Work on mesh generation code.
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@ -111,7 +111,7 @@ namespace Ogre
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}
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getRootSceneNode()->removeAndDestroyAllChildren();
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//Create surrounding box
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//FIXME - should do this using indices
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@ -231,7 +231,7 @@ namespace Ogre
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SceneNode* waterSceneNode = getRootSceneNode()->createChildSceneNode();
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waterSceneNode->attachObject(water);*/
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return true;
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return true;
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}
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void PolyVoxSceneManager::_findVisibleObjects(Camera* cam, VisibleObjectsBoundsInfo * visibleBounds, bool onlyShadowCasters)
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@ -279,7 +279,7 @@ namespace Ogre
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std::vector<uint> indexData;
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iterSurfacePatch->second.getVertexAndIndexData(vertexData, indexData);
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triangleCounter += iterSurfacePatch->second.getNoOfTriangles();*/
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std::map<uchar,SurfacePatchRenderable*>::iterator iterSurface = m_mapSurfaces[regionX][regionY][regionZ].find(iterSurfacePatch->first);
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if(iterSurface == m_mapSurfaces[regionX][regionY][regionZ].end())
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{
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@ -502,7 +502,7 @@ namespace Ogre
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const uchar v101 = volIter.peekVoxel1px0py1pz();
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const uchar v011 = volIter.peekVoxel0px1py1pz();
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const uchar 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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uchar iCubeIndex = 0;
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@ -527,84 +527,84 @@ namespace Ogre
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vertlist[0].x = 2*x + 1;
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vertlist[0].y = 2*y;
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vertlist[0].z = 2*z;
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vertMaterials[0] = (std::max)(v000,v100); //FIXME - faster way?
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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].x = 2*x + 2;
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vertlist[1].y = 2*y + 1;
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vertlist[1].z = 2*z;
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vertMaterials[1] = (std::max)(v100,v110);
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vertMaterials[1] = v100 | v110;
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}
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if (edgeTable[iCubeIndex] & 4)
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{
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vertlist[2].x = 2*x + 1;
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vertlist[2].y = 2*y + 2;
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vertlist[2].z = 2*z;
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vertMaterials[2] = (std::max)(v010,v110);
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vertMaterials[2] = v010 | v110;
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}
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if (edgeTable[iCubeIndex] & 8)
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{
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vertlist[3].x = 2*x;
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vertlist[3].y = 2*y + 1;
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vertlist[3].z = 2*z;
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vertMaterials[3] = (std::max)(v000,v010);
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vertMaterials[3] = v000 | v010;
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}
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if (edgeTable[iCubeIndex] & 16)
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{
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vertlist[4].x = 2*x + 1;
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vertlist[4].y = 2*y;
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vertlist[4].z = 2*z + 2;
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vertMaterials[4] = (std::max)(v001,v101);
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vertMaterials[4] = v001 | v101;
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}
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if (edgeTable[iCubeIndex] & 32)
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{
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vertlist[5].x = 2*x + 2;
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vertlist[5].y = 2*y + 1;
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vertlist[5].z = 2*z + 2;
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vertMaterials[5] = (std::max)(v101,v111);
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vertMaterials[5] = v101 | v111;
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}
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if (edgeTable[iCubeIndex] & 64)
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{
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vertlist[6].x = 2*x + 1;
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vertlist[6].y = 2*y + 2;
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vertlist[6].z = 2*z + 2;
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vertMaterials[6] = (std::max)(v011,v111);
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vertMaterials[6] = v011 | v111;
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}
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if (edgeTable[iCubeIndex] & 128)
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{
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vertlist[7].x = 2*x;
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vertlist[7].y = 2*y + 1;
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vertlist[7].z = 2*z + 2;
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vertMaterials[7] = (std::max)(v001,v011);
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vertMaterials[7] = v001 | v011;
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}
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if (edgeTable[iCubeIndex] & 256)
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{
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vertlist[8].x = 2*x;
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vertlist[8].y = 2*y;
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vertlist[8].z = 2*z + 1;
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vertMaterials[8] = (std::max)(v000,v001);
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vertMaterials[8] = v000 | v001;
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}
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if (edgeTable[iCubeIndex] & 512)
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{
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vertlist[9].x = 2*x + 2;
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vertlist[9].y = 2*y;
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vertlist[9].z = 2*z + 1;
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vertMaterials[9] = (std::max)(v100,v101);
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vertMaterials[9] = v100 | v101;
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}
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if (edgeTable[iCubeIndex] & 1024)
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{
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vertlist[10].x = 2*x + 2;
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vertlist[10].y = 2*y + 2;
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vertlist[10].z = 2*z + 1;
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vertMaterials[10] = (std::max)(v110,v111);
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vertMaterials[10] = v110 | v111;
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}
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if (edgeTable[iCubeIndex] & 2048)
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{
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vertlist[11].x = 2*x;
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vertlist[11].y = 2*y + 2;
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vertlist[11].z = 2*z + 1;
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vertMaterials[11] = (std::max)(v010,v011);
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vertMaterials[11] = v010 | v011;
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}
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for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3)
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@ -618,121 +618,47 @@ namespace Ogre
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const uchar material1 = vertMaterials[triTable[iCubeIndex][i+1]];
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const uchar material2 = vertMaterials[triTable[iCubeIndex][i+2]];
