Extra checks in during marching cubes to try and catch corrupt data.
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@ -440,6 +440,7 @@ namespace PolyVox
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{
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{
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m_sampVolume.movePositiveX();
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m_sampVolume.movePositiveX();
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const typename VolumeType::VoxelType v100 = m_sampVolume.getVoxel();
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const typename VolumeType::VoxelType v100 = m_sampVolume.getVoxel();
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POLYVOX_ASSERT(v000 != v100, "Attempting to insert vertex between two voxels with the same value");
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const Vector3DFloat n100 = computeCentralDifferenceGradient(m_sampVolume);
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const Vector3DFloat n100 = computeCentralDifferenceGradient(m_sampVolume);
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const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v000)) / static_cast<float>(m_controller.convertToDensity(v100) - m_controller.convertToDensity(v000));
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const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v000)) / static_cast<float>(m_controller.convertToDensity(v100) - m_controller.convertToDensity(v000));
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@ -447,7 +448,13 @@ namespace PolyVox
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const Vector3DFloat v3dPosition(static_cast<float>(iXVolSpace - m_regSizeInVoxels.getLowerX()) + fInterp, static_cast<float>(iYVolSpace - m_regSizeInVoxels.getLowerY()), static_cast<float>(iZVolSpace - m_regSizeInCells.getLowerZ()));
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const Vector3DFloat v3dPosition(static_cast<float>(iXVolSpace - m_regSizeInVoxels.getLowerX()) + fInterp, static_cast<float>(iYVolSpace - m_regSizeInVoxels.getLowerY()), static_cast<float>(iZVolSpace - m_regSizeInCells.getLowerZ()));
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Vector3DFloat v3dNormal = (n100*fInterp) + (n000*(1-fInterp));
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Vector3DFloat v3dNormal = (n100*fInterp) + (n000*(1-fInterp));
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v3dNormal.normalise();
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// The gradient for a voxel can be zero (e.g. solid voxel surrounded by empty ones) and so
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// the interpolated normal can also be zero (e.g. a grid of alternating solid and empty voxels).
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if(v3dNormal.lengthSquared() > 0.000001f)
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{
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v3dNormal.normalise();
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}
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//Choose one of the two materials to use for the vertex (we don't interpolate as interpolation of
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//Choose one of the two materials to use for the vertex (we don't interpolate as interpolation of
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//material IDs does not make sense). We take the largest, so that if we are working on a material-only
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//material IDs does not make sense). We take the largest, so that if we are working on a material-only
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@ -466,6 +473,7 @@ namespace PolyVox
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{
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{
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m_sampVolume.movePositiveY();
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m_sampVolume.movePositiveY();
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const typename VolumeType::VoxelType v010 = m_sampVolume.getVoxel();
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const typename VolumeType::VoxelType v010 = m_sampVolume.getVoxel();
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POLYVOX_ASSERT(v000 != v010, "Attempting to insert vertex between two voxels with the same value");
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const Vector3DFloat n010 = computeCentralDifferenceGradient(m_sampVolume);
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const Vector3DFloat n010 = computeCentralDifferenceGradient(m_sampVolume);
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const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v000)) / static_cast<float>(m_controller.convertToDensity(v010) - m_controller.convertToDensity(v000));
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const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v000)) / static_cast<float>(m_controller.convertToDensity(v010) - m_controller.convertToDensity(v000));
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@ -473,7 +481,13 @@ namespace PolyVox
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const Vector3DFloat v3dPosition(static_cast<float>(iXVolSpace - m_regSizeInVoxels.getLowerX()), static_cast<float>(iYVolSpace - m_regSizeInVoxels.getLowerY()) + fInterp, static_cast<float>(iZVolSpace - m_regSizeInVoxels.getLowerZ()));
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const Vector3DFloat v3dPosition(static_cast<float>(iXVolSpace - m_regSizeInVoxels.getLowerX()), static_cast<float>(iYVolSpace - m_regSizeInVoxels.getLowerY()) + fInterp, static_cast<float>(iZVolSpace - m_regSizeInVoxels.getLowerZ()));
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Vector3DFloat v3dNormal = (n010*fInterp) + (n000*(1-fInterp));
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Vector3DFloat v3dNormal = (n010*fInterp) + (n000*(1-fInterp));
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v3dNormal.normalise();
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// The gradient for a voxel can be zero (e.g. solid voxel surrounded by empty ones) and so
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// the interpolated normal can also be zero (e.g. a grid of alternating solid and empty voxels).
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if(v3dNormal.lengthSquared() > 0.000001f)
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{
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v3dNormal.normalise();
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}
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//Choose one of the two materials to use for the vertex (we don't interpolate as interpolation of
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//Choose one of the two materials to use for the vertex (we don't interpolate as interpolation of
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//material IDs does not make sense). We take the largest, so that if we are working on a material-only
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//material IDs does not make sense). We take the largest, so that if we are working on a material-only
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@ -492,6 +506,7 @@ namespace PolyVox
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{
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{
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m_sampVolume.movePositiveZ();
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m_sampVolume.movePositiveZ();
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const typename VolumeType::VoxelType v001 = m_sampVolume.getVoxel();
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const typename VolumeType::VoxelType v001 = m_sampVolume.getVoxel();
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POLYVOX_ASSERT(v000 != v001, "Attempting to insert vertex between two voxels with the same value");
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const Vector3DFloat n001 = computeCentralDifferenceGradient(m_sampVolume);
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const Vector3DFloat n001 = computeCentralDifferenceGradient(m_sampVolume);
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const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v000)) / static_cast<float>(m_controller.convertToDensity(v001) - m_controller.convertToDensity(v000));
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const float fInterp = static_cast<float>(m_tThreshold - m_controller.convertToDensity(v000)) / static_cast<float>(m_controller.convertToDensity(v001) - m_controller.convertToDensity(v000));
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@ -499,7 +514,12 @@ namespace PolyVox
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const Vector3DFloat v3dPosition(static_cast<float>(iXVolSpace - m_regSizeInVoxels.getLowerX()), static_cast<float>(iYVolSpace - m_regSizeInVoxels.getLowerY()), static_cast<float>(iZVolSpace - m_regSizeInVoxels.getLowerZ()) + fInterp);
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const Vector3DFloat v3dPosition(static_cast<float>(iXVolSpace - m_regSizeInVoxels.getLowerX()), static_cast<float>(iYVolSpace - m_regSizeInVoxels.getLowerY()), static_cast<float>(iZVolSpace - m_regSizeInVoxels.getLowerZ()) + fInterp);
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Vector3DFloat v3dNormal = (n001*fInterp) + (n000*(1-fInterp));
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Vector3DFloat v3dNormal = (n001*fInterp) + (n000*(1-fInterp));
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v3dNormal.normalise();
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// The gradient for a voxel can be zero (e.g. solid voxel surrounded by empty ones) and so
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// the interpolated normal can also be zero (e.g. a grid of alternating solid and empty voxels).
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if(v3dNormal.lengthSquared() > 0.000001f)
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{
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v3dNormal.normalise();
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}
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//Choose one of the two materials to use for the vertex (we don't interpolate as interpolation of
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//Choose one of the two materials to use for the vertex (we don't interpolate as interpolation of
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//material IDs does not make sense). We take the largest, so that if we are working on a material-only
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//material IDs does not make sense). We take the largest, so that if we are working on a material-only
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