diff --git a/library/PolyVoxCore/include/PolyVoxCore/CubicSurfaceExtractor.h b/library/PolyVoxCore/include/PolyVoxCore/CubicSurfaceExtractor.h index 7d21e34b..ab3f51bd 100644 --- a/library/PolyVoxCore/include/PolyVoxCore/CubicSurfaceExtractor.h +++ b/library/PolyVoxCore/include/PolyVoxCore/CubicSurfaceExtractor.h @@ -107,7 +107,8 @@ namespace PolyVox }; public: - CubicSurfaceExtractor(VolumeType* volData, Region region, SurfaceMesh* result, bool bMergeQuads = true, IsQuadNeeded isQuadNeeded = IsQuadNeeded()); + CubicSurfaceExtractor(VolumeType* volData, Region region, SurfaceMesh* result, bool bMergeQuads = true, IsQuadNeeded isQuadNeeded = IsQuadNeeded()); + void execute(); diff --git a/library/PolyVoxCore/include/PolyVoxCore/CubicSurfaceExtractorWithNormals.inl b/library/PolyVoxCore/include/PolyVoxCore/CubicSurfaceExtractorWithNormals.inl index ef7183f9..e3c5ca34 100644 --- a/library/PolyVoxCore/include/PolyVoxCore/CubicSurfaceExtractorWithNormals.inl +++ b/library/PolyVoxCore/include/PolyVoxCore/CubicSurfaceExtractorWithNormals.inl @@ -49,24 +49,24 @@ namespace PolyVox float regY = static_cast(y - m_regSizeInVoxels.getLowerCorner().getY()); float regZ = static_cast(z - m_regSizeInVoxels.getLowerCorner().getZ()); - uint32_t material = 0.0f; + uint32_t material = 0; if(m_funcIsQuadNeededCallback(m_volData->getVoxelAt(x,y,z), m_volData->getVoxelAt(x+1,y,z), material)) { - uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ - 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), material)); - uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), material)); - uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), material)); - uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), material)); + uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ - 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), static_cast(material))); + uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), static_cast(material))); + uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), static_cast(material))); + uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), static_cast(material))); m_meshCurrent->addTriangleCubic(v0,v2,v1); m_meshCurrent->addTriangleCubic(v1,v2,v3); } if(m_funcIsQuadNeededCallback(m_volData->getVoxelAt(x+1,y,z), m_volData->getVoxelAt(x,y,z), material)) { - uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ - 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), material)); - uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), material)); - uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), material)); - uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), material)); + uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ - 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), static_cast(material))); + uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), static_cast(material))); + uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), static_cast(material))); + uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), static_cast(material))); m_meshCurrent->addTriangleCubic(v0,v1,v2); m_meshCurrent->addTriangleCubic(v1,v3,v2); @@ -74,20 +74,20 @@ namespace PolyVox if(m_funcIsQuadNeededCallback(m_volData->getVoxelAt(x,y,z), m_volData->getVoxelAt(x,y+1,z), material)) { - uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), material)); - uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), material)); - uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), material)); - uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), material)); + uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), static_cast(material))); + uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), static_cast(material))); + uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), static_cast(material))); + uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), static_cast(material))); m_meshCurrent->addTriangleCubic(v0,v1,v2); m_meshCurrent->addTriangleCubic(v1,v3,v2); } if(m_funcIsQuadNeededCallback(m_volData->getVoxelAt(x,y+1,z), m_volData->getVoxelAt(x,y,z), material)) { - uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), material)); - uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), material)); - uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), material)); - uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), material)); + uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), static_cast(material))); + uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), static_cast(material))); + uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), static_cast(material))); + uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), static_cast(material))); m_meshCurrent->addTriangleCubic(v0,v2,v1); m_meshCurrent->addTriangleCubic(v1,v2,v3); @@ -95,20 +95,20 @@ namespace PolyVox if(m_funcIsQuadNeededCallback(m_volData->getVoxelAt(x,y,z), m_volData->getVoxelAt(x,y,z+1), material)) { - uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), material)); - uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), material)); - uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), material)); - uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), material)); + uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), static_cast(material))); + uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), static_cast(material))); + uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), static_cast(material))); + uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), static_cast(material))); m_meshCurrent->addTriangleCubic(v0,v2,v1); m_meshCurrent->addTriangleCubic(v1,v2,v3); } if(m_funcIsQuadNeededCallback(m_volData->getVoxelAt(x,y,z+1), m_volData->getVoxelAt(x,y,z), material)) { - uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), material)); - uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), material)); - uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), material)); - uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), material)); + uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), static_cast(material))); + uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), static_cast(material))); + uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), static_cast(material))); + uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), static_cast(material))); m_meshCurrent->addTriangleCubic(v0,v1,v2); m_meshCurrent->addTriangleCubic(v1,v3,v2);