Initial version of new experimental marching cubes algorithm. Currently about half as fast.
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@ -55,7 +55,8 @@ namespace PolyVox
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void setVoxel(VoxelType tValue);
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bool isValidForRegion(void) const;
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void moveForwardInRegion(void);
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void moveForwardInRegionFast(void);
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bool moveForwardInRegionXYZ(void);
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VoxelType peekVoxel1nx1ny1nz(void) const;
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VoxelType peekVoxel1nx1ny0pz(void) const;
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@ -253,7 +253,7 @@ namespace PolyVox
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}
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template <typename VoxelType>
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void BlockVolumeIterator<VoxelType>::moveForwardInRegion(void)
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void BlockVolumeIterator<VoxelType>::moveForwardInRegionFast(void)
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{
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mXPosInBlock++;
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mCurrentVoxel++;
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@ -337,6 +337,59 @@ namespace PolyVox
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}
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}
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}
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template <typename VoxelType>
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bool BlockVolumeIterator<VoxelType>::moveForwardInRegionXYZ(void)
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{
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if(mXPosInVolume < mXRegionLast)
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{
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++mXPosInVolume;
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if(mXPosInVolume % mVolume.m_uBlockSideLength != 0)
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{
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//No need to compute new block.
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++mVoxelIndexInBlock;
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++mCurrentVoxel;
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}
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else
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{
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//A more complex situation. Just call setPosition().
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setPosition(mXPosInVolume, mYPosInVolume, mZPosInVolume);
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}
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}
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else
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{
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mXPosInVolume = mXRegionFirst;
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if(mYPosInVolume < mYRegionLast)
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{
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++mYPosInVolume;
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//In the case of 'X' we used a trick to avoid calling this evey time. It's hard to use the same
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//trick here because the x position has been reset and so is likely to be in a different block.
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setPosition(mXPosInVolume, mYPosInVolume, mZPosInVolume);
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}
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else
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{
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mYPosInVolume = mYRegionFirst;
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if(mZPosInVolume < mZRegionLast)
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{
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++mZPosInVolume;
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//In the case of 'X' we used a trick to avoid calling this evey time. It's hard to use the same
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//trick here because the x position has been reset and so is likely to be in a different block.
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setPosition(mXPosInVolume, mYPosInVolume, mZPosInVolume);
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}
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else
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{
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//We've hit the end of the region. Reset x and y positions to where they were.
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mXPosInVolume = mXRegionLast;
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mYPosInVolume = mYRegionLast;
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//Return false to indicate we failed to move forward.
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return false;
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}
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}
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}
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return true;
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}
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#pragma endregion
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#pragma region Peekers
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@ -35,6 +35,7 @@ namespace PolyVox
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{
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POLYVOX_API std::list<RegionGeometry> getChangedRegionGeometry(VolumeChangeTracker& volume);
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POLYVOX_API void generateExperimentalMeshDataForRegion(BlockVolume<boost::uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch);
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POLYVOX_API void generateRoughMeshDataForRegion(BlockVolume<boost::uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch);
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POLYVOX_API Vector3DFloat computeNormal(BlockVolume<boost::uint8_t>* volumeData, const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod);
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@ -26,7 +26,7 @@ namespace PolyVox
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regionGeometry.m_patchSingleMaterial = new IndexedSurfacePatch(false);
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regionGeometry.m_v3dRegionPosition = iterChangedRegions->getLowerCorner();
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generateRoughMeshDataForRegion(volume.getVolumeData(), *iterChangedRegions, regionGeometry.m_patchSingleMaterial);
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generateExperimentalMeshDataForRegion(volume.getVolumeData(), *iterChangedRegions, regionGeometry.m_patchSingleMaterial);
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//genMultiFromSingle(regionGeometry.m_patchSingleMaterial, regionGeometry.m_patchMultiMaterial);
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@ -39,7 +39,7 @@ namespace PolyVox
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return listChangedRegionGeometry;
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}
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void generateRoughMeshDataForRegion(BlockVolume<uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch)
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void generateExperimentalMeshDataForRegion(BlockVolume<uint8_t>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch)
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{
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//When generating the mesh for a region we actually look one voxel outside it in the
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// back, bottom, right direction. Protect against access violations by cropping region here
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@ -47,6 +47,392 @@ namespace PolyVox
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regVolume.setUpperCorner(regVolume.getUpperCorner() - Vector3DInt32(1,1,1));
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region.cropTo(regVolume);
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//Offset from region corner
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const Vector3DFloat offset = static_cast<Vector3DFloat>(region.getLowerCorner());
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Vector3DFloat vertlist[12];
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uint8_t vertMaterials[12];
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BlockVolumeIterator<boost::uint8_t> volIter(*volumeData);
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//For edge indices
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boost::int32_t vertexIndicesX[POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1];
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boost::int32_t vertexIndicesY[POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1];
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boost::int32_t vertexIndicesZ[POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1][POLYVOX_REGION_SIDE_LENGTH+1];
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memset(vertexIndicesX,0xFF,sizeof(vertexIndicesX)); //0xFF is -1 as two's complement - this may not be portable...
