Initial checkin of ImprovedCubicSurfaceExtractor
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library/PolyVoxCore/include/ImprovedCubicSurfaceExtractor.h
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library/PolyVoxCore/include/ImprovedCubicSurfaceExtractor.h
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/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*******************************************************************************/
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#ifndef __PolyVox_ImprovedCubicSurfaceExtractor_H__
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#define __PolyVox_ImprovedCubicSurfaceExtractor_H__
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#include "Array.h"
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#include "PolyVoxForwardDeclarations.h"
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#include "LargeVolume.h"
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#include "PolyVoxImpl/TypeDef.h"
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namespace PolyVox
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{
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struct IndexAndMaterial
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{
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int32_t iIndex : 24;
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int32_t uMaterial : 8;
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};
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enum FaceNames
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{
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PositiveX,
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PositiveY,
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PositiveZ,
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NegativeX,
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NegativeY,
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NegativeZ,
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NoOfFaces
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};
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struct Quad
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{
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uint32_t vertices[4];
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uint8_t material; //Shouldn't hard code to uint8_t type?
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};
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template< template<typename> class VolumeType, typename VoxelType>
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class ImprovedCubicSurfaceExtractor
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{
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public:
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ImprovedCubicSurfaceExtractor(VolumeType<VoxelType>* volData, Region region, SurfaceMesh<PositionMaterial>* result);
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void execute();
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int32_t addVertex(float fX, float fY, float fZ, uint8_t uMaterial, Array<3, IndexAndMaterial>& existingVertices);
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private:
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//The volume data and a sampler to access it.
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VolumeType<VoxelType>* m_volData;
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typename VolumeType<VoxelType>::Sampler m_sampVolume;
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//Information about the region we are currently processing
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Region m_regSizeInVoxels;
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//The surface patch we are currently filling.
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SurfaceMesh<PositionMaterial>* m_meshCurrent;
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//Array<4, IndexAndMaterial> m_vertices;
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Array<3, IndexAndMaterial> m_previousSliceVertices;
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Array<3, IndexAndMaterial> m_currentSliceVertices;
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Array<4, uint8_t> m_faces;
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std::vector< std::list<Quad> > m_vecNegXQuads;
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std::vector< std::list<Quad> > m_vecPosXQuads;
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std::vector< std::list<Quad> > m_vecNegYQuads;
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std::vector< std::list<Quad> > m_vecPosYQuads;
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std::vector< std::list<Quad> > m_vecNegZQuads;
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std::vector< std::list<Quad> > m_vecPosZQuads;
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//Although we try to avoid creating multiple vertices at the same location, sometimes this is unavoidable
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//if they have different materials. For example, four different materials next to each other would mean
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//four quads (though more triangles) sharing the vertex. As far as I can tell, four is the worst case scenario.
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static const uint32_t MaxQuadsSharingVertex;
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////////////////////////////////////////////////////////////////////////////////
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// Decimation
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////////////////////////////////////////////////////////////////////////////////
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/*class Triangle
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{
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uint32_t v0;
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uint32_t v1;
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uint32_t v2;
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}
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std::vector<Triangle> triangles;
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std::vector< std::vector<uint32_t> > trianglesUsingVertex;*/
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//std::vector<Quad> decimate(const std::vector<Quad>& quads);
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bool decimate(std::list<Quad>& quads);
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Quad mergeQuads(Quad q1, Quad q2);
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bool canMergeQuads(Quad q1, Quad q2);
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int32_t quadContainsVertex(const Quad& quad, uint32_t uVertexIndex);
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};
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}
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#include "ImprovedCubicSurfaceExtractor.inl"
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#endif
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