Comments and renaming variables.
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@ -51,31 +51,41 @@ namespace PolyVox
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template< typename VolumeType, typename MeshType, typename ControllerType >
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void extractMarchingCubesMeshCustom(VolumeType* volData, Region region, MeshType* result, ControllerType controller)
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{
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// Validate parameters
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POLYVOX_THROW_IF(volData == nullptr, std::invalid_argument, "Provided volume cannot be null");
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POLYVOX_THROW_IF(result == nullptr, std::invalid_argument, "Provided mesh cannot be null");
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// For profiling this function
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Timer timer;
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result->clear();
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typename ControllerType::DensityType tThreshold = controller.getThreshold();
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// Store some commonly used values for performance and convienience
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const uint32_t uRegionWidthInVoxels = region.getWidthInVoxels();
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const uint32_t uRegionHeightInVoxels = region.getHeightInVoxels();
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const uint32_t uRegionDepthInVoxels = region.getDepthInVoxels();
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// No need to clear memory because we only read from elements we have written to.
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typename ControllerType::DensityType tThreshold = controller.getThreshold();
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// A naive implemetation of Marching Cubes might sample the eight corner voxels of every cell to determine the cell index.
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// However, when processing the cells sequentially we cn observe that many of the voxels are shared with previous adjacent
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// cells, and so we can obtain these by careful bit-shifting. These variables keep track of previous cells for this purpose.
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// We don't clear the arrays because the algorithm ensures that we only read from elements we have previously written to.
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uint8_t uPreviousCellIndex = 0;
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Array1DUint8 pPreviousRowCellIndices(uRegionWidthInVoxels);
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Array2DUint8 pPreviousSliceCellIndices(uRegionWidthInVoxels, uRegionHeightInVoxels);
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// A given vertex may be shared by multiple triangles, so we need to keep track of the indices into the vertex array.
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// We don't clear the arrays because the algorithm ensures that we only read from elements we have previously written to.
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Array<2, Vector3DInt32> pIndices(uRegionWidthInVoxels, uRegionHeightInVoxels);
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Array<2, Vector3DInt32> pPreviousIndices(uRegionWidthInVoxels, uRegionHeightInVoxels);
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Array2DUint8 pPreviousSliceBitmask(uRegionWidthInVoxels, uRegionHeightInVoxels);
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Array1DUint8 pPreviousRowBitmask(uRegionWidthInVoxels);
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uint8_t uPreviousCell = 0;
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// A sampler pointing at the beginning of the region, which gets incremented to always point at the beginning of a slice.
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typename VolumeType::Sampler startOfSlice(volData);
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startOfSlice.setPosition(region.getLowerX(), region.getLowerY(), region.getLowerZ());
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for (uint32_t uZRegSpace = 0; uZRegSpace < uRegionDepthInVoxels; uZRegSpace++)
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{
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// A sampler pointing at the beginning of the slice, which gets incremented to always point at the beginning of a row.
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typename VolumeType::Sampler startOfRow = startOfSlice;
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for (uint32_t uYRegSpace = 0; uYRegSpace < uRegionHeightInVoxels; uYRegSpace++)
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@ -87,7 +97,7 @@ namespace PolyVox
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for (uint32_t uXRegSpace = 0; uXRegSpace < uRegionWidthInVoxels; uXRegSpace++)
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{
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// Note: In many cases the provided region will be (mostly) empty which means mesh vertices/indices
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// are not generated and the only thing that is done for each cell is the computation of iCubeIndex.
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// are not generated and the only thing that is done for each cell is the computation of uCellIndex.
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// It appears that retriving the voxel value is not so expensive and that it is the bitwise combining
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// which actually carries the cost.
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//
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@ -96,39 +106,41 @@ namespace PolyVox
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// However, this complicates the code and there would still be the cost of packing/unpacking so it's
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// not clear if there is really a benefit. It's something to consider in the future.
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uint8_t iCubeIndex = 0;
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// Each bit of the cell index specifies whether a given corner of the cell is above or below the threshold.
