More work on new marching cubes algorithm. Slices are now processed individually.

This commit is contained in:
David Williams
2008-06-04 19:20:14 +00:00
parent 4c98f9579b
commit c0afd9d77f
2 changed files with 79 additions and 190 deletions

View File

@ -36,6 +36,8 @@ namespace PolyVox
POLYVOX_API std::list<RegionGeometry> getChangedRegionGeometry(VolumeChangeTracker& volume); POLYVOX_API std::list<RegionGeometry> getChangedRegionGeometry(VolumeChangeTracker& volume);
POLYVOX_API void generateExperimentalMeshDataForRegion(BlockVolume<boost::uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch); POLYVOX_API void generateExperimentalMeshDataForRegion(BlockVolume<boost::uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch);
POLYVOX_API void generateExperimentalMeshDataForRegionSlice(BlockVolumeIterator<boost::uint8_t>& volIter, Region regTwoSlice, IndexedSurfacePatch* singleMaterialPatch, const Vector3DFloat& offset);
POLYVOX_API void generateRoughMeshDataForRegion(BlockVolume<boost::uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch); POLYVOX_API void generateRoughMeshDataForRegion(BlockVolume<boost::uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch);
POLYVOX_API Vector3DFloat computeNormal(BlockVolume<boost::uint8_t>* volumeData, const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod); POLYVOX_API Vector3DFloat computeNormal(BlockVolume<boost::uint8_t>* volumeData, const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod);

View File

@ -41,6 +41,9 @@ namespace PolyVox
void generateExperimentalMeshDataForRegion(BlockVolume<uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch) void generateExperimentalMeshDataForRegion(BlockVolume<uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch)
{ {
singleMaterialPatch->m_vecVertices.clear();
singleMaterialPatch->m_vecTriangleIndices.clear();
//When generating the mesh for a region we actually look one voxel outside it in the //When generating the mesh for a region we actually look one voxel outside it in the
// back, bottom, right direction. Protect against access violations by cropping region here // back, bottom, right direction. Protect against access violations by cropping region here
Region regVolume = volumeData->getEnclosingRegion(); Region regVolume = volumeData->getEnclosingRegion();
@ -50,10 +53,51 @@ namespace PolyVox
//Offset from region corner //Offset from region corner
const Vector3DFloat offset = static_cast<Vector3DFloat>(region.getLowerCorner()); const Vector3DFloat offset = static_cast<Vector3DFloat>(region.getLowerCorner());
Vector3DFloat vertlist[12];
uint8_t vertMaterials[12];
BlockVolumeIterator<boost::uint8_t> volIter(*volumeData); BlockVolumeIterator<boost::uint8_t> volIter(*volumeData);
//std::vector<boost::uint32_t> vecTriangleIndices;
//std::vector<SurfaceVertex> vecVertices;
/*Region regTwoSlice(region);
Vector3DInt32 upperCorner = regTwoSlice.getUpperCorner();
upperCorner.setZ(regTwoSlice.getLowerCorner().getZ() + 1);
regTwoSlice.setUpperCorner(upperCorner);
generateExperimentalMeshDataForRegionSlice(volIter, regTwoSlice, singleMaterialPatch, offset);
regTwoSlice.setLowerCorner(regTwoSlice.getLowerCorner() + Vector3DInt32(0,0,1));
regTwoSlice.setUpperCorner(regTwoSlice.getUpperCorner() + Vector3DInt32(0,0,1));
generateExperimentalMeshDataForRegionSlice(volIter, regTwoSlice, singleMaterialPatch, offset);*/
for(boost::uint32_t uSlice = 0; ((uSlice <= 15) && (uSlice + offset.getZ() < region.getUpperCorner().getZ())); ++uSlice)
{
Vector3DInt32 lowerCorner = Vector3DInt32(region.getLowerCorner().getX(), region.getLowerCorner().getY(), region.getLowerCorner().getZ() + uSlice);
Vector3DInt32 upperCorner = Vector3DInt32(region.getUpperCorner().getX(), region.getUpperCorner().getY(), region.getLowerCorner().getZ() + uSlice + 1);
Region regTwoSlice(lowerCorner, upperCorner);
generateExperimentalMeshDataForRegionSlice(volIter, regTwoSlice, singleMaterialPatch, offset);
}
//FIXME - can it happen that we have no vertices or triangles? Should exit early?
