>* volumeData, boost::uint16_t regionX, boost::uint16_t regionY, boost::uint16_t regionZ, IndexedSurfacePatch* singleMaterialPatch, IndexedSurfacePatch* multiMaterialPatch);
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Vector3DFloat computeNormal(BlockVolume<boost::uint8_t>* volumeData, const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod);
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void generateSmoothMeshDataForRegion(BlockVolume<boost::uint8_t>* volumeData, boost::uint16_t regionX, boost::uint16_t regionY, boost::uint16_t regionZ, IndexedSurfacePatch* singleMaterialPatch, IndexedSurfacePatch* multiMaterialPatch);
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Vector3DFloat computeSmoothNormal(BlockVolume<boost::uint8_t>* volumeData, const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod);
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}
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#endif
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@ -25,6 +25,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "MarchingCubesTables.h"
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#include "PolyVoxSceneManager.h"
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#include "RegionGeometry.h"
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#include "SurfaceExtractors.h"
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#include "SurfaceVertex.h"
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#include "Utility.h"
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#include "Vector.h"
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@ -82,7 +83,7 @@ namespace PolyVox
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regionGeometry.m_patchMultiMaterial = new IndexedSurfacePatch(true);
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regionGeometry.m_v3dRegionPosition = Vector3DInt32(regionX, regionY, regionZ);
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generateRoughMeshDataForRegion(regionX,regionY,regionZ, regionGeometry.m_patchSingleMaterial, regionGeometry.m_patchMultiMaterial);
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generateRoughMeshDataForRegion(volumeData, regionX,regionY,regionZ, regionGeometry.m_patchSingleMaterial, regionGeometry.m_patchMultiMaterial);
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regionGeometry.m_bContainsSingleMaterialPatch = regionGeometry.m_patchSingleMaterial->getVertices().size() > 0;
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regionGeometry.m_bContainsMultiMaterialPatch = regionGeometry.m_patchMultiMaterial->getVertices().size() > 0;
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@ -161,812 +162,6 @@ namespace PolyVox
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markRegionChanged(firstX,firstY,firstZ,lastX,lastY,lastZ);
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}
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void PolyVoxSceneManager::generateRoughMeshDataForRegion(const uint16_t regionX, const uint16_t regionY, const uint16_t regionZ, IndexedSurfacePatch* singleMaterialPatch, IndexedSurfacePatch* multiMaterialPatch) const
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{
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//First and last voxels in the region
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const uint16_t firstX = regionX * POLYVOX_REGION_SIDE_LENGTH;
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const uint16_t firstY = regionY * POLYVOX_REGION_SIDE_LENGTH;
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const uint16_t firstZ = regionZ * POLYVOX_REGION_SIDE_LENGTH;
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const uint16_t lastX = (std::min)(firstX + POLYVOX_REGION_SIDE_LENGTH-1,volumeData->getSideLength()-2);
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const uint16_t lastY = (std::min)(firstY + POLYVOX_REGION_SIDE_LENGTH-1,volumeData->getSideLength()-2);
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const uint16_t lastZ = (std::min)(firstZ + POLYVOX_REGION_SIDE_LENGTH-1,volumeData->getSideLength()-2);
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//Offset from lower block corner
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const Vector3DFloat offset(firstX,firstY,firstZ);
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Vector3DFloat vertlist[12];
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uint8_t vertMaterials[12];
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VolumeIterator<boost::uint8_t> volIter(*volumeData);
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volIter.setValidRegion(firstX,firstY,firstZ,lastX,lastY,lastZ);
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//////////////////////////////////////////////////////////////////////////
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//Get mesh data
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//////////////////////////////////////////////////////////////////////////
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//Iterate over each cell in the region
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for(volIter.setPosition(firstX,firstY,firstZ);volIter.isValidForRegion();volIter.moveForwardInRegion())
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{
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//Current position
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const uint16_t x = volIter.getPosX();
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const uint16_t y = volIter.getPosY();
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const uint16_t z = volIter.getPosZ();
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//Voxels values
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const uint8_t v000 = volIter.getVoxel();
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const uint8_t v100 = volIter.peekVoxel1px0py0pz();
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const uint8_t v010 = volIter.peekVoxel0px1py0pz();
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const uint8_t v110 = volIter.peekVoxel1px1py0pz();
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const uint8_t v001 = volIter.peekVoxel0px0py1pz();
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const uint8_t v101 = volIter.peekVoxel1px0py1pz();
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const uint8_t v011 = volIter.peekVoxel0px1py1pz();
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const uint8_t v111 = volIter.peekVoxel1px1py1pz();
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//Determine the index into the edge table which tells us which vertices are inside of the surface
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uint8_t iCubeIndex = 0;
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if (v000 == 0) iCubeIndex |= 1;
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if (v100 == 0) iCubeIndex |= 2;
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if (v110 == 0) iCubeIndex |= 4;
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if (v010 == 0) iCubeIndex |= 8;
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if (v001 == 0) iCubeIndex |= 16;
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if (v101 == 0) iCubeIndex |= 32;
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if (v111 == 0) iCubeIndex |= 64;
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if (v011 == 0) iCubeIndex |= 128;
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/* Cube is entirely in/out of the surface */
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if (edgeTable[iCubeIndex] == 0)
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{
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continue;
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}
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/* Find the vertices where the surface intersects the cube */
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if (edgeTable[iCubeIndex] & 1)
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{
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vertlist[0].setX(x + 0.5f);
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vertlist[0].setY(y);
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vertlist[0].setZ(z);
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vertMaterials[0] = v000 | v100; //Because one of these is 0, the or operation takes the max.
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}
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if (edgeTable[iCubeIndex] & 2)
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{
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vertlist[1].setX(x + 1.0f);
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vertlist[1].setY(y + 0.5f);
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vertlist[1].setZ(z);
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vertMaterials[1] = v100 | v110;
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}
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if (edgeTable[iCubeIndex] & 4)
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{
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vertlist[2].setX(x + 0.5f);
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vertlist[2].setY(y + 1.0f);
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vertlist[2].setZ(z);
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vertMaterials[2] = v010 | v110;
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}
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if (edgeTable[iCubeIndex] & 8)
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{
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vertlist[3].setX(x);
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vertlist[3].setY(y + 0.5f);
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vertlist[3].setZ(z);
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vertMaterials[3] = v000 | v010;
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}
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if (edgeTable[iCubeIndex] & 16)
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{
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vertlist[4].setX(x + 0.5f);
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vertlist[4].setY(y);
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vertlist[4].setZ(z + 1.0f);
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vertMaterials[4] = v001 | v101;
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}
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if (edgeTable[iCubeIndex] & 32)
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{
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vertlist[5].setX(x + 1.0f);
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vertlist[5].setY(y + 0.5f);
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vertlist[5].setZ(z + 1.0f);
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vertMaterials[5] = v101 | v111;
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}
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if (edgeTable[iCubeIndex] & 64)
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{
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vertlist[6].setX(x + 0.5f);
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vertlist[6].setY(y + 1.0f);
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vertlist[6].setZ(z + 1.0f);
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vertMaterials[6] = v011 | v111;
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}
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if (edgeTable[iCubeIndex] & 128)
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{
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vertlist[7].setX(x);
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vertlist[7].setY(y + 0.5f);
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vertlist[7].setZ(z + 1.0f);
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vertMaterials[7] = v001 | v011;
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}
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if (edgeTable[iCubeIndex] & 256)
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{
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vertlist[8].setX(x);
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vertlist[8].setY(y);
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vertlist[8].setZ(z + 0.5f);
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vertMaterials[8] = v000 | v001;
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}
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if (edgeTable[iCubeIndex] & 512)
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{
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vertlist[9].setX(x + 1.0f);
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vertlist[9].setY(y);
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vertlist[9].setZ(z + 0.5f);
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vertMaterials[9] = v100 | v101;
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}
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if (edgeTable[iCubeIndex] & 1024)
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{
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vertlist[10].setX(x + 1.0f);
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vertlist[10].setY(y + 1.0f);
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vertlist[10].setZ(z + 0.5f);
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vertMaterials[10] = v110 | v111;
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}
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if (edgeTable[iCubeIndex] & 2048)
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{
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vertlist[11].setX(x);
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vertlist[11].setY(y + 1.0f);
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vertlist[11].setZ(z + 0.5f);
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vertMaterials[11] = v010 | v011;
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}
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for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3)
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{
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//The three vertices forming a triangle
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const Vector3DFloat vertex0 = vertlist[triTable[iCubeIndex][i ]] - offset;
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const Vector3DFloat vertex1 = vertlist[triTable[iCubeIndex][i+1]] - offset;
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const Vector3DFloat vertex2 = vertlist[triTable[iCubeIndex][i+2]] - offset;
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//Cast to floats and divide by two.
