Removed sobel gradient calculation code.

Removed m_controller member.
This commit is contained in:
David Williams
2015-05-25 21:00:50 +02:00
parent b3ce982ef3
commit e4ef845045
2 changed files with 19 additions and 108 deletions

View File

@ -163,19 +163,19 @@ namespace PolyVox
// NOTE: These two functions are in the .h file rather than the .inl due to an apparent bug in VC2010.
//See http://stackoverflow.com/questions/1484885/strange-vc-compile-error-c2244 for details.
////////////////////////////////////////////////////////////////////////////////
Vector3DFloat computeCentralDifferenceGradient(const typename VolumeType::Sampler& volIter)
Vector3DFloat computeCentralDifferenceGradient(const typename VolumeType::Sampler& volIter, ControllerType& controller)
{
//FIXME - Should actually use DensityType here, both in principle and because the maths may be
//faster (and to reduce casts). So it would be good to add a way to get DensityType from a voxel.
//But watch out for when the DensityType is unsigned and the difference could be negative.
float voxel1nx = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx0py0pz()));
float voxel1px = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px0py0pz()));
float voxel1nx = static_cast<float>(controller.convertToDensity(volIter.peekVoxel1nx0py0pz()));
float voxel1px = static_cast<float>(controller.convertToDensity(volIter.peekVoxel1px0py0pz()));
float voxel1ny = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1ny0pz()));
float voxel1py = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1py0pz()));
float voxel1ny = static_cast<float>(controller.convertToDensity(volIter.peekVoxel0px1ny0pz()));
float voxel1py = static_cast<float>(controller.convertToDensity(volIter.peekVoxel0px1py0pz()));
float voxel1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py1nz()));
float voxel1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py1pz()));
float voxel1nz = static_cast<float>(controller.convertToDensity(volIter.peekVoxel0px0py1nz()));
float voxel1pz = static_cast<float>(controller.convertToDensity(volIter.peekVoxel0px0py1pz()));
return Vector3DFloat
(
@ -184,97 +184,9 @@ namespace PolyVox
voxel1nz - voxel1pz
);
}
Vector3DFloat computeSobelGradient(const typename VolumeType::Sampler& volIter)
{
static const int weights[3][3][3] = { { {2,3,2}, {3,6,3}, {2,3,2} }, {
{3,6,3}, {6,0,6}, {3,6,3} }, { {2,3,2}, {3,6,3}, {2,3,2} } };
//FIXME - Should actually use DensityType here, both in principle and because the maths may be
//faster (and to reduce casts). So it would be good to add a way to get DensityType from a voxel.
//But watch out for when the DensityType is unsigned and the difference could be negative.
const float pVoxel1nx1ny1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1ny1nz()));
const float pVoxel1nx1ny0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1ny0pz()));
const float pVoxel1nx1ny1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1ny1pz()));
const float pVoxel1nx0py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx0py1nz()));
const float pVoxel1nx0py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx0py0pz()));
const float pVoxel1nx0py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx0py1pz()));
const float pVoxel1nx1py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1py1nz()));
const float pVoxel1nx1py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1py0pz()));
const float pVoxel1nx1py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1py1pz()));
const float pVoxel0px1ny1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1ny1nz()));
const float pVoxel0px1ny0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1ny0pz()));
const float pVoxel0px1ny1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1ny1pz()));
const float pVoxel0px0py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py1nz()));
//const float pVoxel0px0py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py0pz()));