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memset(vertexIndicesY,0xFF,sizeof(vertexIndicesY));
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memset(vertexIndicesZ,0xFF,sizeof(vertexIndicesZ));
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std::vector<boost::uint32_t> vecTriangleIndices;
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std::vector<SurfaceVertex> vecVertices;
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//////////////////////////////////////////////////////////////////////////
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//Get mesh data
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//////////////////////////////////////////////////////////////////////////
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//Iterate over each cell in the region
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volIter.setPosition(region.getLowerCorner().getX(),region.getLowerCorner().getY(), region.getLowerCorner().getZ());
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volIter.setValidRegion(region);
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while(volIter.moveForwardInRegionXYZ())
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{
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//Current position
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const uint16_t x = volIter.getPosX() - offset.getX();
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const uint16_t y = volIter.getPosY() - offset.getY();
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const uint16_t z = volIter.getPosZ() - offset.getZ();
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//Voxels values
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const uint8_t v000 = volIter.getVoxel();
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const uint8_t v100 = volIter.peekVoxel1px0py0pz();
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const uint8_t v010 = volIter.peekVoxel0px1py0pz();
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const uint8_t v110 = volIter.peekVoxel1px1py0pz();
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const uint8_t v001 = volIter.peekVoxel0px0py1pz();
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const uint8_t v101 = volIter.peekVoxel1px0py1pz();
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const uint8_t v011 = volIter.peekVoxel0px1py1pz();
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const uint8_t v111 = volIter.peekVoxel1px1py1pz();
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//Determine the index into the edge table which tells us which vertices are inside of the surface
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uint8_t iCubeIndex = 0;
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if (v000 == 0) iCubeIndex |= 1;
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if (v100 == 0) iCubeIndex |= 2;
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if (v110 == 0) iCubeIndex |= 4;
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if (v010 == 0) iCubeIndex |= 8;
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if (v001 == 0) iCubeIndex |= 16;
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if (v101 == 0) iCubeIndex |= 32;
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if (v111 == 0) iCubeIndex |= 64;
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if (v011 == 0) iCubeIndex |= 128;
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/* Cube is entirely in/out of the surface */
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if (edgeTable[iCubeIndex] == 0)
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{
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continue;
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}
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/* Find the vertices where the surface intersects the cube */
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if (edgeTable[iCubeIndex] & 1)
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{
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if((x + offset.getX()) != region.getUpperCorner().getX())
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{
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vertlist[0].setX(x + 0.5f);
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vertlist[0].setY(y);
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vertlist[0].setZ(z);
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vertMaterials[0] = v000 | v100; //Because one of these is 0, the or operation takes the max.