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//const Vector3DFloat vertex0AsFloat = (static_cast<Vector3DFloat>(vertex0) / 2.0f) - offset;
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//const Vector3DFloat vertex1AsFloat = (static_cast<Vector3DFloat>(vertex1) / 2.0f) - offset;
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//const Vector3DFloat vertex2AsFloat = (static_cast<Vector3DFloat>(vertex2) / 2.0f) - offset;
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const uint8_t material0 = vertMaterials[triTable[iCubeIndex][i ]];
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const uint8_t material1 = vertMaterials[triTable[iCubeIndex][i+1]];
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const uint8_t material2 = vertMaterials[triTable[iCubeIndex][i+2]];
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//If all the materials are the same, we just need one triangle for that material with all the alphas set high.
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if((material0 == material1) && (material1 == material2))
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1f,1.0f);
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singleMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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else if(material0 == material1)
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{
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1f,1.0f);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1f,0.0f);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1f,0.0f);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1f,0.0f);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1f,1.0f);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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}
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else if(material0 == material2)
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{
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1f,0.0f);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1f,1.0f);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1f,0.0f);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1f,0.0f);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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}
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else if(material1 == material2)
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{
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1f,0.0f);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1f,1.0f);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1f,0.0f);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1f,0.0f);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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}
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else
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{
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{
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1f,0.0f);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1f,0.0f);
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multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1f,0.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1f,0.0f);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1f,0.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1f,0.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1f,1.0f);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
}
|
||||
//If there not all the same, we need one triangle for each unique material.
|
||||
//We'll also need some vertices with low alphas for blending.
|
||||
/*else
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha0(vertex0,0.0);
|
||||
SurfaceVertex surfaceVertex1Alpha0(vertex1,0.0);
|
||||
SurfaceVertex surfaceVertex2Alpha0(vertex2,0.0);
|
||||
|
||||
if(material0 == material1)
|
||||
{
|
||||
surfacePatchMapResult[material0]->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha0);
|
||||
surfacePatchMapResult[material2]->addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha0, surfaceVertex2Alpha1);
|
||||
}
|
||||
else if(material1 == material2)
|
||||
{
|
||||
surfacePatchMapResult[material1]->addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
surfacePatchMapResult[material0]->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha0, surfaceVertex2Alpha0);
|
||||
}
|
||||
else if(material2 == material0)
|
||||
{
|
||||
surfacePatchMapResult[material0]->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha0, surfaceVertex2Alpha1);
|
||||
surfacePatchMapResult[material1]->addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha1, surfaceVertex2Alpha0);
|
||||
}
|
||||
else
|
||||
{
|
||||
surfacePatchMapResult[material0]->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha0, surfaceVertex2Alpha0);
|
||||
surfacePatchMapResult[material1]->addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha1, surfaceVertex2Alpha0);
|
||||
surfacePatchMapResult[material2]->addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha0, surfaceVertex2Alpha1);
|
||||
}
|
||||
}*/
|
||||
}//For each triangle
|
||||
}//For each cell
|
||||
|
||||
//FIXME - can it happen that we have no vertices or triangles? Should exit early?
|
||||
|
||||
|
||||
//for(std::map<uint8_t, IndexedSurfacePatch*>::iterator iterPatch = surfacePatchMapResult.begin(); iterPatch != surfacePatchMapResult.end(); ++iterPatch)
|
||||
{
|
||||
|
||||
std::vector<SurfaceVertex>::iterator iterSurfaceVertex = singleMaterialPatch->getVertices().begin();
|
||||
while(iterSurfaceVertex != singleMaterialPatch->getVertices().end())
|
||||
{
|
||||
Vector3DFloat tempNormal = computeNormal(static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), CENTRAL_DIFFERENCE);
|
||||
const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
|
||||
++iterSurfaceVertex;
|
||||
}
|
||||
|
||||
iterSurfaceVertex = multiMaterialPatch->getVertices().begin();
|
||||
while(iterSurfaceVertex != multiMaterialPatch->getVertices().end())
|
||||
{
|
||||
Vector3DFloat tempNormal = computeNormal(static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), CENTRAL_DIFFERENCE);
|
||||
const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
|
||||
++iterSurfaceVertex;
|
||||
}
|
||||
|
||||
uint16_t noOfRemovedVertices = 0;
|
||||
//do
|
||||
{
|
||||
//noOfRemovedVertices = iterPatch->second.decimate();
|
||||
}
|
||||
//while(noOfRemovedVertices > 10); //We don't worry about the last few vertices - it's not worth the overhead of calling the function.