const float pVoxel0px0py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py1pz()));
const float pVoxel0px1py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1py1nz()));
const float pVoxel0px1py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1py0pz()));
const float pVoxel0px1py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1py1pz()));
const float pVoxel1px1ny1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1ny1nz()));
const float pVoxel1px1ny0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1ny0pz()));
const float pVoxel1px1ny1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1ny1pz()));
const float pVoxel1px0py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px0py1nz()));
const float pVoxel1px0py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px0py0pz()));
const float pVoxel1px0py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px0py1pz()));
const float pVoxel1px1py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1py1nz()));
const float pVoxel1px1py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1py0pz()));
const float pVoxel1px1py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1py1pz()));
const float xGrad(- weights[0][0][0] * pVoxel1nx1ny1nz -
weights[1][0][0] * pVoxel1nx1ny0pz - weights[2][0][0] *
pVoxel1nx1ny1pz - weights[0][1][0] * pVoxel1nx0py1nz -
weights[1][1][0] * pVoxel1nx0py0pz - weights[2][1][0] *
pVoxel1nx0py1pz - weights[0][2][0] * pVoxel1nx1py1nz -
weights[1][2][0] * pVoxel1nx1py0pz - weights[2][2][0] *
pVoxel1nx1py1pz + weights[0][0][2] * pVoxel1px1ny1nz +
weights[1][0][2] * pVoxel1px1ny0pz + weights[2][0][2] *
pVoxel1px1ny1pz + weights[0][1][2] * pVoxel1px0py1nz +
weights[1][1][2] * pVoxel1px0py0pz + weights[2][1][2] *
pVoxel1px0py1pz + weights[0][2][2] * pVoxel1px1py1nz +
weights[1][2][2] * pVoxel1px1py0pz + weights[2][2][2] *
pVoxel1px1py1pz);
const float yGrad(- weights[0][0][0] * pVoxel1nx1ny1nz -
weights[1][0][0] * pVoxel1nx1ny0pz - weights[2][0][0] *
pVoxel1nx1ny1pz + weights[0][2][0] * pVoxel1nx1py1nz +
weights[1][2][0] * pVoxel1nx1py0pz + weights[2][2][0] *
pVoxel1nx1py1pz - weights[0][0][1] * pVoxel0px1ny1nz -
weights[1][0][1] * pVoxel0px1ny0pz - weights[2][0][1] *
pVoxel0px1ny1pz + weights[0][2][1] * pVoxel0px1py1nz +
weights[1][2][1] * pVoxel0px1py0pz + weights[2][2][1] *
pVoxel0px1py1pz - weights[0][0][2] * pVoxel1px1ny1nz -
weights[1][0][2] * pVoxel1px1ny0pz - weights[2][0][2] *
pVoxel1px1ny1pz + weights[0][2][2] * pVoxel1px1py1nz +
weights[1][2][2] * pVoxel1px1py0pz + weights[2][2][2] *
pVoxel1px1py1pz);
const float zGrad(- weights[0][0][0] * pVoxel1nx1ny1nz +
weights[2][0][0] * pVoxel1nx1ny1pz - weights[0][1][0] *
pVoxel1nx0py1nz + weights[2][1][0] * pVoxel1nx0py1pz -
weights[0][2][0] * pVoxel1nx1py1nz + weights[2][2][0] *
pVoxel1nx1py1pz - weights[0][0][1] * pVoxel0px1ny1nz +
weights[2][0][1] * pVoxel0px1ny1pz - weights[0][1][1] *
pVoxel0px0py1nz + weights[2][1][1] * pVoxel0px0py1pz -
weights[0][2][1] * pVoxel0px1py1nz + weights[2][2][1] *
pVoxel0px1py1pz - weights[0][0][2] * pVoxel1px1ny1nz +
weights[2][0][2] * pVoxel1px1ny1pz - weights[0][1][2] *
pVoxel1px0py1nz + weights[2][1][2] * pVoxel1px0py1pz -
weights[0][2][2] * pVoxel1px1py1nz + weights[2][2][2] *
pVoxel1px1py1pz);
//Note: The above actually give gradients going from low density to high density.
//For our normals we want the the other way around, so we switch the components as we return them.
return Vector3DFloat(-xGrad,-yGrad,-zGrad);
}
////////////////////////////////////////////////////////////////////////////////
// End of compiler bug workaroumd.
////////////////////////////////////////////////////////////////////////////////
//Used to convert arbitrary voxel types in densities and materials.
ControllerType m_controller;
};
// This version of the function performs the extraction into a user-provided mesh rather than allocating a mesh automatically.