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SurfaceVertex surfaceVertex(vertlist[0],vertMaterials[0], 1.0);
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vecVertices.push_back(surfaceVertex);
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vertexIndicesX[x][y][z] = vecVertices.size()-1;
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}
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}
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/*if (edgeTable[iCubeIndex] & 2)
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{
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vertlist[1].setX(x + 1.0f);
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vertlist[1].setY(y + 0.5f);
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vertlist[1].setZ(z);
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vertMaterials[1] = v100 | v110;
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}*/
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/*if (edgeTable[iCubeIndex] & 4)
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{
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vertlist[2].setX(x + 0.5f);
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vertlist[2].setY(y + 1.0f);
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vertlist[2].setZ(z);
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vertMaterials[2] = v010 | v110;
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}*/
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if (edgeTable[iCubeIndex] & 8)
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{
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if((y + offset.getY()) != region.getUpperCorner().getY())
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{
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vertlist[3].setX(x);
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vertlist[3].setY(y + 0.5f);
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vertlist[3].setZ(z);
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vertMaterials[3] = v000 | v010;
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SurfaceVertex surfaceVertex(vertlist[3],vertMaterials[3], 1.0);
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vecVertices.push_back(surfaceVertex);
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vertexIndicesY[x][y][z] = vecVertices.size()-1;
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}
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}
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/*if (edgeTable[iCubeIndex] & 16)
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{
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vertlist[4].setX(x + 0.5f);
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vertlist[4].setY(y);
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vertlist[4].setZ(z + 1.0f);
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vertMaterials[4] = v001 | v101;
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}*/
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/*if (edgeTable[iCubeIndex] & 32)
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{
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vertlist[5].setX(x + 1.0f);
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vertlist[5].setY(y + 0.5f);
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vertlist[5].setZ(z + 1.0f);
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vertMaterials[5] = v101 | v111;
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}*/
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/*if (edgeTable[iCubeIndex] & 64)
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{
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vertlist[6].setX(x + 0.5f);
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vertlist[6].setY(y + 1.0f);
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vertlist[6].setZ(z + 1.0f);
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vertMaterials[6] = v011 | v111;
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}*/
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/*if (edgeTable[iCubeIndex] & 128)
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{
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vertlist[7].setX(x);
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vertlist[7].setY(y + 0.5f);
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vertlist[7].setZ(z + 1.0f);
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vertMaterials[7] = v001 | v011;
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}*/
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if (edgeTable[iCubeIndex] & 256)
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{
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if((z + offset.getZ()) != region.getUpperCorner().getZ())
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{
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vertlist[8].setX(x);
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vertlist[8].setY(y);
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vertlist[8].setZ(z + 0.5f);
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vertMaterials[8] = v000 | v001;
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SurfaceVertex surfaceVertex(vertlist[8],vertMaterials[8], 1.0);
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vecVertices.push_back(surfaceVertex);
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vertexIndicesZ[x][y][z] = vecVertices.size()-1;
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}
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}
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/*if (edgeTable[iCubeIndex] & 512)
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{
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vertlist[9].setX(x + 1.0f);
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vertlist[9].setY(y);
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vertlist[9].setZ(z + 0.5f);
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vertMaterials[9] = v100 | v101;
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}*/
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/*if (edgeTable[iCubeIndex] & 1024)
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{
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vertlist[10].setX(x + 1.0f);
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vertlist[10].setY(y + 1.0f);
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vertlist[10].setZ(z + 0.5f);
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vertMaterials[10] = v110 | v111;
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}*/
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/*if (edgeTable[iCubeIndex] & 2048)
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{
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vertlist[11].setX(x);
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vertlist[11].setY(y + 1.0f);
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vertlist[11].setZ(z + 0.5f);
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vertMaterials[11] = v010 | v011;
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}*/
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/*for (int i=0;triTable[iCubeIndex][i]!=-1;i+=3)