|
||||
}
|
||||
|
||||
//return singleMaterialPatch;
|
||||
}
|
||||
|
||||
void PolyVoxSceneManager::generateSmoothMeshDataForRegion(const uint16_t regionX, const uint16_t regionY, const uint16_t regionZ, IndexedSurfacePatch* singleMaterialPatch, IndexedSurfacePatch* multiMaterialPatch) const
|
||||
{
|
||||
//First and last voxels in the region
|
||||
const uint16_t firstX = regionX * POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t firstY = regionY * POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t firstZ = regionZ * POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t lastX = (std::min)(firstX + POLYVOX_REGION_SIDE_LENGTH-1,volumeData->getSideLength()-2);
|
||||
const uint16_t lastY = (std::min)(firstY + POLYVOX_REGION_SIDE_LENGTH-1,volumeData->getSideLength()-2);
|
||||
const uint16_t lastZ = (std::min)(firstZ + POLYVOX_REGION_SIDE_LENGTH-1,volumeData->getSideLength()-2);
|
||||
|
||||
//Offset from lower block corner
|
||||
const Vector3DFloat offset(firstX,firstY,firstZ);
|
||||
|
||||
Vector3DFloat vertlist[12];
|
||||
uint8_t vertMaterials[12];
|
||||
VolumeIterator<boost::uint8_t> volIter(*volumeData);
|
||||
volIter.setValidRegion(firstX,firstY,firstZ,lastX,lastY,lastZ);
|
||||
|
||||
const float threshold = 0.5f;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//Get mesh data
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//Iterate over each cell in the region
|
||||
for(volIter.setPosition(firstX,firstY,firstZ);volIter.isValidForRegion();volIter.moveForwardInRegion())
|
||||
{
|
||||
//Current position
|
||||
const uint16_t x = volIter.getPosX();
|
||||
const uint16_t y = volIter.getPosY();
|
||||
const uint16_t z = volIter.getPosZ();
|
||||
|
||||
//Voxels values
|
||||
VolumeIterator<boost::uint8_t> tempVolIter(*volumeData);
|
||||
tempVolIter.setPosition(x,y,z);
|
||||
const float v000 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x+1,y,z);
|
||||
const float v100 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x,y+1,z);
|
||||
const float v010 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x+1,y+1,z);
|
||||
const float v110 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x,y,z+1);
|
||||
const float v001 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x+1,y,z+1);
|
||||
const float v101 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x,y+1,z+1);
|
||||
const float v011 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x+1,y+1,z+1);
|
||||
const float v111 = tempVolIter.getAveragedVoxel(1);
|
||||
|
||||
//Determine the index into the edge table which tells us which vertices are inside of the surface
|
||||
uint8_t iCubeIndex = 0;
|
||||
|
||||
if (v000 < threshold) iCubeIndex |= 1;
|
||||
if (v100 < threshold) iCubeIndex |= 2;
|
||||
if (v110 < threshold) iCubeIndex |= 4;
|
||||
if (v010 < threshold) iCubeIndex |= 8;
|
||||
if (v001 < threshold) iCubeIndex |= 16;
|
||||
if (v101 < threshold) iCubeIndex |= 32;
|
||||
if (v111 < threshold) iCubeIndex |= 64;
|
||||
if (v011 < threshold) iCubeIndex |= 128;
|
||||
|
||||
/* Cube is entirely in/out of the surface */
|
||||
if (edgeTable[iCubeIndex] == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Find the vertices where the surface intersects the cube */
|
||||
if (edgeTable[iCubeIndex] & 1)
|
||||
{
|
||||
float a = v000;
|
||||
float b = v100;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[0].setX(x + val);
|
||||
vertlist[0].setY(y);
|
||||
vertlist[0].setZ(z);
|
||||
vertMaterials[0] = 1;//v000 | v100; //Because one of these is 0, the or operation takes the max.
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 2)
|
||||
{
|
||||
float a = v100;
|
||||
float b = v110;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[1].setX(x + 1.0f);
|
||||
vertlist[1].setY(y + val);
|
||||
vertlist[1].setZ(z);
|
||||
vertMaterials[1] = 1;//v100 | v110;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 4)
|
||||
{
|
||||
float a = v010;
|
||||
float b = v110;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[2].setX(x + val);
|
||||
vertlist[2].setY(y + 1.0f);
|
||||
vertlist[2].setZ(z);
|
||||
vertMaterials[2] = 1;//v010 | v110;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 8)
|
||||
{
|
||||
float a = v000;
|
||||
float b = v010;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[3].setX(x);
|
||||
vertlist[3].setY(y + val);
|
||||
vertlist[3].setZ(z);
|
||||
vertMaterials[3] = 1;//v000 | v010;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 16)
|
||||
{
|
||||
float a = v001;
|
||||
float b = v101;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[4].setX(x + val);
|
||||
vertlist[4].setY(y);
|
||||
vertlist[4].setZ(z + 1.0f);
|
||||
vertMaterials[4] = 1;//v001 | v101;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 32)
|
||||
{
|
||||
float a = v101;
|
||||
float b = v111;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[5].setX(x + 1.0f);
|
||||
vertlist[5].setY(y + val);
|
||||
vertlist[5].setZ(z + 1.0f);
|
||||
vertMaterials[5] = 1;//v101 | v111;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 64)
|
||||
{
|
||||
float a = v011;
|
||||
float b = v111;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[6].setX(x + val);
|
||||
vertlist[6].setY(y + 1.0f);
|
||||
vertlist[6].setZ(z + 1.0f);
|
||||
vertMaterials[6] = 1;//v011 | v111;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 128)
|
||||
{
|
||||
float a = v001;
|
||||
float b = v011;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[7].setX(x);
|
||||
vertlist[7].setY(y + val);
|
||||
vertlist[7].setZ(z + 1.0f);
|
||||
vertMaterials[7] = 1;//v001 | v011;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 256)
|
||||
{
|
||||
float a = v000;
|
||||
float b = v001;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[8].setX(x);
|
||||
vertlist[8].setY(y);
|
||||
vertlist[8].setZ(z + val);
|
||||
vertMaterials[8] = 1;//v000 | v001;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 512)
|
||||
{
|
||||
float a = v100;
|
||||
float b = v101;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[9].setX(x + 1.0f);
|
||||
vertlist[9].setY(y);
|
||||
vertlist[9].setZ(z + val);
|
||||
vertMaterials[9] = 1;//v100 | v101;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 1024)
|
||||
{
|
||||
float a = v110;
|
||||
float b = v111;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[10].setX(x + 1.0f);
|
||||
vertlist[10].setY(y + 1.0f);
|
||||
vertlist[10].setZ(z + val);
|
||||
vertMaterials[10] = 1;//v110 | v111;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 2048)
|
||||
{
|
||||
float a = v010;
|
||||
float b = v011;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[11].setX(x);
|
||||
vertlist[11].setY(y + 1.0f);
|
||||
vertlist[11].setZ(z + val);
|
||||
vertMaterials[11] = 1;//v010 | v011;
|
||||
}
|
||||
|
||||
for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3)
|
||||
{
|
||||
//The three vertices forming a triangle
|
||||
const Vector3DFloat vertex0 = vertlist[triTable[iCubeIndex][i ]] - offset;
|
||||
const Vector3DFloat vertex1 = vertlist[triTable[iCubeIndex][i+1]] - offset;
|
||||
const Vector3DFloat vertex2 = vertlist[triTable[iCubeIndex][i+2]] - offset;
|
||||
|
||||
const uint8_t material0 = vertMaterials[triTable[iCubeIndex][i ]];
|
||||
const uint8_t material1 = vertMaterials[triTable[iCubeIndex][i+1]];
|
||||
const uint8_t material2 = vertMaterials[triTable[iCubeIndex][i+2]];
|
||||
|
||||
//If all the materials are the same, we just need one triangle for that material with all the alphas set high.
|
||||
/*if((material0 == material1) && (material1 == material2))
|
||||
{*/
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1f,1.0f);
|
||||
singleMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
/*}
|
||||
else if(material0 == material1)
|
||||
{
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1,1.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
}
|
||||
else if(material0 == material2)
|
||||
{
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,1.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,0.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
}
|
||||
else if(material1 == material2)
|
||||
{
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,1.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,0.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1,1.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
}*/
|
||||
}//For each triangle
|
||||
}//For each cell
|
||||
|
||||
//FIXME - can it happen that we have no vertices or triangles? Should exit early?
