151 lines
7.2 KiB
C++
151 lines
7.2 KiB
C++
#include "SurfaceAdjusters.h"
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#include "BlockVolumeIterator.h"
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#include "GradientEstimators.h"
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#include "IndexedSurfacePatch.h"
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#include "RegionGeometry.h"
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#include "Utility.h"
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#include "VoxelFilters.h"
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#include <vector>
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using namespace std;
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namespace PolyVox
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{
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void smoothRegionGeometry(BlockVolume<uint8>* volumeData, RegionGeometry& regGeom)
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{
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const uint8 uSmoothingFactor = 2;
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const float fThreshold = 0.5f;
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BlockVolumeIterator<uint8> volIter(*volumeData);
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std::vector<SurfaceVertex>& vecVertices = regGeom.m_patchSingleMaterial->m_vecVertices;
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std::vector<SurfaceVertex>::iterator iterSurfaceVertex = vecVertices.begin();
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while(iterSurfaceVertex != vecVertices.end())
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{
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for(int ct = 0; ct < uSmoothingFactor; ++ct)
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{
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const Vector3DFloat& v3dPos = iterSurfaceVertex->getPosition() + static_cast<Vector3DFloat>(regGeom.m_v3dRegionPosition);
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const Vector3DInt32 v3dFloor = static_cast<Vector3DInt32>(v3dPos);
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const Vector3DFloat& v3dRem = v3dPos - static_cast<Vector3DFloat>(v3dFloor);
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//Check all corners are within the volume, allowing a boundary for gradient estimation
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bool lowerCornerInside = volumeData->containsPoint(v3dFloor,2);
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bool upperCornerInside = volumeData->containsPoint(v3dFloor+Vector3DInt32(1,1,1),2);
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if(lowerCornerInside && upperCornerInside) //If this test fails the vertex will be left as it was
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{
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volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(0,0,0)));
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const float v000 = computeSmoothedVoxel(volIter);
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Vector3DFloat grad000 = computeSmoothCentralDifferenceGradient(volIter);
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volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(1,0,0)));
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const float v100 = computeSmoothedVoxel(volIter);
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Vector3DFloat grad100 = computeSmoothCentralDifferenceGradient(volIter);
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volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(0,1,0)));
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const float v010 = computeSmoothedVoxel(volIter);
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Vector3DFloat grad010 = computeSmoothCentralDifferenceGradient(volIter);
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volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(1,1,0)));
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const float v110 = computeSmoothedVoxel(volIter);
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Vector3DFloat grad110 = computeSmoothCentralDifferenceGradient(volIter);
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volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(0,0,1)));
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const float v001 = computeSmoothedVoxel(volIter);
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Vector3DFloat grad001 = computeSmoothCentralDifferenceGradient(volIter);
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volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(1,0,1)));
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const float v101 = computeSmoothedVoxel(volIter);
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Vector3DFloat grad101 = computeSmoothCentralDifferenceGradient(volIter);
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volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(0,1,1)));
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const float v011 = computeSmoothedVoxel(volIter);
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Vector3DFloat grad011 = computeSmoothCentralDifferenceGradient(volIter);
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volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor + Vector3DInt32(1,1,1)));
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const float v111 = computeSmoothedVoxel(volIter);
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Vector3DFloat grad111 = computeSmoothCentralDifferenceGradient(volIter);
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float fInterVal = trilinearlyInterpolate(v000,v100,v010,v110,v001,v101,v011,v111,v3dRem.getX(),v3dRem.getY(),v3dRem.getZ());
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Vector3DFloat fInterGrad = trilinearlyInterpolate(grad000,grad100,grad010,grad110,grad001,grad101,grad011,grad111,v3dRem.getX(),v3dRem.getY(),v3dRem.getZ());
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fInterGrad.normalise();
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float fDiff = fInterVal - fThreshold;
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iterSurfaceVertex->setPosition(iterSurfaceVertex->getPosition() + (fInterGrad * fDiff));
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iterSurfaceVertex->setNormal(fInterGrad); //This is actually the gradient for the previous position, but it won't have moved much.
