Removed sobel gradient calculation code.
Removed m_controller member.
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@ -163,19 +163,19 @@ namespace PolyVox
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// NOTE: These two functions are in the .h file rather than the .inl due to an apparent bug in VC2010.
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//See http://stackoverflow.com/questions/1484885/strange-vc-compile-error-c2244 for details.
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////////////////////////////////////////////////////////////////////////////////
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Vector3DFloat computeCentralDifferenceGradient(const typename VolumeType::Sampler& volIter)
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Vector3DFloat computeCentralDifferenceGradient(const typename VolumeType::Sampler& volIter, ControllerType& controller)
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{
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//FIXME - Should actually use DensityType here, both in principle and because the maths may be
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//faster (and to reduce casts). So it would be good to add a way to get DensityType from a voxel.
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//But watch out for when the DensityType is unsigned and the difference could be negative.
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float voxel1nx = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx0py0pz()));
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float voxel1px = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px0py0pz()));
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float voxel1nx = static_cast<float>(controller.convertToDensity(volIter.peekVoxel1nx0py0pz()));
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float voxel1px = static_cast<float>(controller.convertToDensity(volIter.peekVoxel1px0py0pz()));
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float voxel1ny = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1ny0pz()));
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float voxel1py = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1py0pz()));
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float voxel1ny = static_cast<float>(controller.convertToDensity(volIter.peekVoxel0px1ny0pz()));
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float voxel1py = static_cast<float>(controller.convertToDensity(volIter.peekVoxel0px1py0pz()));
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float voxel1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py1nz()));
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float voxel1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py1pz()));
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float voxel1nz = static_cast<float>(controller.convertToDensity(volIter.peekVoxel0px0py1nz()));
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float voxel1pz = static_cast<float>(controller.convertToDensity(volIter.peekVoxel0px0py1pz()));
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return Vector3DFloat
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(
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@ -184,97 +184,9 @@ namespace PolyVox
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voxel1nz - voxel1pz
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);
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}
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Vector3DFloat computeSobelGradient(const typename VolumeType::Sampler& volIter)
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{
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static const int weights[3][3][3] = { { {2,3,2}, {3,6,3}, {2,3,2} }, {
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{3,6,3}, {6,0,6}, {3,6,3} }, { {2,3,2}, {3,6,3}, {2,3,2} } };
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//FIXME - Should actually use DensityType here, both in principle and because the maths may be
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//faster (and to reduce casts). So it would be good to add a way to get DensityType from a voxel.
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//But watch out for when the DensityType is unsigned and the difference could be negative.
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const float pVoxel1nx1ny1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1ny1nz()));
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const float pVoxel1nx1ny0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1ny0pz()));
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const float pVoxel1nx1ny1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1ny1pz()));
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const float pVoxel1nx0py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx0py1nz()));
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const float pVoxel1nx0py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx0py0pz()));
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const float pVoxel1nx0py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx0py1pz()));
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const float pVoxel1nx1py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1py1nz()));
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const float pVoxel1nx1py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1py0pz()));
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const float pVoxel1nx1py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1nx1py1pz()));
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const float pVoxel0px1ny1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1ny1nz()));
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const float pVoxel0px1ny0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1ny0pz()));
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const float pVoxel0px1ny1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1ny1pz()));
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const float pVoxel0px0py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py1nz()));
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//const float pVoxel0px0py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py0pz()));
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const float pVoxel0px0py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px0py1pz()));
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const float pVoxel0px1py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1py1nz()));
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const float pVoxel0px1py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1py0pz()));
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const float pVoxel0px1py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel0px1py1pz()));
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const float pVoxel1px1ny1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1ny1nz()));
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const float pVoxel1px1ny0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1ny0pz()));
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const float pVoxel1px1ny1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1ny1pz()));
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const float pVoxel1px0py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px0py1nz()));
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const float pVoxel1px0py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px0py0pz()));
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const float pVoxel1px0py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px0py1pz()));
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const float pVoxel1px1py1nz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1py1nz()));
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const float pVoxel1px1py0pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1py0pz()));
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const float pVoxel1px1py1pz = static_cast<float>(m_controller.convertToDensity(volIter.peekVoxel1px1py1pz()));
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const float xGrad(- weights[0][0][0] * pVoxel1nx1ny1nz -
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weights[1][0][0] * pVoxel1nx1ny0pz - weights[2][0][0] *
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pVoxel1nx1ny1pz - weights[0][1][0] * pVoxel1nx0py1nz -
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weights[1][1][0] * pVoxel1nx0py0pz - weights[2][1][0] *