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{
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//The three vertices forming a triangle
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const Vector3DFloat vertex0 = vertlist[triTable[iCubeIndex][i ]] - offset;
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const Vector3DFloat vertex1 = vertlist[triTable[iCubeIndex][i+1]] - offset;
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const Vector3DFloat vertex2 = vertlist[triTable[iCubeIndex][i+2]] - offset;
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const uint8_t material0 = vertMaterials[triTable[iCubeIndex][i ]];
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const uint8_t material1 = vertMaterials[triTable[iCubeIndex][i+1]];
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const uint8_t material2 = vertMaterials[triTable[iCubeIndex][i+2]];
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SurfaceVertex surfaceVertex0Alpha1(vertex0,material0 + 0.1f,1.0f);
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SurfaceVertex surfaceVertex1Alpha1(vertex1,material1 + 0.1f,1.0f);
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SurfaceVertex surfaceVertex2Alpha1(vertex2,material2 + 0.1f,1.0f);
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singleMaterialPatch->addTriangle(surfaceVertex0Alpha1, surfaceVertex1Alpha1, surfaceVertex2Alpha1);
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}*///For each triangle
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}//For each cell
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boost::uint32_t indlist[12];
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//Iterate over each cell in the region
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region.setUpperCorner(region.getUpperCorner() - Vector3DInt32(1,1,1));
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volIter.setPosition(region.getLowerCorner().getX(),region.getLowerCorner().getY(), region.getLowerCorner().getZ());
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volIter.setValidRegion(region);
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while(volIter.moveForwardInRegionXYZ())
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{
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//Current position
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const uint16_t x = volIter.getPosX() - offset.getX();
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const uint16_t y = volIter.getPosY() - offset.getY();
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const uint16_t z = volIter.getPosZ() - offset.getZ();
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//Voxels values
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const uint8_t v000 = volIter.getVoxel();
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const uint8_t v100 = volIter.peekVoxel1px0py0pz();
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const uint8_t v010 = volIter.peekVoxel0px1py0pz();
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const uint8_t v110 = volIter.peekVoxel1px1py0pz();
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const uint8_t v001 = volIter.peekVoxel0px0py1pz();
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const uint8_t v101 = volIter.peekVoxel1px0py1pz();
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const uint8_t v011 = volIter.peekVoxel0px1py1pz();
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const uint8_t v111 = volIter.peekVoxel1px1py1pz();
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//Determine the index into the edge table which tells us which vertices are inside of the surface
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uint8_t iCubeIndex = 0;
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if (v000 == 0) iCubeIndex |= 1;
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if (v100 == 0) iCubeIndex |= 2;
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if (v110 == 0) iCubeIndex |= 4;
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if (v010 == 0) iCubeIndex |= 8;
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if (v001 == 0) iCubeIndex |= 16;
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if (v101 == 0) iCubeIndex |= 32;
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if (v111 == 0) iCubeIndex |= 64;
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if (v011 == 0) iCubeIndex |= 128;
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/* Cube is entirely in/out of the surface */
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if (edgeTable[iCubeIndex] == 0)
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{
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continue;
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}
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/* Find the vertices where the surface intersects the cube */
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if (edgeTable[iCubeIndex] & 1)
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{
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indlist[0] = vertexIndicesX[x][y][z];
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assert(indlist[0] != -1);
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/*vertlist[0].setX(x + 0.5f);
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vertlist[0].setY(y);
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vertlist[0].setZ(z);
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vertMaterials[0] = v000 | v100;*/ //Because one of these is 0, the or operation takes the max.
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}
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if (edgeTable[iCubeIndex] & 2)
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{
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indlist[1] = vertexIndicesY[x+1][y][z];
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assert(indlist[1] != -1);
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/*vertlist[1].setX(x + 1.0f);
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vertlist[1].setY(y + 0.5f);
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vertlist[1].setZ(z);
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vertMaterials[1] = v100 | v110;*/
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}
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if (edgeTable[iCubeIndex] & 4)
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{
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indlist[2] = vertexIndicesX[x][y+1][z];
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assert(indlist[2] != -1);
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/*vertlist[2].setX(x + 0.5f);
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vertlist[2].setY(y + 1.0f);
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vertlist[2].setZ(z);
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vertMaterials[2] = v010 | v110;*/
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}
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if (edgeTable[iCubeIndex] & 8)
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{
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indlist[3] = vertexIndicesY[x][y][z];