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} //if(lowerCornerInside && upperCornerInside)
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} //for(int ct = 0; ct < uSmoothingFactor; ++ct)
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++iterSurfaceVertex;
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} //while(iterSurfaceVertex != vecVertices.end())
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}
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void adjustDecimatedGeometry(BlockVolume<uint8>* volumeData, RegionGeometry& regGeom, uint8 val)
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{
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BlockVolumeIterator<uint8> volIter(*volumeData);
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std::vector<SurfaceVertex>& vecVertices = regGeom.m_patchSingleMaterial->m_vecVertices;
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std::vector<SurfaceVertex>::iterator iterSurfaceVertex = vecVertices.begin();
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while(iterSurfaceVertex != vecVertices.end())
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{
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Vector3DFloat v3dPos = iterSurfaceVertex->getPosition() + static_cast<Vector3DFloat>(regGeom.m_v3dRegionPosition);
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Vector3DInt32 v3dFloor = static_cast<Vector3DInt32>(v3dPos);
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BlockVolumeIterator<uint8> volIter(*volumeData);
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//Check all corners are within the volume, allowing a boundary for gradient estimation
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bool lowerCornerInside = volumeData->containsPoint(v3dFloor,1);
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bool upperCornerInside = volumeData->containsPoint(v3dFloor+Vector3DInt32(1,1,1),1);
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if(lowerCornerInside && upperCornerInside) //If this test fails the vertex will be left as it was
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{
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//volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor));
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//const uint8 uFloor = volIter.getVoxel();
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if(((v3dPos.getX() - v3dFloor.getX()) < 0.001) && ((v3dPos.getY() - v3dFloor.getY()) < 0.001) && ((v3dPos.getZ() - v3dFloor.getZ()) < 0.001))
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//int x = v3dPos.getX();
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//if(x % 2 != 0)
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//if((iterSurfaceVertex->getNormal().getX() > 0.5f) || (iterSurfaceVertex->getNormal().getX() < -0.5f))
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{
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//exit(0);
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//volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor+Vector3DInt32(1,0,0)));
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//const uint8 uCeil = volIter.getVoxel();
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//if(uFloor == uCeil) //In this case they must both be zero
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{
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//if(iterSurfaceVertex->getNormal().getX() > 0)
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{
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iterSurfaceVertex->setPosition(iterSurfaceVertex->getPosition() - iterSurfaceVertex->getNormal() * 0.5f);
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v3dPos = iterSurfaceVertex->getPosition() + static_cast<Vector3DFloat>(regGeom.m_v3dRegionPosition);
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v3dFloor = static_cast<Vector3DInt32>(v3dPos);
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volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor));
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const uint8 uFloor = volIter.getVoxel();
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uint8 uCeil;
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if((iterSurfaceVertex->getNormal().getX() > 0.5f) || (iterSurfaceVertex->getNormal().getX() < -0.5f))
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{
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volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor+Vector3DInt32(1,0,0)));
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uCeil = volIter.getVoxel();
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}
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if((iterSurfaceVertex->getNormal().getY() > 0.5f) || (iterSurfaceVertex->getNormal().getY() < -0.5f))
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{
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volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor+Vector3DInt32(0,1,0)));
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uCeil = volIter.getVoxel();
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}
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if((iterSurfaceVertex->getNormal().getZ() > 0.5f) || (iterSurfaceVertex->getNormal().getZ() < -0.5f))
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{
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volIter.setPosition(static_cast<Vector3DInt16>(v3dFloor+Vector3DInt32(0,0,1)));
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uCeil = volIter.getVoxel();
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}
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if(uFloor == uCeil)
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{
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//NOTE: The normal should actually be multiplied by 1.0f. This works
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//for the simple cube but causes depth fighting on more complex shapes.
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iterSurfaceVertex->setPosition(iterSurfaceVertex->getPosition() - iterSurfaceVertex->getNormal() * 0.5f);
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}
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}
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}
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}
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}
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++iterSurfaceVertex;
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} //while(iterSurfaceVertex != vecVertices.end())
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}
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} |