//singleMaterialPatch->m_vecVertices = vecVertices;
//singleMaterialPatch->m_vecTriangleIndices = vecTriangleIndices;
std::vector<SurfaceVertex>::iterator iterSurfaceVertex = singleMaterialPatch->getVertices().begin();
while(iterSurfaceVertex != singleMaterialPatch->getVertices().end())
{
Vector3DFloat tempNormal = computeNormal(volumeData, static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), CENTRAL_DIFFERENCE);
const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
++iterSurfaceVertex;
}
}
void generateExperimentalMeshDataForRegionSlice(BlockVolumeIterator<uint8_t>& volIter, Region regTwoSlice, IndexedSurfacePatch* singleMaterialPatch, const Vector3DFloat& offset)
{
//For edge indices //For edge indices
boost::int32_t vertexIndicesX[POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1]; boost::int32_t vertexIndicesX[POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1];
boost::int32_t vertexIndicesY[POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1]; boost::int32_t vertexIndicesY[POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1];
@ -66,17 +110,15 @@ namespace PolyVox
boost::uint8_t bitmask[POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1]; boost::uint8_t bitmask[POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1];
memset(bitmask, 0x00, sizeof(bitmask)); memset(bitmask, 0x00, sizeof(bitmask));
std::vector<boost::uint32_t> vecTriangleIndices;
std::vector<SurfaceVertex> vecVertices;
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
// Compute bitmasks // Compute bitmasks
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
//Iterate over each cell in the region //Iterate over each cell in the region
volIter.setPosition(region.getLowerCorner().getX(),region.getLowerCorner().getY(), region.getLowerCorner().getZ()); volIter.setPosition(regTwoSlice.getLowerCorner().getX(),regTwoSlice.getLowerCorner().getY(), regTwoSlice.getLowerCorner().getZ());
volIter.setValidRegion(region); volIter.setValidRegion(regTwoSlice);
while(volIter.moveForwardInRegionXYZ()) do
//while(volIter.moveForwardInRegionXYZ())
{ {
//Current position //Current position
const uint16_t x = volIter.getPosX() - offset.getX(); const uint16_t x = volIter.getPosX() - offset.getX();
@ -108,16 +150,20 @@ namespace PolyVox
//Save the bitmask //Save the bitmask
bitmask[x][y][z] = iCubeIndex; bitmask[x][y][z] = iCubeIndex;
}//For each cell }while(volIter.moveForwardInRegionXYZ());//For each cell
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
//Get mesh data //Get mesh data
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
Vector3DFloat vertlist[12];
uint8_t vertMaterials[12];
//Iterate over each cell in the region //Iterate over each cell in the region
volIter.setPosition(region.getLowerCorner().getX(),region.getLowerCorner().getY(), region.getLowerCorner().getZ()); volIter.setPosition(regTwoSlice.getLowerCorner().getX(),regTwoSlice.getLowerCorner().getY(), regTwoSlice.getLowerCorner().getZ());
volIter.setValidRegion(region); volIter.setValidRegion(regTwoSlice);
while(volIter.moveForwardInRegionXYZ()) //while(volIter.moveForwardInRegionXYZ())
do
{ {
//Current position //Current position
const uint16_t x = volIter.getPosX() - offset.getX(); const uint16_t x = volIter.getPosX() - offset.getX();
@ -138,131 +184,52 @@ namespace PolyVox
/* Find the vertices where the surface intersects the cube */ /* Find the vertices where the surface intersects the cube */
if (edgeTable[iCubeIndex] & 1) if (edgeTable[iCubeIndex] & 1)
{ {
if((x + offset.getX()) != region.getUpperCorner().getX()) if((x + offset.getX()) != regTwoSlice.getUpperCorner().getX())
{ {
vertlist[0].setX(x + 0.5f); vertlist[0].setX(x + 0.5f);
vertlist[0].setY(y); vertlist[0].setY(y);
vertlist[0].setZ(z); vertlist[0].setZ(z);
vertMaterials[0] = v000 | volIter.peekVoxel1px0py0pz(); //Because one of these is 0, the or operation takes the max. vertMaterials[0] = v000 | volIter.peekVoxel1px0py0pz(); //Because one of these is 0, the or operation takes the max.