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assert(indlist[3] != -1);
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/*vertlist[3].setX(x);
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vertlist[3].setY(y + 0.5f);
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vertlist[3].setZ(z);
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vertMaterials[3] = v000 | v010;*/
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}
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if (edgeTable[iCubeIndex] & 16)
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{
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indlist[4] = vertexIndicesX[x][y][z+1];
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assert(indlist[4] != -1);
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/*vertlist[4].setX(x + 0.5f);
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vertlist[4].setY(y);
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vertlist[4].setZ(z + 1.0f);
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vertMaterials[4] = v001 | v101;*/
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}
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if (edgeTable[iCubeIndex] & 32)
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{
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indlist[5] = vertexIndicesY[x+1][y][z+1];
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assert(indlist[5] != -1);
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/*vertlist[5].setX(x + 1.0f);
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vertlist[5].setY(y + 0.5f);
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vertlist[5].setZ(z + 1.0f);
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vertMaterials[5] = v101 | v111;*/
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}
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if (edgeTable[iCubeIndex] & 64)
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{
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indlist[6] = vertexIndicesX[x][y+1][z+1];
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assert(indlist[6] != -1);
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/*vertlist[6].setX(x + 0.5f);
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vertlist[6].setY(y + 1.0f);
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vertlist[6].setZ(z + 1.0f);
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vertMaterials[6] = v011 | v111;*/
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}
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if (edgeTable[iCubeIndex] & 128)
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{
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indlist[7] = vertexIndicesY[x][y][z+1];
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assert(indlist[7] != -1);
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/*vertlist[7].setX(x);
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vertlist[7].setY(y + 0.5f);
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vertlist[7].setZ(z + 1.0f);
|
||||
vertMaterials[7] = v001 | v011;*/
|
||||
}
|
||||
if (edgeTable[iCubeIndex] & 256)
|
||||
{
|
||||
indlist[8] = vertexIndicesZ[x][y][z];
|
||||
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)
|
||||
{
|
||||
indlist[9] = vertexIndicesZ[x+1][y][z];
|
||||
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)
|
||||
{
|
||||
indlist[10] = vertexIndicesZ[x+1][y+1][z];
|
||||
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)
|
||||
{
|
||||
indlist[11] = vertexIndicesZ[x][y+1][z];
|
||||
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)
|
||||
{
|
||||
boost::uint32_t ind0 = indlist[triTable[iCubeIndex][i ]];
|
||||
boost::uint32_t ind1 = indlist[triTable[iCubeIndex][i+1]];
|
||||
boost::uint32_t ind2 = indlist[triTable[iCubeIndex][i+2]];
|
||||
|
||||
vecTriangleIndices.push_back(ind0);
|
||||
vecTriangleIndices.push_back(ind1);
|
||||
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 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)
|
||||
{
|
||||
//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
|
||||
Region regVolume = volumeData->getEnclosingRegion();
|
||||
//regVolume.setUpperCorner(regVolume.getUpperCorner() - Vector3DInt32(1,1,1));
|
||||
region.cropTo(regVolume);
|
||||
region.setUpperCorner(region.getUpperCorner() - Vector3DInt32(1,1,1));
|
||||
|
||||
//Offset from lower block corner
|
||||
const Vector3DFloat offset = static_cast<Vector3DFloat>(region.getLowerCorner());
|
||||
|
||||
@ -60,7 +446,8 @@ namespace PolyVox
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//Iterate over each cell in the region
|
||||
for(volIter.setPosition(region.getLowerCorner().getX(),region.getLowerCorner().getY(), region.getLowerCorner().getZ());volIter.isValidForRegion();volIter.moveForwardInRegion())
|
||||
volIter.setPosition(region.getLowerCorner().getX(),region.getLowerCorner().getY(), region.getLowerCorner().getZ());
|
||||
while(volIter.moveForwardInRegionXYZ())
|
||||
{
|
||||
//Current position
|
||||
const uint16_t x = volIter.getPosX();
|
||||
@ -339,7 +726,7 @@ namespace PolyVox
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//Iterate over each cell in the region
|
||||
for(volIter.setPosition(region.getLowerCorner().getX(),region.getLowerCorner().getY(), region.getLowerCorner().getZ());volIter.isValidForRegion();volIter.moveForwardInRegion())
|
||||
for(volIter.setPosition(region.getLowerCorner().getX(),region.getLowerCorner().getY(), region.getLowerCorner().getZ());volIter.isValidForRegion();volIter.moveForwardInRegionXYZ())
|
||||
{
|
||||
//Current position
|
||||
const uint16_t x = volIter.getPosX();
|
||||
|
@ -65,22 +65,22 @@ namespace PolyVox
|
||||
|
||||
//Regenerate meshes.
|
||||
for(uint16_t regionZ = 0; regionZ < POLYVOX_VOLUME_SIDE_LENGTH_IN_REGIONS; ++regionZ)
|
||||
//for(uint16_t regionZ = 6; regionZ < 7; ++regionZ)
|
||||
//for(uint16_t regionZ = 0; regionZ < 1; ++regionZ)
|
||||
{
|
||||
for(uint16_t regionY = 0; regionY < POLYVOX_VOLUME_SIDE_LENGTH_IN_REGIONS; ++regionY)
|
||||
//for(uint16_t regionY = 6; regionY < 7; ++regionY)
|
||||
//for(uint16_t regionY = 0; regionY < 2; ++regionY)
|
||||
{
|
||||
for(uint16_t regionX = 0; regionX < POLYVOX_VOLUME_SIDE_LENGTH_IN_REGIONS; ++regionX)
|
||||
//for(uint16_t regionX = 3; regionX < 4; ++regionX)
|
||||
//for(uint16_t regionX = 0; regionX < 2; ++regionX)
|
||||
{
|
||||
if(volRegionUpToDate->getVoxelAt(regionX, regionY, regionZ) == false)
|
||||
{
|
||||
const uint16_t firstX = regionX * POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t firstY = regionY * POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t firstZ = regionZ * POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t lastX = firstX + POLYVOX_REGION_SIDE_LENGTH-1;
|
||||
const uint16_t lastY = firstY + POLYVOX_REGION_SIDE_LENGTH-1;
|
||||
const uint16_t lastZ = firstZ + POLYVOX_REGION_SIDE_LENGTH-1;
|
||||
const uint16_t lastX = firstX + POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t lastY = firstY + POLYVOX_REGION_SIDE_LENGTH;
|
||||
const uint16_t lastZ = firstZ + POLYVOX_REGION_SIDE_LENGTH;
|
||||
|
||||
listToFill.push_back(Region(Vector3DInt32(firstX, firstY, firstZ), Vector3DInt32(lastX, lastY, lastZ)));
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user