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uint8_t uCellIndex = 0;
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// Four bits of our cube index are obtained by looking at the cube index for
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// the previous slice and copying four of those bits into their new positions.
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uint8_t iPreviousCubeIndexZ = pPreviousSliceBitmask(uXRegSpace, uYRegSpace);
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iPreviousCubeIndexZ >>= 4;
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iCubeIndex |= iPreviousCubeIndexZ;
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uint8_t uPreviousCellIndexZ = pPreviousSliceCellIndices(uXRegSpace, uYRegSpace);
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uPreviousCellIndexZ >>= 4;
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uCellIndex |= uPreviousCellIndexZ;
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// Two bits of our cube index are obtained by looking at the cube index for
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// the previous row and copying two of those bits into their new positions.
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uint8_t iPreviousCubeIndexY = pPreviousRowBitmask(uXRegSpace);
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iPreviousCubeIndexY &= 204; //204 = 128+64+8+4
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iPreviousCubeIndexY >>= 2;
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iCubeIndex |= iPreviousCubeIndexY;
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uint8_t uPreviousCellIndexY = pPreviousRowCellIndices(uXRegSpace);
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uPreviousCellIndexY &= 204; //204 = 128+64+8+4
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uPreviousCellIndexY >>= 2;
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uCellIndex |= uPreviousCellIndexY;
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// One bit of our cube index are obtained by looking at the cube index for
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// the previous cell and copying one of those bits into it's new position.
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uint8_t iPreviousCubeIndexX = uPreviousCell;
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iPreviousCubeIndexX &= 170; //170 = 128+32+8+2
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iPreviousCubeIndexX >>= 1;
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iCubeIndex |= iPreviousCubeIndexX;
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uint8_t UPreviousCellIndexX = uPreviousCellIndex;
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UPreviousCellIndexX &= 170; //170 = 128+32+8+2
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UPreviousCellIndexX >>= 1;
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uCellIndex |= UPreviousCellIndexX;
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// The last bit of our cube index is obtained by looking
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// at the relevant voxel and comparing it to the threshold
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typename VolumeType::VoxelType v111 = sampler.getVoxel();
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if (controller.convertToDensity(v111) < tThreshold) iCubeIndex |= 128;
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if (controller.convertToDensity(v111) < tThreshold) uCellIndex |= 128;
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// The current value becomes the previous value, ready for the next iteration.
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uPreviousCell = iCubeIndex;
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pPreviousRowBitmask(uXRegSpace) = iCubeIndex;
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pPreviousSliceBitmask(uXRegSpace, uYRegSpace) = iCubeIndex;
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uPreviousCellIndex = uCellIndex;
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pPreviousRowCellIndices(uXRegSpace) = uCellIndex;
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pPreviousSliceCellIndices(uXRegSpace, uYRegSpace) = uCellIndex;
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uint16_t uEdge = edgeTable[iCubeIndex];
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// 12 bits of uEdge determine whether a vertex is placed on each of the 12 edges of the cell.
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uint16_t uEdge = edgeTable[uCellIndex];
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// Test whether any vertices and indices should be generated for the current cell (i.e. it is occupied).
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// Performance note: This condition is usually false because most cells in a volume are completely above
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@ -314,11 +326,11 @@ namespace PolyVox
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indlist[11] = pIndices(uXRegSpace - 1, uYRegSpace).getZ();
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}
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for (int i = 0; triTable[iCubeIndex][i] != -1; i += 3)
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for (int i = 0; triTable[uCellIndex][i] != -1; i += 3)
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{
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const int32_t ind0 = indlist[triTable[iCubeIndex][i]];
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const int32_t ind1 = indlist[triTable[iCubeIndex][i + 1]];
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const int32_t ind2 = indlist[triTable[iCubeIndex][i + 2]];
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const int32_t ind0 = indlist[triTable[uCellIndex][i]];
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const int32_t ind1 = indlist[triTable[uCellIndex][i + 1]];
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const int32_t ind2 = indlist[triTable[uCellIndex][i + 2]];
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if ((ind0 != -1) && (ind1 != -1) && (ind2 != -1))
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{
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