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/*const uchar uMaxMaterial = (std::max)(material0,(std::max)(material1,material2));
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SurfaceVertex surfaceVertex0(vertex0);
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SurfaceVertex surfaceVertex1(vertex1);
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SurfaceVertex surfaceVertex2(vertex2);
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result[uMaxMaterial].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);*/
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SurfaceVertex surfaceVertex0Alpha1(vertex0,1.0);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,1.0);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,1.0);
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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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if((material0 == material1) && (material1 == material2))
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{
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SurfaceVertex surfaceVertex0(vertex0,1.0);
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SurfaceVertex surfaceVertex1(vertex1,1.0);
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SurfaceVertex surfaceVertex2(vertex2,1.0);
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result[material0].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
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result[material0].addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}
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else if(material0 == material1)
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//If there not all the same, we need one triangle for each unique material.
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//We'll also need some vertices with low alphas for blending.
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else
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{
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SurfaceVertex surfaceVertex0Alpha0(vertex0,0.0);
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SurfaceVertex surfaceVertex1Alpha0(vertex1,0.0);
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SurfaceVertex surfaceVertex2Alpha0(vertex2,0.0);
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if(material0 == material1)
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{
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SurfaceVertex surfaceVertex0(vertex0,1.0);
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SurfaceVertex surfaceVertex1(vertex1,1.0);
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SurfaceVertex surfaceVertex2(vertex2,0.0);
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result[material0].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
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result[material0].addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha0);
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result[material2].addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha0, surfaceVertex2Alpha1);
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}
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else if(material1 == material2)
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{
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SurfaceVertex surfaceVertex0(vertex0,0.0);
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SurfaceVertex surfaceVertex1(vertex1,0.0);
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SurfaceVertex surfaceVertex2(vertex2,1.0);
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result[material2].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
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result[material1].addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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result[material0].addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha0, surfaceVertex2Alpha0);
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}
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else if(material2 == material0)
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{
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result[material0].addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha0, surfaceVertex2Alpha1);
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result[material1].addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha1, surfaceVertex2Alpha0);
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}
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else
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{
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result[material0].addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha0, surfaceVertex2Alpha0);
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result[material1].addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha1, surfaceVertex2Alpha0);
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result[material2].addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha0, surfaceVertex2Alpha1);
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}
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}
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else if(material1 == material2)
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{
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{
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SurfaceVertex surfaceVertex0(vertex0,0.0);
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SurfaceVertex surfaceVertex1(vertex1,1.0);
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SurfaceVertex surfaceVertex2(vertex2,1.0);
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result[material1].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
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}
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{
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SurfaceVertex surfaceVertex0(vertex0,1.0);
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SurfaceVertex surfaceVertex1(vertex1,0.0);
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SurfaceVertex surfaceVertex2(vertex2,0.0);
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result[material0].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
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}
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}
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else if(material2 == material0)
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{
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{
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SurfaceVertex surfaceVertex0(vertex0,1.0);
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SurfaceVertex surfaceVertex1(vertex1,0.0);
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SurfaceVertex surfaceVertex2(vertex2,1.0);
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result[material0].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
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}
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{
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SurfaceVertex surfaceVertex0(vertex0,0.0);
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SurfaceVertex surfaceVertex1(vertex1,1.0);
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SurfaceVertex surfaceVertex2(vertex2,0.0);
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surfaceVertex2.setAlpha(0.0);
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result[material1].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
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}
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}
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else
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{
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{
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SurfaceVertex surfaceVertex0(vertex0,1.0);
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SurfaceVertex surfaceVertex1(vertex1,0.0);
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SurfaceVertex surfaceVertex2(vertex2,0.0);
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result[material0].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
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}
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{
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SurfaceVertex surfaceVertex0(vertex0,0.0);
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SurfaceVertex surfaceVertex1(vertex1,1.0);
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SurfaceVertex surfaceVertex2(vertex2,0.0);
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result[material1].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
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}
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{
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SurfaceVertex surfaceVertex0(vertex0,0.0);
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SurfaceVertex surfaceVertex1(vertex1,0.0);
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SurfaceVertex surfaceVertex2(vertex2,1.0);
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result[material2].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
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}
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}
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/*else
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{
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std::set<uchar> materials; //FIXME - set::set is pretty slow for this as it only holds up to 3 vertices.
