Work on mesh generation code.

This commit is contained in:
David Williams 2007-10-06 00:05:04 +00:00
parent 3f79261f8f
commit 579c7d379a

View File

@ -111,7 +111,7 @@ namespace Ogre
}
getRootSceneNode()->removeAndDestroyAllChildren();
//Create surrounding box
//FIXME - should do this using indices
@ -231,7 +231,7 @@ namespace Ogre
SceneNode* waterSceneNode = getRootSceneNode()->createChildSceneNode();
waterSceneNode->attachObject(water);*/
return true;
return true;
}
void PolyVoxSceneManager::_findVisibleObjects(Camera* cam, VisibleObjectsBoundsInfo * visibleBounds, bool onlyShadowCasters)
@ -279,7 +279,7 @@ namespace Ogre
std::vector<uint> indexData;
iterSurfacePatch->second.getVertexAndIndexData(vertexData, indexData);
triangleCounter += iterSurfacePatch->second.getNoOfTriangles();*/
std::map<uchar,SurfacePatchRenderable*>::iterator iterSurface = m_mapSurfaces[regionX][regionY][regionZ].find(iterSurfacePatch->first);
if(iterSurface == m_mapSurfaces[regionX][regionY][regionZ].end())
{
@ -502,7 +502,7 @@ namespace Ogre
const uchar v101 = volIter.peekVoxel1px0py1pz();
const uchar v011 = volIter.peekVoxel0px1py1pz();
const uchar v111 = volIter.peekVoxel1px1py1pz();
//Determine the index into the edge table which tells us which vertices are inside of the surface
uchar iCubeIndex = 0;
@ -527,84 +527,84 @@ namespace Ogre
vertlist[0].x = 2*x + 1;
vertlist[0].y = 2*y;
vertlist[0].z = 2*z;
vertMaterials[0] = (std::max)(v000,v100); //FIXME - faster way?
vertMaterials[0] = v000 | v100; //Because one of these is 0, the or operation takes the max.
}
if (edgeTable[iCubeIndex] & 2)
{
vertlist[1].x = 2*x + 2;
vertlist[1].y = 2*y + 1;
vertlist[1].z = 2*z;
vertMaterials[1] = (std::max)(v100,v110);
vertMaterials[1] = v100 | v110;
}
if (edgeTable[iCubeIndex] & 4)
{
vertlist[2].x = 2*x + 1;
vertlist[2].y = 2*y + 2;
vertlist[2].z = 2*z;
vertMaterials[2] = (std::max)(v010,v110);
vertMaterials[2] = v010 | v110;
}
if (edgeTable[iCubeIndex] & 8)
{
vertlist[3].x = 2*x;
vertlist[3].y = 2*y + 1;
vertlist[3].z = 2*z;
vertMaterials[3] = (std::max)(v000,v010);
vertMaterials[3] = v000 | v010;
}
if (edgeTable[iCubeIndex] & 16)
{
vertlist[4].x = 2*x + 1;
vertlist[4].y = 2*y;
vertlist[4].z = 2*z + 2;
vertMaterials[4] = (std::max)(v001,v101);
vertMaterials[4] = v001 | v101;
}
if (edgeTable[iCubeIndex] & 32)
{
vertlist[5].x = 2*x + 2;
vertlist[5].y = 2*y + 1;
vertlist[5].z = 2*z + 2;
vertMaterials[5] = (std::max)(v101,v111);
vertMaterials[5] = v101 | v111;
}
if (edgeTable[iCubeIndex] & 64)
{
vertlist[6].x = 2*x + 1;
vertlist[6].y = 2*y + 2;
vertlist[6].z = 2*z + 2;
vertMaterials[6] = (std::max)(v011,v111);
vertMaterials[6] = v011 | v111;
}
if (edgeTable[iCubeIndex] & 128)
{
vertlist[7].x = 2*x;
vertlist[7].y = 2*y + 1;
vertlist[7].z = 2*z + 2;
vertMaterials[7] = (std::max)(v001,v011);
vertMaterials[7] = v001 | v011;
}
if (edgeTable[iCubeIndex] & 256)
{
vertlist[8].x = 2*x;
vertlist[8].y = 2*y;
vertlist[8].z = 2*z + 1;
vertMaterials[8] = (std::max)(v000,v001);
vertMaterials[8] = v000 | v001;
}
if (edgeTable[iCubeIndex] & 512)
{
vertlist[9].x = 2*x + 2;
vertlist[9].y = 2*y;
vertlist[9].z = 2*z + 1;
vertMaterials[9] = (std::max)(v100,v101);
vertMaterials[9] = v100 | v101;
}
if (edgeTable[iCubeIndex] & 1024)
{
vertlist[10].x = 2*x + 2;
vertlist[10].y = 2*y + 2;
vertlist[10].z = 2*z + 1;
vertMaterials[10] = (std::max)(v110,v111);
vertMaterials[10] = v110 | v111;
}
if (edgeTable[iCubeIndex] & 2048)
{
vertlist[11].x = 2*x;
vertlist[11].y = 2*y + 2;
vertlist[11].z = 2*z + 1;
vertMaterials[11] = (std::max)(v010,v011);
vertMaterials[11] = v010 | v011;
}
for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3)
@ -618,121 +618,47 @@ namespace Ogre
const uchar material1 = vertMaterials[triTable[iCubeIndex][i+1]];
const uchar material2 = vertMaterials[triTable[iCubeIndex][i+2]];
/*const uchar uMaxMaterial = (std::max)(material0,(std::max)(material1,material2));
SurfaceVertex surfaceVertex0(vertex0);
SurfaceVertex surfaceVertex1(vertex1);
SurfaceVertex surfaceVertex2(vertex2);
