Initial version of mesh decimation.
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		| @@ -1167,4 +1167,279 @@ namespace PolyVox | ||||
| 		} | ||||
| 		return result; | ||||
| 	} | ||||
|  | ||||
| 	void generateDecimatedMeshDataForRegion(BlockVolume<uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch) | ||||
| 	{	 | ||||
| 		//When generating the mesh for a region we actually look one voxel outside it in the | ||||
| 		// back, bottom, right direction. Protect against access violations by cropping region here | ||||
| 		Region regVolume = volumeData->getEnclosingRegion(); | ||||
| 		//regVolume.setUpperCorner(regVolume.getUpperCorner() - Vector3DInt32(1,1,1)); | ||||
| 		region.cropTo(regVolume); | ||||
| 		region.setUpperCorner(region.getUpperCorner() - Vector3DInt32(1,1,1)); | ||||
|  | ||||
| 		//Offset from lower block corner | ||||
| 		const Vector3DFloat offset = static_cast<Vector3DFloat>(region.getLowerCorner()); | ||||
|  | ||||
| 		Vector3DFloat vertlist[12]; | ||||
| 		Vector3DFloat normlist[12]; | ||||
| 		uint8_t vertMaterials[12]; | ||||
| 		BlockVolumeIterator<boost::uint8_t> volIter(*volumeData); | ||||
| 		volIter.setValidRegion(region); | ||||
|  | ||||
| 		////////////////////////////////////////////////////////////////////////// | ||||
| 		//Get mesh data | ||||
| 		////////////////////////////////////////////////////////////////////////// | ||||
|  | ||||
| 		//Iterate over each cell in the region | ||||
| 		//volIter.setPosition(region.getLowerCorner().getX(),region.getLowerCorner().getY(), region.getLowerCorner().getZ()); | ||||
| 		for(uint16_t z = region.getLowerCorner().getZ(); z <= region.getUpperCorner().getZ(); z += 2) | ||||
| 		{ | ||||
| 		for(uint16_t y = region.getLowerCorner().getY(); y <= region.getUpperCorner().getY(); y += 2) | ||||
| 		{ | ||||
| 		for(uint16_t x = region.getLowerCorner().getX(); x <= region.getUpperCorner().getX(); x += 2) | ||||
| 		{ | ||||
| 		//while(volIter.moveForwardInRegionXYZ()) | ||||
| 		//{		 | ||||
| 			volIter.setPosition(x,y,z); | ||||
| 			const uint8_t v000 = volIter.getMaxedVoxel(); | ||||
| 			volIter.setPosition(x+2,y,z); | ||||
| 			const uint8_t v100 = volIter.getMaxedVoxel(); | ||||
| 			volIter.setPosition(x,y+2,z); | ||||
| 			const uint8_t v010 = volIter.getMaxedVoxel(); | ||||
| 			volIter.setPosition(x+2,y+2,z); | ||||
| 			const uint8_t v110 = volIter.getMaxedVoxel(); | ||||
| 			volIter.setPosition(x,y,z+2); | ||||
| 			const uint8_t v001 = volIter.getMaxedVoxel(); | ||||
| 			volIter.setPosition(x+2,y,z+2); | ||||
| 			const uint8_t v101 = volIter.getMaxedVoxel(); | ||||
| 			volIter.setPosition(x,y+2,z+2); | ||||
| 			const uint8_t v011 = volIter.getMaxedVoxel(); | ||||
| 			volIter.setPosition(x+2,y+2,z+2); | ||||
| 			const uint8_t v111 = volIter.getMaxedVoxel(); | ||||
|  | ||||
| 			//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 * 2.0f); | ||||
| 				vertlist[0].setY(y); | ||||
| 				vertlist[0].setZ(z); | ||||
| 				normlist[0] = Vector3DFloat(v000 - v100,0.0,0.0); | ||||
| 				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 * 2.0f); | ||||
| 				vertlist[1].setY(y + 0.5f * 2.0f); | ||||
| 				vertlist[1].setZ(z); | ||||
| 				vertMaterials[1] = v100 | v110; | ||||
| 				normlist[1] = Vector3DFloat(0.0,v100 - v110,0.0); | ||||
| 			} | ||||
| 			if (edgeTable[iCubeIndex] & 4) | ||||
| 			{ | ||||
| 				vertlist[2].setX(x + 0.5f * 2.0f); | ||||