SurfaceVertex surfaceVertex(vertlist[0],vertMaterials[0], 1.0); SurfaceVertex surfaceVertex(vertlist[0],vertMaterials[0], 1.0);
vecVertices.push_back(surfaceVertex); singleMaterialPatch->m_vecVertices.push_back(surfaceVertex);
vertexIndicesX[x][y][z] = vecVertices.size()-1; vertexIndicesX[x][y][z] = singleMaterialPatch->m_vecVertices.size()-1;
} }
} }
/*if (edgeTable[iCubeIndex] & 2)
{
vertlist[1].setX(x + 1.0f);
vertlist[1].setY(y + 0.5f);
vertlist[1].setZ(z);
vertMaterials[1] = v100 | v110;
}*/
/*if (edgeTable[iCubeIndex] & 4)
{
vertlist[2].setX(x + 0.5f);
vertlist[2].setY(y + 1.0f);
vertlist[2].setZ(z);
vertMaterials[2] = v010 | v110;
}*/
if (edgeTable[iCubeIndex] & 8) if (edgeTable[iCubeIndex] & 8)
{ {
if((y + offset.getY()) != region.getUpperCorner().getY()) if((y + offset.getY()) != regTwoSlice.getUpperCorner().getY())
{ {
vertlist[3].setX(x); vertlist[3].setX(x);
vertlist[3].setY(y + 0.5f); vertlist[3].setY(y + 0.5f);
vertlist[3].setZ(z); vertlist[3].setZ(z);
vertMaterials[3] = v000 | volIter.peekVoxel0px1py0pz(); vertMaterials[3] = v000 | volIter.peekVoxel0px1py0pz();
SurfaceVertex surfaceVertex(vertlist[3],vertMaterials[3], 1.0); SurfaceVertex surfaceVertex(vertlist[3],vertMaterials[3], 1.0);
vecVertices.push_back(surfaceVertex); singleMaterialPatch->m_vecVertices.push_back(surfaceVertex);
vertexIndicesY[x][y][z] = vecVertices.size()-1; vertexIndicesY[x][y][z] = singleMaterialPatch->m_vecVertices.size()-1;
} }
} }
/*if (edgeTable[iCubeIndex] & 16)
{
vertlist[4].setX(x + 0.5f);
vertlist[4].setY(y);
vertlist[4].setZ(z + 1.0f);
vertMaterials[4] = v001 | v101;
}*/
/*if (edgeTable[iCubeIndex] & 32)
{
vertlist[5].setX(x + 1.0f);
vertlist[5].setY(y + 0.5f);
vertlist[5].setZ(z + 1.0f);
vertMaterials[5] = v101 | v111;
}*/
/*if (edgeTable[iCubeIndex] & 64)
{
vertlist[6].setX(x + 0.5f);
vertlist[6].setY(y + 1.0f);
vertlist[6].setZ(z + 1.0f);
vertMaterials[6] = v011 | v111;
}*/
/*if (edgeTable[iCubeIndex] & 128)
{
vertlist[7].setX(x);
vertlist[7].setY(y + 0.5f);
vertlist[7].setZ(z + 1.0f);
vertMaterials[7] = v001 | v011;
}*/
if (edgeTable[iCubeIndex] & 256) if (edgeTable[iCubeIndex] & 256)
{ {
if((z + offset.getZ()) != region.getUpperCorner().getZ()) if((z + offset.getZ()) != regTwoSlice.getUpperCorner().getZ())
{ {
vertlist[8].setX(x); vertlist[8].setX(x);
vertlist[8].setY(y); vertlist[8].setY(y);
vertlist[8].setZ(z + 0.5f); vertlist[8].setZ(z + 0.5f);
vertMaterials[8] = v000 | volIter.peekVoxel0px0py1pz(); vertMaterials[8] = v000 | volIter.peekVoxel0px0py1pz();
SurfaceVertex surfaceVertex(vertlist[8],vertMaterials[8], 1.0); SurfaceVertex surfaceVertex(vertlist[8],vertMaterials[8], 1.0);