result[uMaxMaterial].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);*/
SurfaceVertex surfaceVertex0Alpha1(vertex0,1.0);
SurfaceVertex surfaceVertex1Alpha1(vertex1,1.0);
SurfaceVertex surfaceVertex2Alpha1(vertex2,1.0);
//If all the materials are the same, we just need one triangle for that material with all the alphas set high.
if((material0 == material1) && (material1 == material2))
{
SurfaceVertex surfaceVertex0(vertex0,1.0);
SurfaceVertex surfaceVertex1(vertex1,1.0);
SurfaceVertex surfaceVertex2(vertex2,1.0);
result[material0].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
result[material0].addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
}
else if(material0 == material1)
//If there not all the same, we need one triangle for each unique material.
//We'll also need some vertices with low alphas for blending.
else
{
SurfaceVertex surfaceVertex0Alpha0(vertex0,0.0);
SurfaceVertex surfaceVertex1Alpha0(vertex1,0.0);
SurfaceVertex surfaceVertex2Alpha0(vertex2,0.0);
if(material0 == material1)
{
SurfaceVertex surfaceVertex0(vertex0,1.0);
SurfaceVertex surfaceVertex1(vertex1,1.0);
SurfaceVertex surfaceVertex2(vertex2,0.0);
result[material0].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
result[material0].addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha0);
result[material2].addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha0, surfaceVertex2Alpha1);
}
else if(material1 == material2)
{
SurfaceVertex surfaceVertex0(vertex0,0.0);
SurfaceVertex surfaceVertex1(vertex1,0.0);
SurfaceVertex surfaceVertex2(vertex2,1.0);
result[material2].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
result[material1].addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
result[material0].addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha0, surfaceVertex2Alpha0);
}
else if(material2 == material0)
{
result[material0].addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha0, surfaceVertex2Alpha1);
result[material1].addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha1, surfaceVertex2Alpha0);
}
else
{
result[material0].addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha0, surfaceVertex2Alpha0);
result[material1].addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha1, surfaceVertex2Alpha0);
result[material2].addTriangle(surfaceVertex0Alpha0, surfaceVertex1Alpha0, surfaceVertex2Alpha1);
}
}
else if(material1 == material2)
{
{
SurfaceVertex surfaceVertex0(vertex0,0.0);
SurfaceVertex surfaceVertex1(vertex1,1.0);
SurfaceVertex surfaceVertex2(vertex2,1.0);
result[material1].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
}
{
SurfaceVertex surfaceVertex0(vertex0,1.0);
SurfaceVertex surfaceVertex1(vertex1,0.0);
SurfaceVertex surfaceVertex2(vertex2,0.0);
result[material0].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
}
}
else if(material2 == material0)
{
{
SurfaceVertex surfaceVertex0(vertex0,1.0);
SurfaceVertex surfaceVertex1(vertex1,0.0);
SurfaceVertex surfaceVertex2(vertex2,1.0);
result[material0].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
}
{
SurfaceVertex surfaceVertex0(vertex0,0.0);
SurfaceVertex surfaceVertex1(vertex1,1.0);
SurfaceVertex surfaceVertex2(vertex2,0.0);
surfaceVertex2.setAlpha(0.0);
result[material1].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
}
}
else
{
{
SurfaceVertex surfaceVertex0(vertex0,1.0);
SurfaceVertex surfaceVertex1(vertex1,0.0);
SurfaceVertex surfaceVertex2(vertex2,0.0);
result[material0].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
}
{
SurfaceVertex surfaceVertex0(vertex0,0.0);
SurfaceVertex surfaceVertex1(vertex1,1.0);
SurfaceVertex surfaceVertex2(vertex2,0.0);
result[material1].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
}
{
SurfaceVertex surfaceVertex0(vertex0,0.0);
SurfaceVertex surfaceVertex1(vertex1,0.0);
SurfaceVertex surfaceVertex2(vertex2,1.0);
result[material2].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
}
}
/*else
{
std::set<uchar> materials; //FIXME - set::set is pretty slow for this as it only holds up to 3 vertices.
materials.insert(material0);
materials.insert(material1);
materials.insert(material2);
for(std::set<uchar>::iterator materialsIter = materials.begin(); materialsIter != materials.end(); ++materialsIter)
{
uchar material = *materialsIter;
SurfaceVertex surfaceVertex0(vertex0);
if(material0 == material)
surfaceVertex0.setAlpha(1.0);
else
surfaceVertex0.setAlpha(0.0);
SurfaceVertex surfaceVertex1(vertex1);
if(material1 == material)
surfaceVertex1.setAlpha(1.0);
else
surfaceVertex1.setAlpha(0.0);
SurfaceVertex surfaceVertex2(vertex2);
if(material2 == material)
surfaceVertex2.setAlpha(1.0);
else
surfaceVertex2.setAlpha(0.0);
result[material].addTriangle(surfaceVertex0, surfaceVertex1, surfaceVertex2);
}
}*/
}
}
}//For each triangle
}//For each cell
//FIXME - can it happen that we have no vertices or triangles? Should exit early?
@ -749,11 +675,11 @@ namespace Ogre
}
uint noOfRemovedVertices = 0;
do
//do
{
noOfRemovedVertices = iterPatch->second.decimate();
//noOfRemovedVertices = iterPatch->second.decimate();
}
while(noOfRemovedVertices > 10); //We don't worry about the last few vertices - it's not worth the overhead of calling the function.
//while(noOfRemovedVertices > 10); //We don't worry about the last few vertices - it's not worth the overhead of calling the function.
}
//LogManager::getSingleton().logMessage("Finished Generating Mesh Data");
@ -778,7 +704,7 @@ namespace Ogre
switch(normalGenerationMethod)
{
case SOBEL:
case SOBEL:
{
volIter.setPosition(static_cast<uint>(posX),static_cast<uint>(posY),static_cast<uint>(posZ));
const Vector3 gradFloor = volIter.getSobelGradient();
@ -798,7 +724,7 @@ namespace Ogre
result = ((gradFloor + gradCeil) * -1.0);
break;
}
case CENTRAL_DIFFERENCE:
case CENTRAL_DIFFERENCE:
{
volIter.setPosition(static_cast<uint>(posX),static_cast<uint>(posY),static_cast<uint>(posZ));
const Vector3 gradFloor = volIter.getCentralDifferenceGradient();
@ -818,8 +744,8 @@ namespace Ogre
result = ((gradFloor + gradCeil) * -1.0);
break;
}
case SIMPLE:
default:
case SIMPLE:
default:
{
volIter.setPosition(static_cast<uint>(posX),static_cast<uint>(posY),static_cast<uint>(posZ));
const uchar uFloor = volIter.getVoxel() > 0 ? 1 : 0;
@ -942,7 +868,7 @@ namespace Ogre
/*void PolyVoxSceneManager::setMaterialNameForIndex(uchar uIndex, std::string sMaterialName)
{
m_aMaterialNames[uIndex] = sMaterialName;
m_aMaterialNames[uIndex] = sMaterialName;
}*/
bool PolyVoxSceneManager::containsPoint(Vector3 pos, float boundary)