195 lines
5.6 KiB
C++
195 lines
5.6 KiB
C++
/*******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015 David Williams and Matthew Williams
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*******************************************************************************/
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#ifndef __PolyVox_Density_H__
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#define __PolyVox_Density_H__
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#include "DefaultMarchingCubesController.h" //We'll specialise the controller contained in here
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#include "Impl/PlatformDefinitions.h"
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#include <limits>
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#undef min
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#undef max
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namespace PolyVox
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{
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/// This class represents a voxel storing only a density.
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////////////////////////////////////////////////////////////////////////////////
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/// Note that this should probably just be considered an example of how to define
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/// a voxel type for the Marching Cubes algorithm. Advanced users are likely to
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/// define custom voxel types and possibly custom controllers.
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////////////////////////////////////////////////////////////////////////////////
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template <typename Type>
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class Density
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{
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public:
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/// Constructor
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Density() : m_uDensity(0) {}
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/// Copy constructor
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Density(Type uDensity) : m_uDensity(uDensity) {}
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// The LowPassFilter uses this to convert between normal and accumulated types.
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/// Copy constructor with cast
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template <typename CastType> explicit Density(const Density<CastType>& density)
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{
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m_uDensity = static_cast<Type>(density.getDensity());
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}
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bool operator==(const Density& rhs) const
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{
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return (m_uDensity == rhs.m_uDensity);
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};
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bool operator!=(const Density& rhs) const
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{
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return !(*this == rhs);
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}
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// For densities we can supply mathematical operators which behave in an intuitive way.
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// In particular the ability to add and subtract densities is important in order to
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// apply an averaging filter. The ability to divide by an integer is also needed for
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// this same purpose.
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Density<Type>& operator+=(const Density<Type>& rhs)
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{
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m_uDensity += rhs.m_uDensity;
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return *this;
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}
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Density<Type>& operator-=(const Density<Type>& rhs)
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{
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m_uDensity -= rhs.m_uDensity;
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return *this;
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}
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Density<Type>& operator/=(uint32_t rhs)
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{
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m_uDensity /= rhs;
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return *this;
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}
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/// \return The current density of the voxel
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Type getDensity() const { return m_uDensity; }
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/**
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* Set the density of the voxel
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*
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* \param uDensity The density to set to
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*/
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void setDensity(Type uDensity) { m_uDensity = uDensity; }
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/// \return The maximum allowed density of the voxel
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static Type getMaxDensity() { return (std::numeric_limits<Type>::max)(); }
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/// \return The minimum allowed density of the voxel
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static Type getMinDensity() { return (std::numeric_limits<Type>::min)(); }
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private:
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Type m_uDensity;
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};
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template <typename Type>
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Density<Type> operator+(const Density<Type>& lhs, const Density<Type>& rhs)
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{
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Density<Type> result = lhs;
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result += rhs;
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return result;
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}
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template <typename Type>
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Density<Type> operator-(const Density<Type>& lhs, const Density<Type>& rhs)
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{
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Density<Type> result = lhs;
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result -= rhs;
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return result;
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}
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template <typename Type>
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Density<Type> operator/(const Density<Type>& lhs, uint32_t rhs)
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{
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Density<Type> result = lhs;
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result /= rhs;
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return result;
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}
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// These are the predefined density types. The 8-bit types are sufficient for many purposes (including
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// most games) but 16-bit and float types do have uses particularly in medical/scientific visualisation.
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typedef Density<uint8_t> Density8;
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typedef Density<uint16_t> Density16;
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typedef Density<uint32_t> Density32;
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typedef Density<float> DensityFloat;
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/**
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* This is a specialisation of DefaultMarchingCubesController for the Density voxel type
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*/
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template <typename Type>
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class DefaultMarchingCubesController< Density<Type> >
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{
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public:
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typedef Type DensityType;
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typedef float MaterialType;
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DefaultMarchingCubesController(void)
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{
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// Default to a threshold value halfway between the min and max possible values.
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m_tThreshold = (Density<Type>::getMinDensity() + Density<Type>::getMaxDensity()) / 2;
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}
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DefaultMarchingCubesController(DensityType tThreshold)
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{
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m_tThreshold = tThreshold;
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}
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DensityType convertToDensity(Density<Type> voxel)
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{
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return voxel.getDensity();
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}
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MaterialType convertToMaterial(Density<Type> /*voxel*/)
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{
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return 1;
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}
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MaterialType blendMaterials(Density<Type> /*a*/, Density<Type> /*b*/, float /*weight*/)
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{
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return 1;
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}
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DensityType getThreshold(void)
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{
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return m_tThreshold;
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}
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void setThreshold(DensityType tThreshold)
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{
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m_tThreshold = tThreshold;
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}
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private:
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DensityType m_tThreshold;
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};
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}
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#endif //__PolyVox_Density_H__
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