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pVoxel1nx0py1pz - weights[0][2][0] * pVoxel1nx1py1nz -
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weights[1][2][0] * pVoxel1nx1py0pz - weights[2][2][0] *
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pVoxel1nx1py1pz + weights[0][0][2] * pVoxel1px1ny1nz +
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weights[1][0][2] * pVoxel1px1ny0pz + weights[2][0][2] *
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pVoxel1px1ny1pz + weights[0][1][2] * pVoxel1px0py1nz +
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weights[1][1][2] * pVoxel1px0py0pz + weights[2][1][2] *
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pVoxel1px0py1pz + weights[0][2][2] * pVoxel1px1py1nz +
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weights[1][2][2] * pVoxel1px1py0pz + weights[2][2][2] *
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pVoxel1px1py1pz);
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const float yGrad(- weights[0][0][0] * pVoxel1nx1ny1nz -
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weights[1][0][0] * pVoxel1nx1ny0pz - weights[2][0][0] *
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pVoxel1nx1ny1pz + weights[0][2][0] * pVoxel1nx1py1nz +
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weights[1][2][0] * pVoxel1nx1py0pz + weights[2][2][0] *
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pVoxel1nx1py1pz - weights[0][0][1] * pVoxel0px1ny1nz -
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weights[1][0][1] * pVoxel0px1ny0pz - weights[2][0][1] *
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pVoxel0px1ny1pz + weights[0][2][1] * pVoxel0px1py1nz +
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weights[1][2][1] * pVoxel0px1py0pz + weights[2][2][1] *
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pVoxel0px1py1pz - weights[0][0][2] * pVoxel1px1ny1nz -
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weights[1][0][2] * pVoxel1px1ny0pz - weights[2][0][2] *
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pVoxel1px1ny1pz + weights[0][2][2] * pVoxel1px1py1nz +
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weights[1][2][2] * pVoxel1px1py0pz + weights[2][2][2] *
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pVoxel1px1py1pz);
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const float zGrad(- weights[0][0][0] * pVoxel1nx1ny1nz +
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weights[2][0][0] * pVoxel1nx1ny1pz - weights[0][1][0] *
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pVoxel1nx0py1nz + weights[2][1][0] * pVoxel1nx0py1pz -
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weights[0][2][0] * pVoxel1nx1py1nz + weights[2][2][0] *
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pVoxel1nx1py1pz - weights[0][0][1] * pVoxel0px1ny1nz +
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weights[2][0][1] * pVoxel0px1ny1pz - weights[0][1][1] *
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pVoxel0px0py1nz + weights[2][1][1] * pVoxel0px0py1pz -
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weights[0][2][1] * pVoxel0px1py1nz + weights[2][2][1] *
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pVoxel0px1py1pz - weights[0][0][2] * pVoxel1px1ny1nz +
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weights[2][0][2] * pVoxel1px1ny1pz - weights[0][1][2] *
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pVoxel1px0py1nz + weights[2][1][2] * pVoxel1px0py1pz -
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weights[0][2][2] * pVoxel1px1py1nz + weights[2][2][2] *
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pVoxel1px1py1pz);
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//Note: The above actually give gradients going from low density to high density.
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//For our normals we want the the other way around, so we switch the components as we return them.
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return Vector3DFloat(-xGrad,-yGrad,-zGrad);
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}
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////////////////////////////////////////////////////////////////////////////////
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// End of compiler bug workaroumd.
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////////////////////////////////////////////////////////////////////////////////
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//Used to convert arbitrary voxel types in densities and materials.
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ControllerType m_controller;
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};
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// This version of the function performs the extraction into a user-provided mesh rather than allocating a mesh automatically.
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@ -35,8 +35,7 @@ namespace PolyVox
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{
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POLYVOX_THROW_IF(result == nullptr, std::invalid_argument, "Provided mesh cannot be null");
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m_controller = controller;
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typename ControllerType::DensityType tThreshold = m_controller.getThreshold();
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typename ControllerType::DensityType tThreshold = controller.getThreshold();
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Timer timer;
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result->clear();
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@ -107,7 +106,7 @@ namespace PolyVox
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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 (m_controller.convertToDensity(v111) < tThreshold) iCubeIndex |= 128;
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if (controller.convertToDensity(v111) < tThreshold) iCubeIndex |= 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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@ -123,16 +122,16 @@ namespace PolyVox
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typename VolumeType::VoxelType v101 = sampler.peekVoxel0px1ny0pz();
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typename VolumeType::VoxelType v011 = sampler.peekVoxel1nx0py0pz();
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const Vector3DFloat n000 = computeCentralDifferenceGradient(sampler);
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const Vector3DFloat n000 = computeCentralDifferenceGradient(sampler, controller);
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/* Find the vertices where the surface intersects the cube */
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if ((edgeTable[iCubeIndex] & 64) && (uXRegSpace > 0))
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{
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sampler.moveNegativeX();
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POLYVOX_ASSERT(v011 != v111, "Attempting to insert vertex between two voxels with the same value");
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const Vector3DFloat n100 = computeCentralDifferenceGradient(sampler);
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const Vector3DFloat n100 = computeCentralDifferenceGradient(sampler, controller);
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const float fInterp = static_cast<float>(tThreshold - m_controller.convertToDensity(v011)) / static_cast<float>(m_controller.convertToDensity(v111) - m_controller.convertToDensity(v011));
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const float fInterp = static_cast<float>(tThreshold - controller.convertToDensity(v011)) / static_cast<float>(controller.convertToDensity(v111) - controller.convertToDensity(v011));
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const Vector3DFloat v3dPosition(static_cast<float>(uXRegSpace - 1) + fInterp, static_cast<float>(uYRegSpace), static_cast<float>(uZRegSpace));
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const Vector3DUint16 v3dScaledPosition(static_cast<uint16_t>(v3dPosition.getX() * 256.0f), static_cast<uint16_t>(v3dPosition.getY() * 256.0f), static_cast<uint16_t>(v3dPosition.getZ() * 256.0f));
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@ -147,7 +146,7 @@ namespace PolyVox
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}
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// Allow the controller to decide how the material should be derived from the voxels.
