polyvox/PolyVoxCore/source/SurfaceAdjusters.cpp

151 lines
7.2 KiB
C++

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