| 				vertlist[2].setY(y + 1.0f * 2.0f); | ||||
| 				vertlist[2].setZ(z); | ||||
| 				vertMaterials[2] = v010 | v110; | ||||
| 				normlist[2] = Vector3DFloat(v010 - v110,0.0,0.0); | ||||
| 			} | ||||
| 			if (edgeTable[iCubeIndex] & 8) | ||||
| 			{ | ||||
| 				vertlist[3].setX(x); | ||||
| 				vertlist[3].setY(y + 0.5f * 2.0f); | ||||
| 				vertlist[3].setZ(z); | ||||
| 				vertMaterials[3] = v000 | v010; | ||||
| 				normlist[3] = Vector3DFloat(0.0,v000 - v010,0.0); | ||||
| 			} | ||||
| 			if (edgeTable[iCubeIndex] & 16) | ||||
| 			{ | ||||
| 				vertlist[4].setX(x + 0.5f * 2.0f); | ||||
| 				vertlist[4].setY(y); | ||||
| 				vertlist[4].setZ(z + 1.0f * 2.0f); | ||||
| 				vertMaterials[4] = v001 | v101; | ||||
| 				normlist[4] = Vector3DFloat(v001 - v101,0.0,0.0); | ||||
| 			} | ||||
| 			if (edgeTable[iCubeIndex] & 32) | ||||
| 			{ | ||||
| 				vertlist[5].setX(x + 1.0f * 2.0f); | ||||
| 				vertlist[5].setY(y + 0.5f * 2.0f); | ||||
| 				vertlist[5].setZ(z + 1.0f * 2.0f); | ||||
| 				vertMaterials[5] = v101 | v111; | ||||
| 				normlist[5] = Vector3DFloat(0.0,v101 - v111,0.0); | ||||
| 			} | ||||
| 			if (edgeTable[iCubeIndex] & 64) | ||||
| 			{ | ||||
| 				vertlist[6].setX(x + 0.5f * 2.0f); | ||||
| 				vertlist[6].setY(y + 1.0f * 2.0f); | ||||
| 				vertlist[6].setZ(z + 1.0f * 2.0f); | ||||
| 				vertMaterials[6] = v011 | v111; | ||||
| 				normlist[6] = Vector3DFloat(v011 - v111,0.0,0.0); | ||||
| 			} | ||||
| 			if (edgeTable[iCubeIndex] & 128) | ||||
| 			{ | ||||
| 				vertlist[7].setX(x); | ||||
| 				vertlist[7].setY(y + 0.5f * 2.0f); | ||||
| 				vertlist[7].setZ(z + 1.0f * 2.0f); | ||||
| 				vertMaterials[7] = v001 | v011; | ||||
| 				normlist[7] = Vector3DFloat(0.0,v001 - v011,0.0); | ||||
| 			} | ||||
| 			if (edgeTable[iCubeIndex] & 256) | ||||
| 			{ | ||||
| 				vertlist[8].setX(x); | ||||
| 				vertlist[8].setY(y); | ||||
| 				vertlist[8].setZ(z + 0.5f * 2.0f); | ||||
| 				vertMaterials[8] = v000 | v001; | ||||
| 				normlist[8] = Vector3DFloat(0.0,0.0,v000 - v001); | ||||
| 			} | ||||
| 			if (edgeTable[iCubeIndex] & 512) | ||||
| 			{ | ||||
| 				vertlist[9].setX(x + 1.0f * 2.0f); | ||||
| 				vertlist[9].setY(y); | ||||
| 				vertlist[9].setZ(z + 0.5f * 2.0f); | ||||
| 				vertMaterials[9] = v100 | v101; | ||||
| 				normlist[9] = Vector3DFloat(0.0,0.0,v100 - v101); | ||||
| 			} | ||||
| 			if (edgeTable[iCubeIndex] & 1024) | ||||
| 			{ | ||||
| 				vertlist[10].setX(x + 1.0f * 2.0f); | ||||
| 				vertlist[10].setY(y + 1.0f * 2.0f); | ||||
| 				vertlist[10].setZ(z + 0.5f * 2.0f); | ||||
| 				vertMaterials[10] = v110 | v111; | ||||
| 				normlist[10] = Vector3DFloat(0.0,0.0,v110 - v111); | ||||
| 			} | ||||
| 			if (edgeTable[iCubeIndex] & 2048) | ||||
| 			{ | ||||
| 				vertlist[11].setX(x); | ||||
| 				vertlist[11].setY(y + 1.0f * 2.0f); | ||||
| 				vertlist[11].setZ(z + 0.5f * 2.0f); | ||||
| 				vertMaterials[11] = v010 | v011; | ||||
| 				normlist[11] = Vector3DFloat(0.0,0.0,v010 - v011); | ||||
| 			} | ||||
|  | ||||
| 			for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3) | ||||
| 			{ | ||||
| 				//The three vertices forming a triangle | ||||
| 				Vector3DFloat vertex0 = vertlist[triTable[iCubeIndex][i  ]] - offset; | ||||
| 				Vector3DFloat vertex1 = vertlist[triTable[iCubeIndex][i+1]] - offset; | ||||
| 				Vector3DFloat vertex2 = vertlist[triTable[iCubeIndex][i+2]] - offset; | ||||
|  | ||||
