/******************************************************************************* * The MIT License (MIT) * * Copyright (c) 2015 David Williams and Matthew Williams * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. *******************************************************************************/ #ifndef __PolyVox_SurfaceExtractor_H__ #define __PolyVox_SurfaceExtractor_H__ #include "Impl/MarchingCubesTables.h" #include "Impl/PlatformDefinitions.h" #include "Array.h" #include "BaseVolume.h" //For wrap modes... should move these? #include "Mesh.h" #include "DefaultMarchingCubesController.h" #include "Vertex.h" namespace PolyVox { template struct MarchingCubesVertex { typedef _DataType DataType; // Each component of the position is stored using 8.8 fixed-point encoding. Vector3DUint16 encodedPosition; // The normal is encoded as a 16-bit unsigned integer using the 'oct16' // encoding described here: http://jcgt.org/published/0003/02/01/ uint16_t encodedNormal; // User data DataType data; }; // Convienient shorthand for declaring a mesh of marching cubes vertices // Currently disabled because it requires GCC 4.7 //template //using MarchingCubesMesh = Mesh< MarchingCubesVertex, IndexType >; /// Decodes a position from a MarchingCubesVertex inline Vector3DFloat decodePosition(const Vector3DUint16& encodedPosition) { Vector3DFloat result(encodedPosition.getX(), encodedPosition.getY(), encodedPosition.getZ()); result *= (1.0f / 256.0f); // Division is compile-time constant return result; } inline uint16_t encodeNormal(const Vector3DFloat& normal) { // The first part of this function is based off the code in Listing 1 of http://jcgt.org/published/0003/02/01/ // It was rewritten in C++ and is restructued for the CPU rather than the GPU. // Get the input components float vx = normal.getX(); float vy = normal.getY(); float vz = normal.getZ(); // Project the sphere onto the octahedron, and then onto the xy plane float px = vx * (1.0f / (std::abs(vx) + std::abs(vy) + std::abs(vz))); float py = vy * (1.0f / (std::abs(vx) + std::abs(vy) + std::abs(vz))); // Reflect the folds of the lower hemisphere over the diagonals. if (vz <= 0.0f) { float refx = ((1.0f - std::abs(py)) * (px >= 0.0f ? +1.0f : -1.0f)); float refy = ((1.0f - std::abs(px)) * (py >= 0.0f ? +1.0f : -1.0f)); px = refx; py = refy; } // The next part was not given in the paper. We map our two // floats into two bytes and store them in a single uint16_t // Move from range [-1.0f, 1.0f] to [0.0f, 255.0f] px = (px + 1.0f) * 127.5f; py = (py + 1.0f) * 127.5f; // Convert to uints uint16_t resultX = static_cast(px + 0.5f); uint16_t resultY = static_cast(py + 0.5f); // Make sure only the lower bits are set. Probably // not necessary but we're just being careful really. resultX &= 0xFF; resultY &= 0xFF; // Contatenate the bytes and return the result. return (resultX << 8) | resultY; } inline Vector3DFloat decodeNormal(const uint16_t& encodedNormal) { // Extract the two bytes from the uint16_t. uint16_t ux = (encodedNormal >> 8) & 0xFF; uint16_t uy = (encodedNormal ) & 0xFF; // Convert to floats in the range [-1.0f, +1.0f]. float ex = ux / 127.5f - 1.0f; float ey = uy / 127.5f - 1.0f; // Reconstruct the origninal vector. This is a C++ implementation // of Listing 2 of http://jcgt.org/published/0003/02/01/ float vx = ex; float vy = ey; float vz = 1.0f - std::abs(ex) - std::abs(ey); if (vz < 0.0f) { float refX = ((1.0f - std::abs(vy)) * (vx >= 0.0f ? +1.0f : -1.0f)); float refY = ((1.0f - std::abs(vx)) * (vy >= 0.0f ? +1.0f : -1.0f)); vx = refX; vy = refY; } // Normalise and return the result. Vector3DFloat v(vx, vy, vz); v.normalise(); return v; } /// Decodes a MarchingCubesVertex by converting it into a regular Vertex which can then be directly used for rendering. template Vertex decodeVertex(const MarchingCubesVertex& marchingCubesVertex) { Vertex result; result.position = decodePosition(marchingCubesVertex.encodedPosition); result.normal = decodeNormal(marchingCubesVertex.encodedNormal); result.data = marchingCubesVertex.data; // Data is not encoded return result; } // This version of the function performs the extraction into a user-provided mesh rather than allocating a mesh automatically. // There are a few reasons why this might be useful to more advanced users: // // 1. It leaves the user in control of memory allocation and would allow them to implement e.g. a mesh pooling system. // 2. The user-provided mesh could have a different index type (e.g. 16-bit indices) to reduce memory usage. // 3. The user could provide a custom mesh class, e.g a thin wrapper around an OpenGL VBO to allow direct writing into this structure. // // We don't provide a default MeshType here. If the user doesn't want to provide a MeshType then it probably makes // more sense to use the other variant of this function where the mesh is a return value rather than a parameter. // // Note: This function is called 'extractMarchingCubesMeshCustom' rather than 'extractMarchingCubesMesh' to avoid ambiguity when only three parameters // are provided (would the third parameter be a controller or a mesh?). It seems this can be fixed by using enable_if/static_assert to emulate concepts, // but this is relatively complex and I haven't done it yet. Could always add it later as another overload. template< typename VolumeType, typename MeshType, typename ControllerType = DefaultMarchingCubesController > void extractMarchingCubesMeshCustom(VolumeType* volData, Region region, MeshType* result, ControllerType controller = ControllerType()); template< typename VolumeType, typename ControllerType = DefaultMarchingCubesController > Mesh > extractMarchingCubesMesh(VolumeType* volData, Region region, ControllerType controller = ControllerType()) { Mesh > result; extractMarchingCubesMeshCustom, DefaultIndexType > >(volData, region, &result, controller); return result; } } #include "MarchingCubesSurfaceExtractor.inl" #endif