|
||||
|
||||
|
||||
//for(std::map<uint8_t, IndexedSurfacePatch*>::iterator iterPatch = surfacePatchMapResult.begin(); iterPatch != surfacePatchMapResult.end(); ++iterPatch)
|
||||
{
|
||||
|
||||
std::vector<SurfaceVertex>::iterator iterSurfaceVertex = singleMaterialPatch->getVertices().begin();
|
||||
while(iterSurfaceVertex != singleMaterialPatch->getVertices().end())
|
||||
{
|
||||
Vector3DFloat tempNormal = computeSmoothNormal(static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), CENTRAL_DIFFERENCE);
|
||||
const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
|
||||
++iterSurfaceVertex;
|
||||
}
|
||||
|
||||
iterSurfaceVertex = multiMaterialPatch->getVertices().begin();
|
||||
while(iterSurfaceVertex != multiMaterialPatch->getVertices().end())
|
||||
{
|
||||
Vector3DFloat tempNormal = computeSmoothNormal(static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), CENTRAL_DIFFERENCE);
|
||||
const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
|
||||
++iterSurfaceVertex;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector3DFloat PolyVoxSceneManager::computeNormal(const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod) const
|
||||
{
|
||||
|
||||
|
||||
const float posX = position.x();
|
||||
const float posY = position.y();
|
||||
const float posZ = position.z();
|
||||
|
||||
const uint16_t floorX = static_cast<uint16_t>(posX);
|
||||
const uint16_t floorY = static_cast<uint16_t>(posY);
|
||||
const uint16_t floorZ = static_cast<uint16_t>(posZ);
|
||||
|
||||
//Check all corners are within the volume, allowing a boundary for gradient estimation
|
||||
bool lowerCornerInside = volumeData->containsPoint(Vector3DInt32(floorX, floorY, floorZ),1);
|
||||
bool upperCornerInside = volumeData->containsPoint(Vector3DInt32(floorX+1, floorY+1, floorZ+1),1);
|
||||
if((!lowerCornerInside) || (!upperCornerInside))
|
||||
{
|
||||
normalGenerationMethod = SIMPLE;
|
||||
}
|
||||
|
||||
Vector3DFloat result;
|
||||
|
||||
VolumeIterator<boost::uint8_t> volIter(*volumeData); //FIXME - save this somewhere - could be expensive to create?
|
||||
|
||||
|
||||
if(normalGenerationMethod == SOBEL)
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
const Vector3DFloat gradFloor = computeSobelGradient(volIter);
|
||||
if((posX - floorX) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX+1.0),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posY - floorY) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY+1.0),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posZ - floorZ) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ+1.0));
|
||||
}
|
||||
const Vector3DFloat gradCeil = computeSobelGradient(volIter);
|
||||
result = ((gradFloor + gradCeil) * -1.0);
|
||||
if(result.lengthSquared() < 0.0001)
|
||||
{
|
||||
//Operation failed - fall back on simple gradient estimation
|
||||
normalGenerationMethod = SIMPLE;
|
||||
}
|
||||
}
|
||||
if(normalGenerationMethod == CENTRAL_DIFFERENCE)
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
const Vector3DFloat gradFloor = computeCentralDifferenceGradient(volIter);
|
||||
if((posX - floorX) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX+1.0),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posY - floorY) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY+1.0),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posZ - floorZ) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ+1.0));
|
||||
}
|
||||
const Vector3DFloat gradCeil = computeCentralDifferenceGradient(volIter);
|
||||
result = ((gradFloor + gradCeil) * -1.0);
|
||||
if(result.lengthSquared() < 0.0001)
|
||||
{
|
||||
//Operation failed - fall back on simple gradient estimation
|
||||
normalGenerationMethod = SIMPLE;
|
||||
}
|
||||
}
|
||||
if(normalGenerationMethod == SIMPLE)
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
const uint8_t uFloor = volIter.getVoxel() > 0 ? 1 : 0;
|
||||
if((posX - floorX) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
uint8_t uCeil = volIter.peekVoxel1px0py0pz() > 0 ? 1 : 0;
|
||||
result = Vector3DFloat(static_cast<float>(uFloor - uCeil),0.0,0.0);
|
||||
}
|
||||
else if((posY - floorY) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
uint8_t uCeil = volIter.peekVoxel0px1py0pz() > 0 ? 1 : 0;
|
||||
result = Vector3DFloat(0.0,static_cast<float>(uFloor - uCeil),0.0);
|
||||
}
|
||||
else if((posZ - floorZ) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
uint8_t uCeil = volIter.peekVoxel0px0py1pz() > 0 ? 1 : 0;
|
||||
result = Vector3DFloat(0.0, 0.0,static_cast<float>(uFloor - uCeil));
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
Vector3DFloat PolyVoxSceneManager::computeSmoothNormal(const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod) const
|
||||
{
|
||||
|
||||
|
||||
const float posX = position.x();
|
||||
const float posY = position.y();
|
||||
const float posZ = position.z();
|
||||
|
||||
const uint16_t floorX = static_cast<uint16_t>(posX);
|
||||
const uint16_t floorY = static_cast<uint16_t>(posY);
|
||||
const uint16_t floorZ = static_cast<uint16_t>(posZ);
|
||||
|
||||
//Check all corners are within the volume, allowing a boundary for gradient estimation
|
||||
bool lowerCornerInside = volumeData->containsPoint(Vector3DInt32(floorX, floorY, floorZ),1);
|
||||
bool upperCornerInside = volumeData->containsPoint(Vector3DInt32(floorX+1, floorY+1, floorZ+1),1);
|
||||
if((!lowerCornerInside) || (!upperCornerInside))
|
||||
{
|
||||
normalGenerationMethod = SIMPLE;
|
||||
}
|
||||
|
||||
Vector3DFloat result;
|
||||
|
||||
VolumeIterator<boost::uint8_t> volIter(*volumeData); //FIXME - save this somewhere - could be expensive to create?
|
||||
|
||||
|
||||
if(normalGenerationMethod == SOBEL)
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
const Vector3DFloat gradFloor = computeSobelGradient(volIter);
|
||||
if((posX - floorX) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX+1.0),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posY - floorY) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY+1.0),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posZ - floorZ) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ+1.0));
|
||||
}
|
||||
const Vector3DFloat gradCeil = computeSobelGradient(volIter);
|
||||
result = ((gradFloor + gradCeil) * -1.0);
|
||||
if(result.lengthSquared() < 0.0001)
|
||||
{
|
||||
//Operation failed - fall back on simple gradient estimation
|
||||
normalGenerationMethod = SIMPLE;
|
||||
}
|
||||
}
|
||||
if(normalGenerationMethod == CENTRAL_DIFFERENCE)
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
const Vector3DFloat gradFloor = computeSmoothCentralDifferenceGradient(volIter);
|
||||
if((posX - floorX) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX+1.0),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posY - floorY) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY+1.0),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posZ - floorZ) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ+1.0));
|
||||
}
|
||||
const Vector3DFloat gradCeil = computeSmoothCentralDifferenceGradient(volIter);
|
||||
result = ((gradFloor + gradCeil) * -1.0);
|
||||
if(result.lengthSquared() < 0.0001)
|
||||
{
|
||||
//Operation failed - fall back on simple gradient estimation
|
||||
normalGenerationMethod = SIMPLE;
|
||||
}
|
||||
}
|
||||
if(normalGenerationMethod == SIMPLE)
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
const uint8_t uFloor = volIter.getVoxel() > 0 ? 1 : 0;
|
||||
if((posX - floorX) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
uint8_t uCeil = volIter.peekVoxel1px0py0pz() > 0 ? 1 : 0;
|
||||
result = Vector3DFloat(static_cast<float>(uFloor - uCeil),0.0,0.0);
|
||||
}
|
||||
else if((posY - floorY) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
uint8_t uCeil = volIter.peekVoxel0px1py0pz() > 0 ? 1 : 0;
|
||||
result = Vector3DFloat(0.0,static_cast<float>(uFloor - uCeil),0.0);
|
||||
}
|
||||
else if((posZ - floorZ) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
uint8_t uCeil = volIter.peekVoxel0px0py1pz() > 0 ? 1 : 0;
|
||||
result = Vector3DFloat(0.0, 0.0,static_cast<float>(uFloor - uCeil));
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void PolyVoxSceneManager::markVoxelChanged(uint16_t x, uint16_t y, uint16_t z)
|
||||
{
|
||||
//If we are not on a boundary, just mark one region.
