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@ -1167,4 +1167,279 @@ namespace PolyVox
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}
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return result;
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}
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void generateDecimatedMeshDataForRegion(BlockVolume<uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch)
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{
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//When generating the mesh for a region we actually look one voxel outside it in the
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// back, bottom, right direction. Protect against access violations by cropping region here
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Region regVolume = volumeData->getEnclosingRegion();
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//regVolume.setUpperCorner(regVolume.getUpperCorner() - Vector3DInt32(1,1,1));
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region.cropTo(regVolume);
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region.setUpperCorner(region.getUpperCorner() - Vector3DInt32(1,1,1));
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//Offset from lower block corner
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const Vector3DFloat offset = static_cast<Vector3DFloat>(region.getLowerCorner());
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Vector3DFloat vertlist[12];
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Vector3DFloat normlist[12];
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uint8_t vertMaterials[12];
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BlockVolumeIterator<boost::uint8_t> volIter(*volumeData);
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volIter.setValidRegion(region);
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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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//volIter.setPosition(region.getLowerCorner().getX(),region.getLowerCorner().getY(), region.getLowerCorner().getZ());
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for(uint16_t z = region.getLowerCorner().getZ(); z <= region.getUpperCorner().getZ(); z += 2)
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{
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for(uint16_t y = region.getLowerCorner().getY(); y <= region.getUpperCorner().getY(); y += 2)
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{
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for(uint16_t x = region.getLowerCorner().getX(); x <= region.getUpperCorner().getX(); x += 2)
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{
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//while(volIter.moveForwardInRegionXYZ())
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//{
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volIter.setPosition(x,y,z);
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const uint8_t v000 = volIter.getMaxedVoxel();
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volIter.setPosition(x+2,y,z);
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const uint8_t v100 = volIter.getMaxedVoxel();
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volIter.setPosition(x,y+2,z);
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const uint8_t v010 = volIter.getMaxedVoxel();
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volIter.setPosition(x+2,y+2,z);
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const uint8_t v110 = volIter.getMaxedVoxel();
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volIter.setPosition(x,y,z+2);
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const uint8_t v001 = volIter.getMaxedVoxel();
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volIter.setPosition(x+2,y,z+2);
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const uint8_t v101 = volIter.getMaxedVoxel();
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volIter.setPosition(x,y+2,z+2);
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const uint8_t v011 = volIter.getMaxedVoxel();
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volIter.setPosition(x+2,y+2,z+2);
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const uint8_t v111 = volIter.getMaxedVoxel();
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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 * 2.0f);
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vertlist[0].setY(y);
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vertlist[0].setZ(z);
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normlist[0] = Vector3DFloat(v000 - v100,0.0,0.0);
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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 * 2.0f);
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vertlist[1].setY(y + 0.5f * 2.0f);
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vertlist[1].setZ(z);
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vertMaterials[1] = v100 | v110;
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normlist[1] = Vector3DFloat(0.0,v100 - v110,0.0);
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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 * 2.0f);
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vertlist[2].setY(y + 1.0f * 2.0f);
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vertlist[2].setZ(z);
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vertMaterials[2] = v010 | v110;
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normlist[2] = Vector3DFloat(v010 - v110,0.0,0.0);
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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 * 2.0f);
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vertlist[3].setZ(z);
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vertMaterials[3] = v000 | v010;
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normlist[3] = Vector3DFloat(0.0,v000 - v010,0.0);
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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 * 2.0f);
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vertlist[4].setY(y);
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vertlist[4].setZ(z + 1.0f * 2.0f);
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vertMaterials[4] = v001 | v101;
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normlist[4] = Vector3DFloat(v001 - v101,0.0,0.0);
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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 * 2.0f);
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vertlist[5].setY(y + 0.5f * 2.0f);
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vertlist[5].setZ(z + 1.0f * 2.0f);
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vertMaterials[5] = v101 | v111;
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normlist[5] = Vector3DFloat(0.0,v101 - v111,0.0);
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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 * 2.0f);
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vertlist[6].setY(y + 1.0f * 2.0f);
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vertlist[6].setZ(z + 1.0f * 2.0f);
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vertMaterials[6] = v011 | v111;
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normlist[6] = Vector3DFloat(v011 - v111,0.0,0.0);
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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 * 2.0f);
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vertlist[7].setZ(z + 1.0f * 2.0f);
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vertMaterials[7] = v001 | v011;
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normlist[7] = Vector3DFloat(0.0,v001 - v011,0.0);
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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 * 2.0f);
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vertMaterials[8] = v000 | v001;
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normlist[8] = Vector3DFloat(0.0,0.0,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 * 2.0f);
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vertlist[9].setY(y);
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vertlist[9].setZ(z + 0.5f * 2.0f);
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vertMaterials[9] = v100 | v101;
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normlist[9] = Vector3DFloat(0.0,0.0,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 * 2.0f);
