Vertices now know whether they are on the edge of an indexed surface patch. This allows improved smoothing.

This commit is contained in:
David Williams
2009-07-23 16:54:46 +00:00
parent ab906a03f6
commit e5d38b597e
6 changed files with 36 additions and 20 deletions

View File

@ -121,20 +121,16 @@ namespace PolyVox
/// normals must hve been set to something sensible before this functions is called.
/// \param fAmount A factor controlling how much the vertices move by. Find a good
/// value by experimentation, starting with something small such as 0.1f.
/// \param uNoRequiredUses The minumum number of triangles which have to be using
/// a vertex for that vertex to be modified. This is can be used to help prevent
/// the operation being carried out on edge vertices, which could cause discontinuities.
/// \param bIncludeEdgeVertices Indicates whether vertices on the edge of an
/// IndexedSurfacePatch should be smoothed. This can cause dicontinuities between
/// neighbouring patches.
////////////////////////////////////////////////////////////////////////////////
void IndexedSurfacePatch::smoothPositions(float fAmount, uint8_t uNoRequiredUses)
void IndexedSurfacePatch::smoothPositions(float fAmount, bool bIncludeEdgeVertices)
{
if(m_vecVertices.size() == 0) //FIXME - I don't think we should need this test, but I have seen crashes otherwise...
{
return;
}
//Used to count how many times a given vertex is used. This helps determine if it's on an edge.
std::vector<uint32_t> useCount(m_vecVertices.size());
//Initialise all counts to zero. Should be ok as the vector should store all elements contiguously.
memset(&useCount[0], 0, useCount.size() * sizeof(uint32_t));
//This will hold the new positions, and is initialised with the current positions.
std::vector<Vector3DFloat> newPositions(m_vecVertices.size());
@ -149,15 +145,12 @@ namespace PolyVox
//Get the vertex data for the triangle
SurfaceVertex& v0 = m_vecVertices[*iterIndex];
Vector3DFloat& v0New = newPositions[*iterIndex];
useCount[*iterIndex]++;
iterIndex++;
SurfaceVertex& v1 = m_vecVertices[*iterIndex];
Vector3DFloat& v1New = newPositions[*iterIndex];
useCount[*iterIndex]++;
iterIndex++;
SurfaceVertex& v2 = m_vecVertices[*iterIndex];
Vector3DFloat& v2New = newPositions[*iterIndex];
useCount[*iterIndex]++;
iterIndex++;
//Find the midpoint
@ -193,8 +186,7 @@ namespace PolyVox
//Update with the new positions
for(uint32_t uIndex = 0; uIndex < newPositions.size(); uIndex++)
{
//Check we have enough uses.
if(useCount[uIndex] >= uNoRequiredUses)
if((bIncludeEdgeVertices) || (m_vecVertices[uIndex].isEdgeVertex() == false))
{
m_vecVertices[uIndex].setPosition(newPositions[uIndex]);
}