|
||||
|
816
source/SurfaceExtractors.cpp
Normal file
816
source/SurfaceExtractors.cpp
Normal file
@ -0,0 +1,816 @@
|
||||
#include "SurfaceExtractors.h"
|
||||
|
||||
#include "BlockVolume.h"
|
||||
#include "GradientEstimators.h"
|
||||
#include "IndexedSurfacePatch.h"
|
||||
#include "MarchingCubesTables.h"
|
||||
#include "VolumeIterator.h"
|
||||
|
||||
using namespace boost;
|
||||
|
||||
namespace PolyVox
|
||||
{
|
||||
void generateRoughMeshDataForRegion(BlockVolume<uint8_t>* volumeData, uint16_t regionX, uint16_t regionY, uint16_t regionZ, IndexedSurfacePatch* singleMaterialPatch, IndexedSurfacePatch* multiMaterialPatch)
|
||||
{
|
||||
//First and last voxels in the region
|
||||
const uint16_t firstX = regionX * POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t firstY = regionY * POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t firstZ = regionZ * POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t lastX = (std::min)(firstX + POLYVOX_REGION_SIDE_LENGTH-1,volumeData->getSideLength()-2);
|
||||
const uint16_t lastY = (std::min)(firstY + POLYVOX_REGION_SIDE_LENGTH-1,volumeData->getSideLength()-2);
|
||||
const uint16_t lastZ = (std::min)(firstZ + POLYVOX_REGION_SIDE_LENGTH-1,volumeData->getSideLength()-2);
|
||||
|
||||
//Offset from lower block corner
|
||||
const Vector3DFloat offset(firstX,firstY,firstZ);
|
||||
|
||||
Vector3DFloat vertlist[12];
|
||||
uint8_t vertMaterials[12];
|
||||
VolumeIterator<boost::uint8_t> volIter(*volumeData);
|
||||
volIter.setValidRegion(firstX,firstY,firstZ,lastX,lastY,lastZ);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//Get mesh data
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//Iterate over each cell in the region
|
||||
for(volIter.setPosition(firstX,firstY,firstZ);volIter.isValidForRegion();volIter.moveForwardInRegion())
|
||||
{
|
||||
//Current position
|
||||
const uint16_t x = volIter.getPosX();
|
||||
const uint16_t y = volIter.getPosY();
|
||||
const uint16_t z = volIter.getPosZ();
|
||||
|
||||
//Voxels values
|
||||
const uint8_t v000 = volIter.getVoxel();
|
||||
const uint8_t v100 = volIter.peekVoxel1px0py0pz();
|
||||
const uint8_t v010 = volIter.peekVoxel0px1py0pz();
|
||||
const uint8_t v110 = volIter.peekVoxel1px1py0pz();
|
||||
const uint8_t v001 = volIter.peekVoxel0px0py1pz();
|
||||
const uint8_t v101 = volIter.peekVoxel1px0py1pz();
|
||||
const uint8_t v011 = volIter.peekVoxel0px1py1pz();
|
||||
const uint8_t v111 = volIter.peekVoxel1px1py1pz();
|
||||
|
||||
//Determine the index into the edge table which tells us which vertices are inside of the surface
|
||||
uint8_t iCubeIndex = 0;
|
||||
|
||||
if (v000 == 0) iCubeIndex |= 1;
|
||||
if (v100 == 0) iCubeIndex |= 2;
|
||||
if (v110 == 0) iCubeIndex |= 4;
|
||||
if (v010 == 0) iCubeIndex |= 8;
|
||||
if (v001 == 0) iCubeIndex |= 16;
|
||||
if (v101 == 0) iCubeIndex |= 32;
|
||||
if (v111 == 0) iCubeIndex |= 64;
|
||||
if (v011 == 0) iCubeIndex |= 128;
|
||||
|
||||
/* Cube is entirely in/out of the surface */
|
||||
if (edgeTable[iCubeIndex] == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Find the vertices where the surface intersects the cube */
|
||||
if (edgeTable[iCubeIndex] & 1)
|
||||
{
|
||||
vertlist[0].setX(x + 0.5f);
|
||||
vertlist[0].setY(y);
|
||||
vertlist[0].setZ(z);
|
||||
vertMaterials[0] = v000 | v100; //Because one of these is 0, the or operation takes the max.
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 2)
|
||||
{
|
||||
vertlist[1].setX(x + 1.0f);
|
||||
vertlist[1].setY(y + 0.5f);
|
||||
vertlist[1].setZ(z);
|
||||
vertMaterials[1] = v100 | v110;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 4)
|
||||
{
|
||||
vertlist[2].setX(x + 0.5f);
|
||||
vertlist[2].setY(y + 1.0f);
|
||||
vertlist[2].setZ(z);
|
||||
vertMaterials[2] = v010 | v110;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 8)
|
||||
{
|
||||
vertlist[3].setX(x);
|
||||
vertlist[3].setY(y + 0.5f);
|
||||
vertlist[3].setZ(z);
|
||||
vertMaterials[3] = v000 | v010;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 16)
|
||||
{
|
||||
vertlist[4].setX(x + 0.5f);
|
||||
vertlist[4].setY(y);
|
||||
vertlist[4].setZ(z + 1.0f);
|
||||
vertMaterials[4] = v001 | v101;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 32)
|
||||
{
|
||||
vertlist[5].setX(x + 1.0f);
|
||||
vertlist[5].setY(y + 0.5f);
|
||||
vertlist[5].setZ(z + 1.0f);
|
||||
vertMaterials[5] = v101 | v111;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 64)
|
||||
{
|
||||
vertlist[6].setX(x + 0.5f);
|
||||
vertlist[6].setY(y + 1.0f);
|
||||
vertlist[6].setZ(z + 1.0f);
|
||||
vertMaterials[6] = v011 | v111;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 128)
|
||||
{
|
||||
vertlist[7].setX(x);
|
||||
vertlist[7].setY(y + 0.5f);
|
||||
vertlist[7].setZ(z + 1.0f);
|
||||
vertMaterials[7] = v001 | v011;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 256)
|
||||
{
|
||||
vertlist[8].setX(x);
|
||||
vertlist[8].setY(y);
|
||||
vertlist[8].setZ(z + 0.5f);
|
||||
vertMaterials[8] = v000 | v001;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 512)
|
||||
{
|
||||
vertlist[9].setX(x + 1.0f);
|
||||
vertlist[9].setY(y);
|
||||
vertlist[9].setZ(z + 0.5f);
|
||||
vertMaterials[9] = v100 | v101;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 1024)
|
||||
{
|
||||
vertlist[10].setX(x + 1.0f);
|
||||
vertlist[10].setY(y + 1.0f);
|
||||
vertlist[10].setZ(z + 0.5f);
|
||||
vertMaterials[10] = v110 | v111;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 2048)
|
||||
{
|
||||
vertlist[11].setX(x);
|
||||
vertlist[11].setY(y + 1.0f);
|
||||
vertlist[11].setZ(z + 0.5f);
|
||||
vertMaterials[11] = v010 | v011;
|
||||
}
|
||||
|
||||
for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3)
|
||||
{
|
||||
//The three vertices forming a triangle
|
||||
const Vector3DFloat vertex0 = vertlist[triTable[iCubeIndex][i ]] - offset;
|
||||
const Vector3DFloat vertex1 = vertlist[triTable[iCubeIndex][i+1]] - offset;
|
||||
const Vector3DFloat vertex2 = vertlist[triTable[iCubeIndex][i+2]] - offset;
|
||||
|
||||
//Cast to floats and divide by two.