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vertlist[10].setY(y + 1.0f * 2.0f);
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vertlist[10].setZ(z + 0.5f * 2.0f);
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vertMaterials[10] = v110 | v111;
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normlist[10] = Vector3DFloat(0.0,0.0,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 * 2.0f);
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vertlist[11].setZ(z + 0.5f * 2.0f);
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vertMaterials[11] = v010 | v011;
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normlist[11] = Vector3DFloat(0.0,0.0,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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Vector3DFloat vertex0 = vertlist[triTable[iCubeIndex][i ]] - offset;
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Vector3DFloat vertex1 = vertlist[triTable[iCubeIndex][i+1]] - offset;
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Vector3DFloat vertex2 = vertlist[triTable[iCubeIndex][i+2]] - offset;
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Vector3DFloat normal0 = normlist[triTable[iCubeIndex][i ]];
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Vector3DFloat normal1 = normlist[triTable[iCubeIndex][i+1]];
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Vector3DFloat normal2 = normlist[triTable[iCubeIndex][i+2]];
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normal0.normalise();
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normal1.normalise();
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normal2.normalise();
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vertex0 += (normal0);
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vertex1 += (normal1);
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vertex2 += (normal2);
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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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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
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surfaceVertex0Alpha1.setNormal(normal0);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
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surfaceVertex1Alpha1.setNormal(normal1);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1f,1.0f);
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surfaceVertex2Alpha1.setNormal(normal2);
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singleMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}//For each triangle
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//}//For each cell
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}
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}
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}
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//FIXME - can it happen that we have no vertices or triangles? Should exit early?
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//for(std::map<uint8_t, IndexedSurfacePatch*>::iterator iterPatch = surfacePatchMapResult.begin(); iterPatch != surfacePatchMapResult.end(); ++iterPatch)
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{
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/*std::vector<SurfaceVertex>::iterator iterSurfaceVertex = singleMaterialPatch->getVertices().begin();
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while(iterSurfaceVertex != singleMaterialPatch->getVertices().end())
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{
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Vector3DFloat tempNormal = computeNormal(volumeData, static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), SIMPLE);
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const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
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++iterSurfaceVertex;
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}*/
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}
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}
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#ifdef BLAH
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Vector3DFloat computeDecimatedNormal(BlockVolume<uint8_t>* volumeData, const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod)
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{
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const float posX = position.getX();
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const float posY = position.getY();
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const float posZ = position.getZ();
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const uint16_t floorX = static_cast<uint16_t>(posX) - 1;
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const uint16_t floorY = static_cast<uint16_t>(posY) - 1;
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const uint16_t floorZ = static_cast<uint16_t>(posZ) - 1;
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const uint16_t ceilX = static_cast<uint16_t>(posX) + 1;
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const uint16_t ceilY = static_cast<uint16_t>(posY) + 1;
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const uint16_t ceilZ = static_cast<uint16_t>(posZ) + 1;
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//Check all corners are within the volume, allowing a boundary for gradient estimation
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bool lowerCornerInside = volumeData->containsPoint(Vector3DInt32(floorX, floorY, floorZ),1);
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bool upperCornerInside = volumeData->containsPoint(Vector3DInt32(floorX+1, floorY+1, floorZ+1),1);
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if((!lowerCornerInside) || (!upperCornerInside))
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{
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normalGenerationMethod = SIMPLE;
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}
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Vector3DFloat result;
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BlockVolumeIterator<boost::uint8_t> volIter(*volumeData); //FIXME - save this somewhere - could be expensive to create?
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if(normalGenerationMethod == SIMPLE)
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{
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volIter.setPosition(static_cast<uint16_t>(posX),static_cast<uint16_t>(posY),static_cast<uint16_t>(posZ));
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const uint8_t uFloor = volIter.getVoxel() > 0 ? 1 : 0;
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if((posX - floorX) > 0.25) //The result should be 0.0 or 0.5
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{
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uint8_t uCeil = volIter.peekVoxel1px0py0pz() > 0 ? 1 : 0;
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result = Vector3DFloat(static_cast<float>(uFloor - uCeil),0.0,0.0);
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}
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else if((posY - floorY) > 0.25) //The result should be 0.0 or 0.5
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{
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uint8_t uCeil = volIter.peekVoxel0px1py0pz() > 0 ? 1 : 0;
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result = Vector3DFloat(0.0,static_cast<float>(uFloor - uCeil),0.0);
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}
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else if((posZ - floorZ) > 0.25) //The result should be 0.0 or 0.5
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{
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uint8_t uCeil = volIter.peekVoxel0px0py1pz() > 0 ? 1 : 0;
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result = Vector3DFloat(0.0, 0.0,static_cast<float>(uFloor - uCeil));
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}
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}
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return result;
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}
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#endif
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}
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