vecVertices.push_back(surfaceVertex); singleMaterialPatch->m_vecVertices.push_back(surfaceVertex);
vertexIndicesZ[x][y][z] = vecVertices.size()-1; vertexIndicesZ[x][y][z] = singleMaterialPatch->m_vecVertices.size()-1;
} }
} }
/*if (edgeTable[iCubeIndex] & 512) }while(volIter.moveForwardInRegionXYZ());//For each cell
{
vertlist[9].setX(x + 1.0f);
vertlist[9].setY(y);
vertlist[9].setZ(z + 0.5f);
vertMaterials[9] = v100 | v101;
}*/
/*if (edgeTable[iCubeIndex] & 1024)
{
vertlist[10].setX(x + 1.0f);
vertlist[10].setY(y + 1.0f);
vertlist[10].setZ(z + 0.5f);
vertMaterials[10] = v110 | v111;
}*/
/*if (edgeTable[iCubeIndex] & 2048)
{
vertlist[11].setX(x);
vertlist[11].setY(y + 1.0f);
vertlist[11].setZ(z + 0.5f);
vertMaterials[11] = v010 | v011;
}*/
/*for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3)
{
//The three vertices forming a triangle
const Vector3DFloat vertex0 = vertlist[triTable[iCubeIndex][i ]] - offset;
const Vector3DFloat vertex1 = vertlist[triTable[iCubeIndex][i+1]] - offset;
const Vector3DFloat vertex2 = vertlist[triTable[iCubeIndex][i+2]] - offset;
const uint8_t material0 = vertMaterials[triTable[iCubeIndex][i ]];
const uint8_t material1 = vertMaterials[triTable[iCubeIndex][i+1]];
const uint8_t material2 = vertMaterials[triTable[iCubeIndex][i+2]];
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1f,1.0f);
singleMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
}*///For each triangle
}//For each cell
boost::uint32_t indlist[12]; boost::uint32_t indlist[12];
//Iterate over each cell in the region //Iterate over each cell in the region
region.setUpperCorner(region.getUpperCorner() - Vector3DInt32(1,1,1)); regTwoSlice.setUpperCorner(regTwoSlice.getUpperCorner() - Vector3DInt32(1,1,1));
volIter.setPosition(region.getLowerCorner().getX(),region.getLowerCorner().getY(), region.getLowerCorner().getZ()); volIter.setPosition(regTwoSlice.getLowerCorner().getX(),regTwoSlice.getLowerCorner().getY(), regTwoSlice.getLowerCorner().getZ());
volIter.setValidRegion(region); volIter.setValidRegion(regTwoSlice);
while(volIter.moveForwardInRegionXYZ()) //while(volIter.moveForwardInRegionXYZ())
do
{ {
//Current position //Current position
const uint16_t x = volIter.getPosX() - offset.getX(); const uint16_t x = volIter.getPosX() - offset.getX();
@ -283,109 +250,61 @@ namespace PolyVox
{ {
indlist[0] = vertexIndicesX[x][y][z]; indlist[0] = vertexIndicesX[x][y][z];
assert(indlist[0] != -1); assert(indlist[0] != -1);
/*vertlist[0].setX(x + 0.5f);
vertlist[0].setY(y);
vertlist[0].setZ(z);
vertMaterials[0] = v000 | v100;*/ //Because one of these is 0, the or operation takes the max.