|
||||
//const Vector3DFloat vertex0AsFloat = (static_cast<Vector3DFloat>(vertex0) / 2.0f) - offset;
|
||||
//const Vector3DFloat vertex1AsFloat = (static_cast<Vector3DFloat>(vertex1) / 2.0f) - offset;
|
||||
//const Vector3DFloat vertex2AsFloat = (static_cast<Vector3DFloat>(vertex2) / 2.0f) - offset;
|
||||
|
||||
const uint8_t material0 = vertMaterials[triTable[iCubeIndex][i ]];
|
||||
const uint8_t material1 = vertMaterials[triTable[iCubeIndex][i+1]];
|
||||
const uint8_t material2 = vertMaterials[triTable[iCubeIndex][i+2]];
|
||||
|
||||
|
||||
//If all the materials are the same, we just need one triangle for that material with all the alphas set high.
|
||||
if((material0 == material1) && (material1 == material2))
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1f,1.0f);
|
||||
singleMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
else if(material0 == material1)
|
||||
{
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1f,0.0f);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1f,0.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1f,0.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1f,1.0f);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
}
|
||||
else if(material0 == material2)
|
||||
{
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1f,0.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1f,1.0f);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1f,0.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1f,0.0f);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
}
|
||||
else if(material1 == material2)
|
||||
{
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1f,0.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1f,1.0f);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1f,0.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1f,0.0f);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1f,0.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1f,0.0f);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1f,0.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1f,0.0f);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1f,0.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1f,0.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1f,1.0f);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
}
|
||||
//If there not all the same, we need one triangle for each unique material.
|
||||
//We'll also need some vertices with low alphas for blending.
|
||||
/*else
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha0(vertex0,0.0);
|
||||
SurfaceVertex surfaceVertex1Alpha0(vertex1,0.0);
|
||||
SurfaceVertex surfaceVertex2Alpha0(vertex2,0.0);
|
||||
|
||||
if(material0 == material1)
|
||||
{
|
||||
surfacePatchMapResult[material0]->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha0);
|
||||
surfacePatchMapResult[material2]->addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha0, surfaceVertex2Alpha1);
|
||||
}
|
||||
else if(material1 == material2)
|
||||
{
|
||||
surfacePatchMapResult[material1]->addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
surfacePatchMapResult[material0]->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha0, surfaceVertex2Alpha0);
|
||||
}
|
||||
else if(material2 == material0)
|
||||
{
|
||||
surfacePatchMapResult[material0]->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha0, surfaceVertex2Alpha1);
|
||||
surfacePatchMapResult[material1]->addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha1, surfaceVertex2Alpha0);
|
||||
}
|
||||
else
|
||||
{
|
||||
surfacePatchMapResult[material0]->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha0, surfaceVertex2Alpha0);
|
||||
surfacePatchMapResult[material1]->addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha1, surfaceVertex2Alpha0);
|
||||
surfacePatchMapResult[material2]->addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha0, surfaceVertex2Alpha1);
|
||||
}
|
||||
}*/
|
||||
}//For each triangle
|
||||
}//For each cell
|
||||
|
||||
//FIXME - can it happen that we have no vertices or triangles? Should exit early?
|
||||
|
||||
|
||||
//for(std::map<uint8_t, IndexedSurfacePatch*>::iterator iterPatch = surfacePatchMapResult.begin(); iterPatch != surfacePatchMapResult.end(); ++iterPatch)
|
||||
{
|
||||
|
||||
std::vector<SurfaceVertex>::iterator iterSurfaceVertex = singleMaterialPatch->getVertices().begin();
|
||||
while(iterSurfaceVertex != singleMaterialPatch->getVertices().end())
|
||||
{
|
||||
Vector3DFloat tempNormal = computeNormal(volumeData, static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), CENTRAL_DIFFERENCE);
|
||||
const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
|
||||
++iterSurfaceVertex;
|
||||
}
|
||||
|
||||
iterSurfaceVertex = multiMaterialPatch->getVertices().begin();
|
||||
while(iterSurfaceVertex != multiMaterialPatch->getVertices().end())
|
||||
{
|
||||
Vector3DFloat tempNormal = computeNormal(volumeData, static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), CENTRAL_DIFFERENCE);
|
||||
const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
|
||||
++iterSurfaceVertex;
|
||||
}
|
||||
|
||||
uint16_t noOfRemovedVertices = 0;
|
||||
//do
|
||||
{
|
||||
//noOfRemovedVertices = iterPatch->second.decimate();
|
||||
}
|
||||
//while(noOfRemovedVertices > 10); //We don't worry about the last few vertices - it's not worth the overhead of calling the function.
|
||||
}
|
||||
|
||||
//return singleMaterialPatch;
|
||||
}
|
||||
|
||||
Vector3DFloat computeNormal(BlockVolume<uint8_t>* volumeData, const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod)
|
||||
{
|
||||
const float posX = position.x();
|
||||
const float posY = position.y();
|
||||
const float posZ = position.z();
|
||||
|
||||
const uint16_t floorX = static_cast<uint16_t>(posX);
|
||||
const uint16_t floorY = static_cast<uint16_t>(posY);
|
||||
const uint16_t floorZ = static_cast<uint16_t>(posZ);
|
||||
|
||||
//Check all corners are within the volume, allowing a boundary for gradient estimation
|
||||
bool lowerCornerInside = volumeData->containsPoint(Vector3DInt32(floorX, floorY, floorZ),1);
|
||||
bool upperCornerInside = volumeData->containsPoint(Vector3DInt32(floorX+1, floorY+1, floorZ+1),1);
|
||||
if((!lowerCornerInside) || (!upperCornerInside))
|
||||
{
|
||||
normalGenerationMethod = SIMPLE;
|
||||
}
|
||||
|
||||
Vector3DFloat result;
|
||||
|
||||
VolumeIterator<boost::uint8_t> volIter(*volumeData); //FIXME - save this somewhere - could be expensive to create?
|
||||
|
||||
|
||||
if(normalGenerationMethod == SOBEL)
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
const Vector3DFloat gradFloor = computeSobelGradient(volIter);
|
||||
if((posX - floorX) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX+1.0),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posY - floorY) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY+1.0),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posZ - floorZ) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ+1.0));
|
||||
}
|
||||
const Vector3DFloat gradCeil = computeSobelGradient(volIter);
|
||||
result = ((gradFloor + gradCeil) * -1.0);
|
||||
if(result.lengthSquared() < 0.0001)
|
||||
{
|
||||
//Operation failed - fall back on simple gradient estimation
|
||||
normalGenerationMethod = SIMPLE;
|
||||
}
|
||||
}
|
||||
if(normalGenerationMethod == CENTRAL_DIFFERENCE)
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
const Vector3DFloat gradFloor = computeCentralDifferenceGradient(volIter);
|
||||
if((posX - floorX) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX+1.0),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posY - floorY) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY+1.0),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posZ - floorZ) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ+1.0));
|
||||
}
|
||||
const Vector3DFloat gradCeil = computeCentralDifferenceGradient(volIter);
|
||||
result = ((gradFloor + gradCeil) * -1.0);
|
||||
if(result.lengthSquared() < 0.0001)
|
||||
{
|
||||
//Operation failed - fall back on simple gradient estimation
|
||||
normalGenerationMethod = SIMPLE;
|
||||
}
|
||||
}
|
||||
if(normalGenerationMethod == SIMPLE)
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
const uint8_t uFloor = volIter.getVoxel() > 0 ? 1 : 0;
|
||||
if((posX - floorX) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
uint8_t uCeil = volIter.peekVoxel1px0py0pz() > 0 ? 1 : 0;
|
||||
result = Vector3DFloat(static_cast<float>(uFloor - uCeil),0.0,0.0);
|
||||
}
|
||||
else if((posY - floorY) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
uint8_t uCeil = volIter.peekVoxel0px1py0pz() > 0 ? 1 : 0;
|
||||
result = Vector3DFloat(0.0,static_cast<float>(uFloor - uCeil),0.0);
|
||||
}
|
||||
else if((posZ - floorZ) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
uint8_t uCeil = volIter.peekVoxel0px0py1pz() > 0 ? 1 : 0;
|
||||
result = Vector3DFloat(0.0, 0.0,static_cast<float>(uFloor - uCeil));
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void generateSmoothMeshDataForRegion(BlockVolume<uint8_t>* volumeData, uint16_t regionX, uint16_t regionY, uint16_t regionZ, IndexedSurfacePatch* singleMaterialPatch, IndexedSurfacePatch* multiMaterialPatch)
|
||||
{
|
||||
//First and last voxels in the region
|
||||
const uint16_t firstX = regionX * POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t firstY = regionY * POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t firstZ = regionZ * POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t lastX = (std::min)(firstX + POLYVOX_REGION_SIDE_LENGTH-1,volumeData->getSideLength()-2);
|
||||
const uint16_t lastY = (std::min)(firstY + POLYVOX_REGION_SIDE_LENGTH-1,volumeData->getSideLength()-2);
|
||||
const uint16_t lastZ = (std::min)(firstZ + POLYVOX_REGION_SIDE_LENGTH-1,volumeData->getSideLength()-2);
|
||||
|
||||
//Offset from lower block corner
|
||||
const Vector3DFloat offset(firstX,firstY,firstZ);
|
||||
|
||||
Vector3DFloat vertlist[12];
|
||||
uint8_t vertMaterials[12];
|
||||
VolumeIterator<boost::uint8_t> volIter(*volumeData);
|
||||
volIter.setValidRegion(firstX,firstY,firstZ,lastX,lastY,lastZ);
|
||||
|
||||
const float threshold = 0.5f;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//Get mesh data
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//Iterate over each cell in the region
|
||||
for(volIter.setPosition(firstX,firstY,firstZ);volIter.isValidForRegion();volIter.moveForwardInRegion())
|
||||
{
|
||||
//Current position
|
||||
const uint16_t x = volIter.getPosX();
|
||||
const uint16_t y = volIter.getPosY();
|
||||
const uint16_t z = volIter.getPosZ();
|
||||
|
||||
//Voxels values
|
||||
VolumeIterator<boost::uint8_t> tempVolIter(*volumeData);
|
||||
tempVolIter.setPosition(x,y,z);
|
||||
const float v000 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x+1,y,z);
|
||||
const float v100 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x,y+1,z);
|
||||
const float v010 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x+1,y+1,z);
|
||||
const float v110 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x,y,z+1);
|
||||
const float v001 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x+1,y,z+1);
|
||||
const float v101 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x,y+1,z+1);
|
||||
const float v011 = tempVolIter.getAveragedVoxel(1);
|
||||
tempVolIter.setPosition(x+1,y+1,z+1);
|
||||
const float v111 = tempVolIter.getAveragedVoxel(1);
|
||||
|
||||
//Determine the index into the edge table which tells us which vertices are inside of the surface
|
||||
uint8_t iCubeIndex = 0;
|
||||
|
||||
if (v000 < threshold) iCubeIndex |= 1;
|
||||
if (v100 < threshold) iCubeIndex |= 2;
|
||||
if (v110 < threshold) iCubeIndex |= 4;
|
||||
if (v010 < threshold) iCubeIndex |= 8;
|
||||
if (v001 < threshold) iCubeIndex |= 16;
|
||||
if (v101 < threshold) iCubeIndex |= 32;
|
||||
if (v111 < threshold) iCubeIndex |= 64;
|
||||
if (v011 < threshold) iCubeIndex |= 128;
|
||||
|
||||
/* Cube is entirely in/out of the surface */
|
||||
if (edgeTable[iCubeIndex] == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Find the vertices where the surface intersects the cube */
|
||||
if (edgeTable[iCubeIndex] & 1)
|
||||
{
|
||||
float a = v000;
|
||||
float b = v100;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[0].setX(x + val);
|
||||
vertlist[0].setY(y);
|
||||
vertlist[0].setZ(z);
|
||||
vertMaterials[0] = 1;//v000 | v100; //Because one of these is 0, the or operation takes the max.
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 2)
|
||||
{
|
||||
float a = v100;
|
||||
float b = v110;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[1].setX(x + 1.0f);
|
||||
vertlist[1].setY(y + val);
|
||||
vertlist[1].setZ(z);
|
||||
vertMaterials[1] = 1;//v100 | v110;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 4)
|
||||
{
|
||||
float a = v010;
|
||||
float b = v110;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[2].setX(x + val);
|
||||
vertlist[2].setY(y + 1.0f);
|
||||
vertlist[2].setZ(z);
|
||||
vertMaterials[2] = 1;//v010 | v110;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 8)
|
||||
{
|
||||
float a = v000;
|
||||
float b = v010;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[3].setX(x);
|
||||
vertlist[3].setY(y + val);
|
||||
vertlist[3].setZ(z);
|
||||
vertMaterials[3] = 1;//v000 | v010;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 16)
|
||||
{
|
||||
float a = v001;
|
||||
float b = v101;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[4].setX(x + val);
|
||||
vertlist[4].setY(y);
|
||||
vertlist[4].setZ(z + 1.0f);
|
||||
vertMaterials[4] = 1;//v001 | v101;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 32)
|
||||
{
|
||||
float a = v101;
|
||||
float b = v111;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[5].setX(x + 1.0f);
|
||||
vertlist[5].setY(y + val);
|
||||
vertlist[5].setZ(z + 1.0f);
|
||||
vertMaterials[5] = 1;//v101 | v111;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 64)
|
||||
{
|
||||
float a = v011;
|
||||
float b = v111;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[6].setX(x + val);
|
||||
vertlist[6].setY(y + 1.0f);
|
||||
vertlist[6].setZ(z + 1.0f);
|
||||
vertMaterials[6] = 1;//v011 | v111;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 128)
|
||||
{
|
||||
float a = v001;
|
||||
float b = v011;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[7].setX(x);
|
||||
vertlist[7].setY(y + val);
|
||||
vertlist[7].setZ(z + 1.0f);
|
||||
vertMaterials[7] = 1;//v001 | v011;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 256)
|
||||
{
|
||||
float a = v000;
|
||||
float b = v001;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[8].setX(x);
|
||||
vertlist[8].setY(y);
|
||||
vertlist[8].setZ(z + val);
|
||||
vertMaterials[8] = 1;//v000 | v001;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 512)
|
||||
{
|
||||
float a = v100;
|
||||
float b = v101;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[9].setX(x + 1.0f);
|
||||
vertlist[9].setY(y);
|
||||
vertlist[9].setZ(z + val);
|
||||
vertMaterials[9] = 1;//v100 | v101;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 1024)
|
||||
{
|
||||
float a = v110;
|
||||
float b = v111;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[10].setX(x + 1.0f);
|
||||
vertlist[10].setY(y + 1.0f);
|
||||
vertlist[10].setZ(z + val);
|
||||
vertMaterials[10] = 1;//v110 | v111;
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 2048)
|
||||
{
|
||||
float a = v010;
|
||||
float b = v011;
|
||||
float val = (threshold-a)/(b-a);
|
||||
vertlist[11].setX(x);
|
||||
vertlist[11].setY(y + 1.0f);
|
||||
vertlist[11].setZ(z + val);
|
||||
vertMaterials[11] = 1;//v010 | v011;
|
||||
}
|
||||
|
||||
for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3)
|
||||
{
|
||||
//The three vertices forming a triangle
|
||||
const Vector3DFloat vertex0 = vertlist[triTable[iCubeIndex][i ]] - offset;
|
||||
const Vector3DFloat vertex1 = vertlist[triTable[iCubeIndex][i+1]] - offset;
|
||||
const Vector3DFloat vertex2 = vertlist[triTable[iCubeIndex][i+2]] - offset;
|
||||
|
||||
const uint8_t material0 = vertMaterials[triTable[iCubeIndex][i ]];
|
||||
const uint8_t material1 = vertMaterials[triTable[iCubeIndex][i+1]];
|
||||
const uint8_t material2 = vertMaterials[triTable[iCubeIndex][i+2]];
|
||||
|
||||
//If all the materials are the same, we just need one triangle for that material with all the alphas set high.
|
||||
/*if((material0 == material1) && (material1 == material2))
|
||||
{*/
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1f,1.0f);
|
||||
singleMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
/*}
|
||||
else if(material0 == material1)
|
||||
{
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1,1.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
}
|
||||
else if(material0 == material2)
|
||||
{
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,1.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,0.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
}
|
||||
else if(material1 == material2)
|
||||
{
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,1.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material0 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material0 + 0.1,0.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material1 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1,1.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material1 + 0.1,0.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
|
||||
{
|
||||
SurfaceVertex surfaceVertex0Alpha1(vertex0,material2 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex1Alpha1(vertex1,material2 + 0.1,0.0);
|
||||
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1,1.0);
|
||||
multiMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
|
||||
}
|
||||
}*/
|
||||
}//For each triangle
|
||||
}//For each cell
|
||||
|
||||
//FIXME - can it happen that we have no vertices or triangles? Should exit early?
|
||||
|
||||
|
||||
//for(std::map<uint8_t, IndexedSurfacePatch*>::iterator iterPatch = surfacePatchMapResult.begin(); iterPatch != surfacePatchMapResult.end(); ++iterPatch)
|
||||
{
|
||||
|
||||
std::vector<SurfaceVertex>::iterator iterSurfaceVertex = singleMaterialPatch->getVertices().begin();
|
||||
while(iterSurfaceVertex != singleMaterialPatch->getVertices().end())
|
||||
{
|
||||
Vector3DFloat tempNormal = computeSmoothNormal(volumeData, static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), CENTRAL_DIFFERENCE);
|
||||
const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
|
||||
++iterSurfaceVertex;
|
||||
}
|
||||
|
||||
iterSurfaceVertex = multiMaterialPatch->getVertices().begin();
|
||||
while(iterSurfaceVertex != multiMaterialPatch->getVertices().end())
|
||||
{
|
||||
Vector3DFloat tempNormal = computeSmoothNormal(volumeData, static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), CENTRAL_DIFFERENCE);
|
||||
const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
|
||||
++iterSurfaceVertex;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector3DFloat computeSmoothNormal(BlockVolume<uint8_t>* volumeData, const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod)
|
||||
{
|
||||
|
||||
|
||||
const float posX = position.x();
|
||||
const float posY = position.y();
|
||||
const float posZ = position.z();
|
||||
|
||||
const uint16_t floorX = static_cast<uint16_t>(posX);
|
||||
const uint16_t floorY = static_cast<uint16_t>(posY);
|
||||
const uint16_t floorZ = static_cast<uint16_t>(posZ);
|
||||
|
||||
//Check all corners are within the volume, allowing a boundary for gradient estimation
|
||||
bool lowerCornerInside = volumeData->containsPoint(Vector3DInt32(floorX, floorY, floorZ),1);
|
||||
bool upperCornerInside = volumeData->containsPoint(Vector3DInt32(floorX+1, floorY+1, floorZ+1),1);
|
||||
if((!lowerCornerInside) || (!upperCornerInside))
|
||||
{
|
||||
normalGenerationMethod = SIMPLE;
|
||||
}
|
||||
|
||||
Vector3DFloat result;
|
||||
|
||||
VolumeIterator<boost::uint8_t> volIter(*volumeData); //FIXME - save this somewhere - could be expensive to create?
|
||||
|
||||
|
||||
if(normalGenerationMethod == SOBEL)
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
const Vector3DFloat gradFloor = computeSobelGradient(volIter);
|
||||
if((posX - floorX) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX+1.0),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posY - floorY) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY+1.0),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posZ - floorZ) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ+1.0));
|
||||
}
|
||||
const Vector3DFloat gradCeil = computeSobelGradient(volIter);
|
||||
result = ((gradFloor + gradCeil) * -1.0);
|
||||
if(result.lengthSquared() < 0.0001)
|
||||
{
|
||||
//Operation failed - fall back on simple gradient estimation
|
||||
normalGenerationMethod = SIMPLE;
|
||||
}
|
||||
}
|
||||
if(normalGenerationMethod == CENTRAL_DIFFERENCE)
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
const Vector3DFloat gradFloor = computeSmoothCentralDifferenceGradient(volIter);
|
||||
if((posX - floorX) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX+1.0),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posY - floorY) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY+1.0),static_cast<uint16_t>(posZ));
|
||||
}
|
||||
if((posZ - floorZ) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ+1.0));
|
||||
}
|
||||
const Vector3DFloat gradCeil = computeSmoothCentralDifferenceGradient(volIter);
|
||||
result = ((gradFloor + gradCeil) * -1.0);
|
||||
if(result.lengthSquared() < 0.0001)
|
||||
{
|
||||
//Operation failed - fall back on simple gradient estimation
|
||||
normalGenerationMethod = SIMPLE;
|
||||
}
|
||||
}
|
||||
if(normalGenerationMethod == SIMPLE)
|
||||
{
|
||||
volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
|
||||
const uint8_t uFloor = volIter.getVoxel() > 0 ? 1 : 0;
|
||||
if((posX - floorX) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
uint8_t uCeil = volIter.peekVoxel1px0py0pz() > 0 ? 1 : 0;
|
||||
result = Vector3DFloat(static_cast<float>(uFloor - uCeil),0.0,0.0);
|
||||
}
|
||||
else if((posY - floorY) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
uint8_t uCeil = volIter.peekVoxel0px1py0pz() > 0 ? 1 : 0;
|
||||
result = Vector3DFloat(0.0,static_cast<float>(uFloor - uCeil),0.0);
|
||||
}
|
||||
else if((posZ - floorZ) > 0.25) //The result should be 0.0 or 0.5
|
||||
{
|
||||
uint8_t uCeil = volIter.peekVoxel0px0py1pz() > 0 ? 1 : 0;
|
||||
result = Vector3DFloat(0.0, 0.0,static_cast<float>(uFloor - uCeil));
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user