Work on experimental version of marching cubes algorithm. Now bitmasks are precomputed.
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@ -62,11 +62,15 @@ namespace PolyVox
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memset(vertexIndicesY,0xFF,sizeof(vertexIndicesY));
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memset(vertexIndicesZ,0xFF,sizeof(vertexIndicesZ));
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//Cell bitmasks
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boost::uint8_t bitmask[POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1];
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memset(bitmask, 0x00, sizeof(bitmask));
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std::vector<boost::uint32_t> vecTriangleIndices;
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std::vector<SurfaceVertex> vecVertices;
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//////////////////////////////////////////////////////////////////////////
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//Get mesh data
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// Compute bitmasks
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//////////////////////////////////////////////////////////////////////////
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//Iterate over each cell in the region
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@ -101,6 +105,30 @@ namespace PolyVox
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if (v111 == 0) iCubeIndex |= 64;
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if (v011 == 0) iCubeIndex |= 128;
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//Save the bitmask
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bitmask[x][y][z] = iCubeIndex;
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}//For each cell
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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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volIter.setValidRegion(region);
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while(volIter.moveForwardInRegionXYZ())
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{
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//Current position
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const uint16_t x = volIter.getPosX() - offset.getX();
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const uint16_t y = volIter.getPosY() - offset.getY();
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const uint16_t z = volIter.getPosZ() - offset.getZ();
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const uint8_t v000 = volIter.getVoxel();
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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 = bitmask[x][y][z];
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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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@ -115,7 +143,7 @@ namespace PolyVox
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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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vertMaterials[0] = v000 | volIter.peekVoxel1px0py0pz(); //Because one of these is 0, the or operation takes the max.
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SurfaceVertex surfaceVertex(vertlist[0],vertMaterials[0], 1.0);
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vecVertices.push_back(surfaceVertex);
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vertexIndicesX[x][y][z] = vecVertices.size()-1;
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@ -142,7 +170,7 @@ namespace PolyVox
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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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vertMaterials[3] = v000 | volIter.peekVoxel0px1py0pz();
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SurfaceVertex surfaceVertex(vertlist[3],vertMaterials[3], 1.0);
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vecVertices.push_back(surfaceVertex);
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vertexIndicesY[x][y][z] = vecVertices.size()-1;
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@ -183,7 +211,7 @@ namespace PolyVox
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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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vertMaterials[8] = v000 | volIter.peekVoxel0px0py1pz();
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SurfaceVertex surfaceVertex(vertlist[8],vertMaterials[8], 1.0);
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vecVertices.push_back(surfaceVertex);
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vertexIndicesZ[x][y][z] = vecVertices.size()-1;
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@ -241,27 +269,8 @@ namespace PolyVox
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const uint16_t y = volIter.getPosY() - offset.getY();
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const uint16_t z = volIter.getPosZ() - offset.getZ();
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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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uint8_t iCubeIndex = bitmask[x][y][z];
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/* Cube is entirely in/out of the surface */
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if (edgeTable[iCubeIndex] == 0)
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