} }
if (edgeTable[iCubeIndex] & 2) if (edgeTable[iCubeIndex] & 2)
{ {
indlist[1] = vertexIndicesY[x+1][y][z]; indlist[1] = vertexIndicesY[x+1][y][z];
assert(indlist[1] != -1); assert(indlist[1] != -1);
/*vertlist[1].setX(x + 1.0f);
vertlist[1].setY(y + 0.5f);
vertlist[1].setZ(z);
vertMaterials[1] = v100 | v110;*/
} }
if (edgeTable[iCubeIndex] & 4) if (edgeTable[iCubeIndex] & 4)
{ {
indlist[2] = vertexIndicesX[x][y+1][z]; indlist[2] = vertexIndicesX[x][y+1][z];
assert(indlist[2] != -1); assert(indlist[2] != -1);
/*vertlist[2].setX(x + 0.5f);
vertlist[2].setY(y + 1.0f);
vertlist[2].setZ(z);
vertMaterials[2] = v010 | v110;*/
} }
if (edgeTable[iCubeIndex] & 8) if (edgeTable[iCubeIndex] & 8)
{ {
indlist[3] = vertexIndicesY[x][y][z]; indlist[3] = vertexIndicesY[x][y][z];
assert(indlist[3] != -1); assert(indlist[3] != -1);
/*vertlist[3].setX(x);
vertlist[3].setY(y + 0.5f);
vertlist[3].setZ(z);
vertMaterials[3] = v000 | v010;*/
} }
if (edgeTable[iCubeIndex] & 16) if (edgeTable[iCubeIndex] & 16)
{ {
indlist[4] = vertexIndicesX[x][y][z+1]; indlist[4] = vertexIndicesX[x][y][z+1];
assert(indlist[4] != -1); assert(indlist[4] != -1);
/*vertlist[4].setX(x + 0.5f);
vertlist[4].setY(y);
vertlist[4].setZ(z + 1.0f);
vertMaterials[4] = v001 | v101;*/
} }
if (edgeTable[iCubeIndex] & 32) if (edgeTable[iCubeIndex] & 32)
{ {
indlist[5] = vertexIndicesY[x+1][y][z+1]; indlist[5] = vertexIndicesY[x+1][y][z+1];
assert(indlist[5] != -1); assert(indlist[5] != -1);
/*vertlist[5].setX(x + 1.0f);
vertlist[5].setY(y + 0.5f);
vertlist[5].setZ(z + 1.0f);
vertMaterials[5] = v101 | v111;*/
} }
if (edgeTable[iCubeIndex] & 64) if (edgeTable[iCubeIndex] & 64)
{ {
indlist[6] = vertexIndicesX[x][y+1][z+1]; indlist[6] = vertexIndicesX[x][y+1][z+1];
assert(indlist[6] != -1); assert(indlist[6] != -1);
/*vertlist[6].setX(x + 0.5f);
vertlist[6].setY(y + 1.0f);
vertlist[6].setZ(z + 1.0f);
vertMaterials[6] = v011 | v111;*/
} }
if (edgeTable[iCubeIndex] & 128) if (edgeTable[iCubeIndex] & 128)
{ {
indlist[7] = vertexIndicesY[x][y][z+1]; indlist[7] = vertexIndicesY[x][y][z+1];
assert(indlist[7] != -1); assert(indlist[7] != -1);
/*vertlist[7].setX(x);
vertlist[7].setY(y + 0.5f);
vertlist[7].setZ(z + 1.0f);
vertMaterials[7] = v001 | v011;*/
} }
if (edgeTable[iCubeIndex] & 256) if (edgeTable[iCubeIndex] & 256)
{ {
indlist[8] = vertexIndicesZ[x][y][z]; indlist[8] = vertexIndicesZ[x][y][z];
assert(indlist[8] != -1); assert(indlist[8] != -1);
/*vertlist[8].setX(x);
vertlist[8].setY(y);
vertlist[8].setZ(z + 0.5f);
vertMaterials[8] = v000 | v001;*/
} }
if (edgeTable[iCubeIndex] & 512) if (edgeTable[iCubeIndex] & 512)
{ {
indlist[9] = vertexIndicesZ[x+1][y][z]; indlist[9] = vertexIndicesZ[x+1][y][z];
assert(indlist[9] != -1); assert(indlist[9] != -1);
/*vertlist[9].setX(x + 1.0f);
vertlist[9].setY(y);
vertlist[9].setZ(z + 0.5f);
vertMaterials[9] = v100 | v101;*/
} }
if (edgeTable[iCubeIndex] & 1024) if (edgeTable[iCubeIndex] & 1024)
{ {
