Fixes to the way the marching cubes controller is used.

This commit is contained in:
unknown 2012-07-15 23:19:59 +02:00
parent b140e16083
commit 66035c6d13
3 changed files with 13 additions and 12 deletions

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@ -208,11 +208,9 @@ namespace PolyVox
Region m_regSliceCurrent;
//Our threshold value
//typename VoxelTypeTraits<typename VolumeType::VoxelType>::DensityType m_tThreshold;
typename DefaultMarchingCubesController<typename VolumeType::VoxelType>::DensityType m_tThreshold;
typename Controller::DensityType m_tThreshold;
//Used to convert arbitrary voxel types in densities and materials.
//DefaultMarchingCubesController<typename VolumeType::VoxelType> m_controller;
Controller m_controller;
};
}

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@ -444,9 +444,9 @@ namespace PolyVox
//Choose one of the two materials to use for the vertex (we don't interpolate as interpolation of
//material IDs does not make sense). We take the largest, so that if we are working on a material-only
//volume we get the one which is non-zero. Both materials can be non-zero if our volume has a density component.
typename DefaultMarchingCubesController<typename VolumeType::VoxelType>::MaterialType uMaterial000 = m_controller.convertToMaterial(v000);
typename DefaultMarchingCubesController<typename VolumeType::VoxelType>::MaterialType uMaterial100 = m_controller.convertToMaterial(v100);
typename DefaultMarchingCubesController<typename VolumeType::VoxelType>::MaterialType uMaterial = (std::max)(uMaterial000, uMaterial100);
typename Controller::MaterialType uMaterial000 = m_controller.convertToMaterial(v000);
typename Controller::MaterialType uMaterial100 = m_controller.convertToMaterial(v100);
typename Controller::MaterialType uMaterial = (std::max)(uMaterial000, uMaterial100);
PositionMaterialNormal surfaceVertex(v3dPosition, v3dNormal, static_cast<float>(uMaterial));
uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
@ -470,9 +470,9 @@ namespace PolyVox
//Choose one of the two materials to use for the vertex (we don't interpolate as interpolation of
//material IDs does not make sense). We take the largest, so that if we are working on a material-only
//volume we get the one which is non-zero. Both materials can be non-zero if our volume has a density component.
typename DefaultMarchingCubesController<typename VolumeType::VoxelType>::MaterialType uMaterial000 = m_controller.convertToMaterial(v000);
typename DefaultMarchingCubesController<typename VolumeType::VoxelType>::MaterialType uMaterial010 = m_controller.convertToMaterial(v010);
typename DefaultMarchingCubesController<typename VolumeType::VoxelType>::MaterialType uMaterial = (std::max)(uMaterial000, uMaterial010);
typename Controller::MaterialType uMaterial000 = m_controller.convertToMaterial(v000);
typename Controller::MaterialType uMaterial010 = m_controller.convertToMaterial(v010);
typename Controller::MaterialType uMaterial = (std::max)(uMaterial000, uMaterial010);
PositionMaterialNormal surfaceVertex(v3dPosition, v3dNormal, static_cast<float>(uMaterial));
uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);
@ -496,9 +496,9 @@ namespace PolyVox
//Choose one of the two materials to use for the vertex (we don't interpolate as interpolation of
//material IDs does not make sense). We take the largest, so that if we are working on a material-only
//volume we get the one which is non-zero. Both materials can be non-zero if our volume has a density component.
typename DefaultMarchingCubesController<typename VolumeType::VoxelType>::MaterialType uMaterial000 = m_controller.convertToMaterial(v000);
typename DefaultMarchingCubesController<typename VolumeType::VoxelType>::MaterialType uMaterial001 = m_controller.convertToMaterial(v001);
typename DefaultMarchingCubesController<typename VolumeType::VoxelType>::MaterialType uMaterial = (std::max)(uMaterial000, uMaterial001);
typename Controller::MaterialType uMaterial000 = m_controller.convertToMaterial(v000);
typename Controller::MaterialType uMaterial001 = m_controller.convertToMaterial(v001);
typename Controller::MaterialType uMaterial = (std::max)(uMaterial000, uMaterial001);
PositionMaterialNormal surfaceVertex(v3dPosition, v3dNormal, static_cast<float>(uMaterial));
uint32_t uLastVertexIndex = m_meshCurrent->addVertex(surfaceVertex);

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@ -42,6 +42,9 @@ using namespace PolyVox;
class CustomMarchingCubesController
{
public:
typedef float DensityType;
typedef float MaterialType;
float convertToDensity(float voxel)
{
return voxel;