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const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v011, v111, fInterp);
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const typename VolumeType::VoxelType uMaterial = controller.blendMaterials(v011, v111, fInterp);
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MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
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surfaceVertex.encodedPosition = v3dScaledPosition;
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@ -163,9 +162,9 @@ namespace PolyVox
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{
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sampler.moveNegativeY();
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POLYVOX_ASSERT(v101 != v111, "Attempting to insert vertex between two voxels with the same value");
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const Vector3DFloat n010 = computeCentralDifferenceGradient(sampler);
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const Vector3DFloat n010 = computeCentralDifferenceGradient(sampler, controller);
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const float fInterp = static_cast<float>(tThreshold - m_controller.convertToDensity(v101)) / static_cast<float>(m_controller.convertToDensity(v111) - m_controller.convertToDensity(v101));
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const float fInterp = static_cast<float>(tThreshold - controller.convertToDensity(v101)) / static_cast<float>(controller.convertToDensity(v111) - controller.convertToDensity(v101));
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const Vector3DFloat v3dPosition(static_cast<float>(uXRegSpace), static_cast<float>(uYRegSpace - 1) + fInterp, static_cast<float>(uZRegSpace));
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const Vector3DUint16 v3dScaledPosition(static_cast<uint16_t>(v3dPosition.getX() * 256.0f), static_cast<uint16_t>(v3dPosition.getY() * 256.0f), static_cast<uint16_t>(v3dPosition.getZ() * 256.0f));
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@ -180,7 +179,7 @@ namespace PolyVox
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}
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// Allow the controller to decide how the material should be derived from the voxels.
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const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v101, v111, fInterp);
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const typename VolumeType::VoxelType uMaterial = controller.blendMaterials(v101, v111, fInterp);
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MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
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surfaceVertex.encodedPosition = v3dScaledPosition;
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@ -196,9 +195,9 @@ namespace PolyVox
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{
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sampler.moveNegativeZ();
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POLYVOX_ASSERT(v110 != v111, "Attempting to insert vertex between two voxels with the same value");
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const Vector3DFloat n001 = computeCentralDifferenceGradient(sampler);
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const Vector3DFloat n001 = computeCentralDifferenceGradient(sampler, controller);
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const float fInterp = static_cast<float>(tThreshold - m_controller.convertToDensity(v110)) / static_cast<float>(m_controller.convertToDensity(v111) - m_controller.convertToDensity(v110));
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const float fInterp = static_cast<float>(tThreshold - controller.convertToDensity(v110)) / static_cast<float>(controller.convertToDensity(v111) - controller.convertToDensity(v110));
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const Vector3DFloat v3dPosition(static_cast<float>(uXRegSpace), static_cast<float>(uYRegSpace), static_cast<float>(uZRegSpace - 1) + fInterp);
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const Vector3DUint16 v3dScaledPosition(static_cast<uint16_t>(v3dPosition.getX() * 256.0f), static_cast<uint16_t>(v3dPosition.getY() * 256.0f), static_cast<uint16_t>(v3dPosition.getZ() * 256.0f));
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@ -212,7 +211,7 @@ namespace PolyVox
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}
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// Allow the controller to decide how the material should be derived from the voxels.
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const typename VolumeType::VoxelType uMaterial = m_controller.blendMaterials(v110, v111, fInterp);
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const typename VolumeType::VoxelType uMaterial = controller.blendMaterials(v110, v111, fInterp);
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MarchingCubesVertex<typename VolumeType::VoxelType> surfaceVertex;
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surfaceVertex.encodedPosition = v3dScaledPosition;
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