| 				Vector3DFloat normal0 = normlist[triTable[iCubeIndex][i  ]]; | ||||
| 				Vector3DFloat normal1 = normlist[triTable[iCubeIndex][i+1]]; | ||||
| 				Vector3DFloat normal2 = normlist[triTable[iCubeIndex][i+2]]; | ||||
|  | ||||
| 				normal0.normalise(); | ||||
| 				normal1.normalise(); | ||||
| 				normal2.normalise(); | ||||
|  | ||||
| 				vertex0 += (normal0); | ||||
| 				vertex1 += (normal1); | ||||
| 				vertex2 += (normal2); | ||||
|  | ||||
| 				//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. | ||||
| 				SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f); | ||||
| 				surfaceVertex0Alpha1.setNormal(normal0); | ||||
| 				SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f); | ||||
| 				surfaceVertex1Alpha1.setNormal(normal1); | ||||
| 				SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1f,1.0f); | ||||
| 				surfaceVertex2Alpha1.setNormal(normal2); | ||||
| 				singleMaterialPatch->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 = computeNormal(volumeData, static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), SIMPLE); | ||||
| 				const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal); | ||||
| 				++iterSurfaceVertex; | ||||
| 			}*/ | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| #ifdef BLAH | ||||
| 	Vector3DFloat computeDecimatedNormal(BlockVolume<uint8_t>* volumeData, const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod) | ||||
| 	{ | ||||
| 		const float posX = position.getX(); | ||||
| 		const float posY = position.getY(); | ||||
| 		const float posZ = position.getZ(); | ||||
|  | ||||
| 		const uint16_t floorX = static_cast<uint16_t>(posX) - 1; | ||||
| 		const uint16_t floorY = static_cast<uint16_t>(posY) - 1; | ||||
| 		const uint16_t floorZ = static_cast<uint16_t>(posZ) - 1; | ||||
|  | ||||
| 		const uint16_t ceilX = static_cast<uint16_t>(posX) + 1; | ||||
| 		const uint16_t ceilY = static_cast<uint16_t>(posY) + 1; | ||||
| 		const uint16_t ceilZ = static_cast<uint16_t>(posZ) + 1; | ||||
|  | ||||
| 		//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; | ||||
|  | ||||
| 		BlockVolumeIterator<boost::uint8_t> volIter(*volumeData); //FIXME - save this somewhere - could be expensive to create? | ||||
|  | ||||
| 		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; | ||||
| 	} | ||||
| #endif | ||||
| } | ||||
|   | ||||
| @@ -64,13 +64,13 @@ namespace PolyVox | ||||
| 		listToFill.clear(); | ||||
|  | ||||
| 		//Regenerate meshes. | ||||
| 		for(uint16_t regionZ = 0; regionZ < POLYVOX_VOLUME_SIDE_LENGTH_IN_REGIONS; ++regionZ) | ||||
| 		for(uint16_t regionZ = 0; regionZ < POLYVOX_VOLUME_SIDE_LENGTH_IN_REGIONS-1; ++regionZ) | ||||
| 		//for(uint16_t regionZ = 0; regionZ < 1; ++regionZ) | ||||
| 		{		 | ||||
| 			for(uint16_t regionY = 0; regionY < POLYVOX_VOLUME_SIDE_LENGTH_IN_REGIONS; ++regionY) | ||||
| 			for(uint16_t regionY = 0; regionY < POLYVOX_VOLUME_SIDE_LENGTH_IN_REGIONS-1; ++regionY) | ||||
| 			//for(uint16_t regionY = 0; regionY < 2; ++regionY) | ||||
| 			{ | ||||
| 				for(uint16_t regionX = 0; regionX < POLYVOX_VOLUME_SIDE_LENGTH_IN_REGIONS; ++regionX) | ||||
| 				for(uint16_t regionX = 0; regionX < POLYVOX_VOLUME_SIDE_LENGTH_IN_REGIONS-1; ++regionX) | ||||
| 				//for(uint16_t regionX = 0; regionX < 2; ++regionX) | ||||
| 				{ | ||||
| 					if(volRegionUpToDate->getVoxelAt(regionX, regionY, regionZ) == false) | ||||
|   | ||||
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