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materials.insert(material0);
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materials.insert(material1);
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materials.insert(material2);
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for(std::set<uchar>::iterator materialsIter = materials.begin(); materialsIter != materials.end(); ++materialsIter)
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{
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uchar material = *materialsIter;
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SurfaceVertex surfaceVertex0(vertex0);
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if(material0 == material)
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surfaceVertex0.setAlpha(1.0);
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else
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surfaceVertex0.setAlpha(0.0);
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SurfaceVertex surfaceVertex1(vertex1);
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if(material1 == material)
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surfaceVertex1.setAlpha(1.0);
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else
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surfaceVertex1.setAlpha(0.0);
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SurfaceVertex surfaceVertex2(vertex2);
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if(material2 == material)
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surfaceVertex2.setAlpha(1.0);
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else
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surfaceVertex2.setAlpha(0.0);
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result[material].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
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}
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}*/
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}
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}
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}//For each triangle
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}//For each cell
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//FIXME - can it happen that we have no vertices or triangles? Should exit early?
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@ -749,11 +675,11 @@ namespace Ogre
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}
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uint noOfRemovedVertices = 0;
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do
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//do
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{
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noOfRemovedVertices = iterPatch->second.decimate();
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//noOfRemovedVertices = iterPatch->second.decimate();
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}
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while(noOfRemovedVertices > 10); //We don't worry about the last few vertices - it's not worth the overhead of calling the function.
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//while(noOfRemovedVertices > 10); //We don't worry about the last few vertices - it's not worth the overhead of calling the function.
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}
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//LogManager::getSingleton().logMessage("Finished Generating Mesh Data");
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@ -778,7 +704,7 @@ namespace Ogre
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switch(normalGenerationMethod)
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{
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case SOBEL:
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case SOBEL:
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{
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volIter.setPosition(static_cast<uint>(posX),static_cast<uint>(posY),static_cast<uint>(posZ));
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const Vector3 gradFloor = volIter.getSobelGradient();
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@ -798,7 +724,7 @@ namespace Ogre
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result = ((gradFloor + gradCeil) * -1.0);
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break;
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}
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case CENTRAL_DIFFERENCE:
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case CENTRAL_DIFFERENCE:
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{
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volIter.setPosition(static_cast<uint>(posX),static_cast<uint>(posY),static_cast<uint>(posZ));
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const Vector3 gradFloor = volIter.getCentralDifferenceGradient();
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@ -818,8 +744,8 @@ namespace Ogre
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result = ((gradFloor + gradCeil) * -1.0);
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break;
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}
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case SIMPLE:
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default:
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case SIMPLE:
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default:
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{
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volIter.setPosition(static_cast<uint>(posX),static_cast<uint>(posY),static_cast<uint>(posZ));
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const uchar uFloor = volIter.getVoxel() > 0 ? 1 : 0;
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@ -942,7 +868,7 @@ namespace Ogre
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/*void PolyVoxSceneManager::setMaterialNameForIndex(uchar uIndex, std::string sMaterialName)
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{
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m_aMaterialNames[uIndex] = sMaterialName;
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m_aMaterialNames[uIndex] = sMaterialName;
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}*/
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bool PolyVoxSceneManager::containsPoint(Vector3 pos, float boundary)
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