indlist[10] = vertexIndicesZ[x+1][y+1][z]; indlist[10] = vertexIndicesZ[x+1][y+1][z];
assert(indlist[10] != -1); assert(indlist[10] != -1);
/*vertlist[10].setX(x + 1.0f);
vertlist[10].setY(y + 1.0f);
vertlist[10].setZ(z + 0.5f);
vertMaterials[10] = v110 | v111;*/
} }
if (edgeTable[iCubeIndex] & 2048) if (edgeTable[iCubeIndex] & 2048)
{ {
indlist[11] = vertexIndicesZ[x][y+1][z]; indlist[11] = vertexIndicesZ[x][y+1][z];
assert(indlist[11] != -1); assert(indlist[11] != -1);
/*vertlist[11].setX(x);
vertlist[11].setY(y + 1.0f);
vertlist[11].setZ(z + 0.5f);
vertMaterials[11] = v010 | v011;*/
} }
for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3) for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3)
@ -394,43 +313,11 @@ namespace PolyVox
boost::uint32_t ind1 = indlist[triTable[iCubeIndex][i+1]]; boost::uint32_t ind1 = indlist[triTable[iCubeIndex][i+1]];
boost::uint32_t ind2 = indlist[triTable[iCubeIndex][i+2]]; boost::uint32_t ind2 = indlist[triTable[iCubeIndex][i+2]];
vecTriangleIndices.push_back(ind0); singleMaterialPatch->m_vecTriangleIndices.push_back(ind0);
vecTriangleIndices.push_back(ind1); singleMaterialPatch->m_vecTriangleIndices.push_back(ind1);
vecTriangleIndices.push_back(ind2); singleMaterialPatch->m_vecTriangleIndices.push_back(ind2);
//The three vertices forming a triangle
/*const Vector3DFloat vertex0 = vertlist[triTable[iCubeIndex][i ]] - offset;
const Vector3DFloat vertex1 = vertlist[triTable[iCubeIndex][i+1]] - offset;
const Vector3DFloat vertex2 = vertlist[triTable[iCubeIndex][i+2]] - offset;
const uint8_t material0 = vertMaterials[triTable[iCubeIndex][i ]];
const uint8_t material1 = vertMaterials[triTable[iCubeIndex][i+1]];
const uint8_t material2 = vertMaterials[triTable[iCubeIndex][i+2]];
SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1f,1.0f);
singleMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);*/
}//For each triangle }//For each triangle
}//For each cell }while(volIter.moveForwardInRegionXYZ());//For each cell
//FIXME - can it happen that we have no vertices or triangles? Should exit early?
singleMaterialPatch->m_vecVertices = vecVertices;
singleMaterialPatch->m_vecTriangleIndices = vecTriangleIndices;
//for(std::map<uint8_t, IndexedSurfacePatch*>::iterator iterPatch = surfacePatchMapResult.begin(); iterPatch != surfacePatchMapResult.end(); ++iterPatch)
{
std::vector<SurfaceVertex>::iterator iterSurfaceVertex = singleMaterialPatch->getVertices().begin();
while(iterSurfaceVertex != singleMaterialPatch->getVertices().end())
{
Vector3DFloat tempNormal = computeNormal(volumeData, static_cast<Vector3DFloat>(iterSurfaceVertex->getPosition() + offset), CENTRAL_DIFFERENCE);
const_cast<SurfaceVertex&>(*iterSurfaceVertex).setNormal(tempNormal);
++iterSurfaceVertex;
}
}
} }
void generateRoughMeshDataForRegion(BlockVolume<uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch) void generateRoughMeshDataForRegion(BlockVolume<uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch)