/// <summary> /// Generates the triangles for a specific voxel /// </summary> /// <param name="node">The node that contains the voxel</param> /// <param name="pos">The voxel position (Not real position) [16,16,16]</param> /// <param name="triangleList">The list used to contain triangles made so far</param> /// <param name="densities">The array that contains density information</param> /// <param name="densityNormals">The array that contains density normals</param> private static void generateTriangles(Node node, Vector3I pos, List<Triangle> triangleList, List<int> submeshIDList, int[] subMeshTriCount, DensityData densities, Vector3[, ,] densityNormals) { float size = NodeManager.LODSize[node.LOD]; float[] denses = new float[8]; denses[0] = densities.get(pos.x, pos.y, pos.z + 1); denses[1] = densities.get(pos.x + 1, pos.y, pos.z + 1); denses[2] = densities.get(pos.x + 1, pos.y, pos.z); denses[3] = densities.get(pos.x, pos.y, pos.z); denses[4] = densities.get(pos.x, pos.y + 1, pos.z + 1); denses[5] = densities.get(pos.x + 1, pos.y + 1, pos.z + 1); denses[6] = densities.get(pos.x + 1, pos.y + 1, pos.z); denses[7] = densities.get(pos.x, pos.y + 1, pos.z); byte cubeIndex = 0; if (denses[0] < isolevel) cubeIndex |= 1; if (denses[1] < isolevel) cubeIndex |= 2; if (denses[2] < isolevel) cubeIndex |= 4; if (denses[3] < isolevel) cubeIndex |= 8; if (denses[4] < isolevel) cubeIndex |= 16; if (denses[5] < isolevel) cubeIndex |= 32; if (denses[6] < isolevel) cubeIndex |= 64; if (denses[7] < isolevel) cubeIndex |= 128; if (cubeIndex == 0 || cubeIndex == 255) return; Vector3 origin = new Vector3((size * (pos.x)) , (size * (pos.y)) , (size * (pos.z))); Vector3[] positions = new Vector3[8]; positions[0] = new Vector3(origin.x, origin.y, origin.z + size); positions[1] = new Vector3(origin.x + size, origin.y, origin.z + size); positions[2] = new Vector3(origin.x + size, origin.y, origin.z); positions[3] = new Vector3(origin.x, origin.y, origin.z); positions[4] = new Vector3(origin.x, origin.y + size, origin.z + size); positions[5] = new Vector3(origin.x + size, origin.y + size, origin.z + size); positions[6] = new Vector3(origin.x + size, origin.y + size, origin.z); positions[7] = new Vector3(origin.x, origin.y + size, origin.z); Vector3[][] vertlist = new Vector3[12][]; if (IsBitSet(edgeTable[cubeIndex], 1)) vertlist[0] = VertexInterp(isolevel, positions[0], positions[1], denses[0], denses[1], densityNormals[pos.x, pos.y, pos.z + 1], densityNormals[pos.x + 1, pos.y, pos.z + 1]); if (IsBitSet(edgeTable[cubeIndex], 2)) vertlist[1] = VertexInterp(isolevel, positions[1], positions[2], denses[1], denses[2], densityNormals[pos.x + 1, pos.y, pos.z + 1], densityNormals[pos.x + 1, pos.y, pos.z]); if (IsBitSet(edgeTable[cubeIndex], 4)) vertlist[2] = VertexInterp(isolevel, positions[2], positions[3], denses[2], denses[3], densityNormals[pos.x + 1, pos.y, pos.z], densityNormals[pos.x, pos.y, pos.z]); if (IsBitSet(edgeTable[cubeIndex], 8)) vertlist[3] = VertexInterp(isolevel, positions[3], positions[0], denses[3], denses[0], densityNormals[pos.x, pos.y, pos.z], densityNormals[pos.x, pos.y, pos.z + 1]); if (IsBitSet(edgeTable[cubeIndex], 16)) vertlist[4] = VertexInterp(isolevel, positions[4], positions[5], denses[4], denses[5], densityNormals[pos.x, pos.y + 1, pos.z + 1], densityNormals[pos.x + 1, pos.y + 1, pos.z + 1]); if (IsBitSet(edgeTable[cubeIndex], 32)) vertlist[5] = VertexInterp(isolevel, positions[5], positions[6], denses[5], denses[6], densityNormals[pos.x + 1, pos.y + 1, pos.z + 1], densityNormals[pos.x + 1, pos.y + 1, pos.z]); if (IsBitSet(edgeTable[cubeIndex], 64)) vertlist[6] = VertexInterp(isolevel, positions[6], positions[7], denses[6], denses[7], densityNormals[pos.x + 1, pos.y + 1, pos.z], densityNormals[pos.x, pos.y + 1, pos.z]); if (IsBitSet(edgeTable[cubeIndex], 128)) vertlist[7] = VertexInterp(isolevel, positions[7], positions[4], denses[7], denses[4], densityNormals[pos.x, pos.y + 1, pos.z], densityNormals[pos.x, pos.y + 1, pos.z + 1]); if (IsBitSet(edgeTable[cubeIndex], 256)) vertlist[8] = VertexInterp(isolevel, positions[0], positions[4], denses[0], denses[4], densityNormals[pos.x, pos.y, pos.z + 1], densityNormals[pos.x, pos.y + 1, pos.z + 1]); if (IsBitSet(edgeTable[cubeIndex], 512)) vertlist[9] = VertexInterp(isolevel, positions[1], positions[5], denses[1], denses[5], densityNormals[pos.x + 1, pos.y, pos.z + 1], densityNormals[pos.x + 1, pos.y + 1, pos.z + 1]); if (IsBitSet(edgeTable[cubeIndex], 1024)) vertlist[10] = VertexInterp(isolevel, positions[2], positions[6], denses[2], denses[6], densityNormals[pos.x + 1, pos.y, pos.z], densityNormals[pos.x + 1, pos.y + 1, pos.z]); if (IsBitSet(edgeTable[cubeIndex], 2048)) vertlist[11] = VertexInterp(isolevel, positions[3], positions[7], denses[3], denses[7], densityNormals[pos.x, pos.y, pos.z], densityNormals[pos.x, pos.y + 1, pos.z]); int submesh = densities.getMaterial(pos.x, pos.y, pos.z); for (int i = 0; triTable[cubeIndex][i] != -1; i += 3) { submeshIDList.Add(submesh); subMeshTriCount[submesh] = subMeshTriCount[submesh] + 1; triangleList.Add(new Triangle(vertlist[triTable[cubeIndex][i]][0], vertlist[triTable[cubeIndex][i + 1]][0], vertlist[triTable[cubeIndex][i + 2]][0], vertlist[triTable[cubeIndex][i]][1], vertlist[triTable[cubeIndex][i + 1]][1], vertlist[triTable[cubeIndex][i + 2]][1])); } }
/// <summary> /// Calculates the normal. /// </summary> /// <param name="p"></param> private static Vector3 calculateDensityNormal(Vector3I p, DensityData densities, int lod) { Vector3 normal = new Vector3(); normal.x = (densities.get(p.x + 1, p.y, p.z) - densities.get(p.x - 1, p.y, p.z)) / (NodeManager.LODSize[lod]); normal.y = (densities.get(p.x, p.y + 1, p.z) - densities.get(p.x, p.y - 1, p.z)) / (NodeManager.LODSize[lod]); normal.z = (densities.get(p.x, p.y, p.z + 1) - densities.get(p.x, p.y, p.z - 1)) / (NodeManager.LODSize[lod]); normal.Normalize(); return normal; }