Example #1
0
        public static void GenerateRegularCell(Util.GridCell cell, List <Vector3> vertices, List <int> triangles, float isovalue)
        {
            Vector3[] vertlist = new Vector3[12];

            int i, ntriang;
            int cubeindex;

            cubeindex = 0;
            if (cell.points[0].density < isovalue)
            {
                cubeindex |= 1;
            }
            if (cell.points[1].density < isovalue)
            {
                cubeindex |= 2;
            }
            if (cell.points[2].density < isovalue)
            {
                cubeindex |= 4;
            }
            if (cell.points[3].density < isovalue)
            {
                cubeindex |= 8;
            }
            if (cell.points[4].density < isovalue)
            {
                cubeindex |= 16;
            }
            if (cell.points[5].density < isovalue)
            {
                cubeindex |= 32;
            }
            if (cell.points[6].density < isovalue)
            {
                cubeindex |= 64;
            }
            if (cell.points[7].density < isovalue)
            {
                cubeindex |= 128;
            }

            /* Cube is entirely in/out of the surface */
            if (Tables.edgeTable[cubeindex] == 0)
            {
                return;
            }

            /* Find the vertices where the surface intersects the cube */
            if ((Tables.edgeTable[cubeindex] & 1) == 1)
            {
                vertlist[0] = UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[1]);
            }
            if ((Tables.edgeTable[cubeindex] & 2) == 2)
            {
                vertlist[1] = UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[2]);
            }
            if ((Tables.edgeTable[cubeindex] & 4) == 4)
            {
                vertlist[2] = UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[3]);
            }
            if ((Tables.edgeTable[cubeindex] & 8) == 8)
            {
                vertlist[3] = UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[0]);
            }
            if ((Tables.edgeTable[cubeindex] & 16) == 16)
            {
                vertlist[4] = UtilFuncs.Lerp(isovalue, cell.points[4], cell.points[5]);
            }
            if ((Tables.edgeTable[cubeindex] & 32) == 32)
            {
                vertlist[5] = UtilFuncs.Lerp(isovalue, cell.points[5], cell.points[6]);
            }
            if ((Tables.edgeTable[cubeindex] & 64) == 64)
            {
                vertlist[6] = UtilFuncs.Lerp(isovalue, cell.points[6], cell.points[7]);
            }
            if ((Tables.edgeTable[cubeindex] & 128) == 128)
            {
                vertlist[7] = UtilFuncs.Lerp(isovalue, cell.points[7], cell.points[4]);
            }
            if ((Tables.edgeTable[cubeindex] & 256) == 256)
            {
                vertlist[8] = UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[4]);
            }
            if ((Tables.edgeTable[cubeindex] & 512) == 512)
            {
                vertlist[9] = UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[5]);
            }
            if ((Tables.edgeTable[cubeindex] & 1024) == 1024)
            {
                vertlist[10] = UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[6]);
            }
            if ((Tables.edgeTable[cubeindex] & 2048) == 2048)
            {
                vertlist[11] = UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[7]);
            }

            /* Create the triangle */

            ntriang = 0;
            for (i = 0; Tables.triTable[cubeindex][i] != -1; i += 3)
            {
                ntriang++;
            }
            for (i = 0; Tables.triTable[cubeindex][i] != -1; i++)
            {
                triangles.Add(vertices.Count);
                vertices.Add(vertlist[Tables.triTable[cubeindex][i]]);
            }
        }
Example #2
0
        public static void PolyganiseTetrahedron(Util.GridCell cell, List <Vector3> vertices, float isovalue)
        {
            int triangleIndex = 0;

            if (cell.points[0].density < isovalue)
            {
                triangleIndex |= 1;
            }
            if (cell.points[1].density < isovalue)
            {
                triangleIndex |= 2;
            }
            if (cell.points[2].density < isovalue)
            {
                triangleIndex |= 4;
            }
            if (cell.points[3].density < isovalue)
            {
                triangleIndex |= 8;
            }

            // these cases were taken from https://github.com/Calvin-L/MarchingTetrahedrons/blob/master/Decimate.cpp
            switch (triangleIndex)
            {
            case 0:
            case 15:
                break;

            case 0x01:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[1]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[3]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[2]));
                break;

            case 0x02:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[2]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[3]));
                break;

            case 0x04:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[3]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[1]));
                break;

            case 0x08:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[1]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[2]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[0]));
                break;

            case 0x03:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[3]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[1]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[3]));
                break;

            case 0x05:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[2]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[2]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[3]));
                break;

            case 0x09:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[1]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[3]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[2]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[3]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[2]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[2]));
                break;

            case 0x06:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[1]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[2]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[3]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[3]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[2]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[2]));
                break;

            case 0x0C:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[3]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[3]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[1]));
                break;

            case 0x0A:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[2]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[2]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[3]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[0]));
                break;

            case 0x07:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[2]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[3], cell.points[1]));
                break;

            case 0x0B:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[1]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[3]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[2], cell.points[0]));
                break;

            case 0x0D:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[0]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[3]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[1], cell.points[2]));
                break;

            case 0x0E:
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[1]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[2]));
                vertices.Add(UtilFuncs.Lerp(isovalue, cell.points[0], cell.points[3]));
                break;
            }
        }