diff --git a/library/PolyVoxCore/include/CubicSurfaceExtractor.inl b/library/PolyVoxCore/include/CubicSurfaceExtractor.inl index 58601420..1dccee29 100644 --- a/library/PolyVoxCore/include/CubicSurfaceExtractor.inl +++ b/library/PolyVoxCore/include/CubicSurfaceExtractor.inl @@ -52,25 +52,29 @@ namespace PolyVox { for(uint16_t x = m_regSizeInVoxels.getLowerCorner().getX(); x < m_regSizeInVoxels.getUpperCorner().getX(); x++) { + uint16_t regX = x - m_regSizeInVoxels.getLowerCorner().getX(); + uint16_t regY = y - m_regSizeInVoxels.getLowerCorner().getY(); + uint16_t regZ = z - m_regSizeInVoxels.getLowerCorner().getZ(); + int currentVoxel = m_volData->getVoxelAt(x,y,z).getDensity() >= VoxelType::getThreshold(); int plusXVoxel = m_volData->getVoxelAt(x+1,y,z).getDensity() >= VoxelType::getThreshold(); if(currentVoxel > plusXVoxel) { - uint32_t v0 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y - 0.5f, z - 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), 1)); - uint32_t v1 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y - 0.5f, z + 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), 1)); - uint32_t v2 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y + 0.5f, z - 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), 1)); - uint32_t v3 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y + 0.5f, z + 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), 1)); + uint32_t v0 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ - 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), 1)); + uint32_t v1 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), 1)); + uint32_t v2 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), 1)); + uint32_t v3 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), 1)); - m_meshCurrent->addTriangle(v0,v1,v2); - m_meshCurrent->addTriangle(v1,v3,v2); + m_meshCurrent->addTriangle(v0,v2,v1); + m_meshCurrent->addTriangle(v1,v2,v3); } if(currentVoxel < plusXVoxel) { - uint32_t v0 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y - 0.5f, z - 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), 1)); - uint32_t v1 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y - 0.5f, z + 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), 1)); - uint32_t v2 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y + 0.5f, z - 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), 1)); - uint32_t v3 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y + 0.5f, z + 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), 1)); + uint32_t v0 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ - 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), 1)); + uint32_t v1 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), 1)); + uint32_t v2 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), 1)); + uint32_t v3 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), 1)); m_meshCurrent->addTriangle(v0,v1,v2); m_meshCurrent->addTriangle(v1,v3,v2); @@ -79,42 +83,42 @@ namespace PolyVox int plusYVoxel = m_volData->getVoxelAt(x,y+1,z).getDensity() >= VoxelType::getThreshold(); if(currentVoxel > plusYVoxel) { - uint32_t v0 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x - 0.5f, y + 0.5f, z - 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), 1)); - uint32_t v1 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x - 0.5f, y + 0.5f, z + 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), 1)); - uint32_t v2 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y + 0.5f, z - 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), 1)); - uint32_t v3 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y + 0.5f, z + 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), 1)); + uint32_t v0 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), 1)); + uint32_t v1 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), 1)); + uint32_t v2 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), 1)); + uint32_t v3 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), 1)); m_meshCurrent->addTriangle(v0,v1,v2); m_meshCurrent->addTriangle(v1,v3,v2); } if(currentVoxel < plusYVoxel) { - uint32_t v0 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x - 0.5f, y + 0.5f, z - 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), 1)); - uint32_t v1 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x - 0.5f, y + 0.5f, z + 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), 1)); - uint32_t v2 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y + 0.5f, z - 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), 1)); - uint32_t v3 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y + 0.5f, z + 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), 1)); + uint32_t v0 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), 1)); + uint32_t v1 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), 1)); + uint32_t v2 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), 1)); + uint32_t v3 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), 1)); - m_meshCurrent->addTriangle(v0,v1,v2); - m_meshCurrent->addTriangle(v1,v3,v2); + m_meshCurrent->addTriangle(v0,v2,v1); + m_meshCurrent->addTriangle(v1,v2,v3); } int plusZVoxel = m_volData->getVoxelAt(x,y,z+1).getDensity() >= VoxelType::getThreshold(); if(currentVoxel > plusZVoxel) { - uint32_t v0 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x - 0.5f, y - 0.5f, z + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), 1)); - uint32_t v1 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x - 0.5f, y + 0.5f, z + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), 1)); - uint32_t v2 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y - 0.5f, z + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), 1)); - uint32_t v3 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y + 0.5f, z + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), 1)); + uint32_t v0 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX - 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), 1)); + uint32_t v1 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), 1)); + uint32_t v2 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), 1)); + uint32_t v3 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), 1)); - m_meshCurrent->addTriangle(v0,v1,v2); - m_meshCurrent->addTriangle(v1,v3,v2); + m_meshCurrent->addTriangle(v0,v2,v1); + m_meshCurrent->addTriangle(v1,v2,v3); } if(currentVoxel < plusZVoxel) { - uint32_t v0 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x - 0.5f, y - 0.5f, z + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), 1)); - uint32_t v1 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x - 0.5f, y + 0.5f, z + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), 1)); - uint32_t v2 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y - 0.5f, z + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), 1)); - uint32_t v3 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(x + 0.5f, y + 0.5f, z + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), 1)); + uint32_t v0 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX - 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), 1)); + uint32_t v1 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), 1)); + uint32_t v2 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), 1)); + uint32_t v3 = m_meshCurrent->addVertex(SurfaceVertex(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), 1)); m_meshCurrent->addTriangle(v0,v1,v2); m_meshCurrent->addTriangle(v1,v3,v2);