public static void UnpackVoxelEdgeId(VolumeHeader hd, int packed, out Int3 a3, out Int3 b3)
    {
        int a = (packed % hd.TotalCount);
        int b = (packed / hd.TotalCount);

        a3 = hd.LinearToCubic(a);
        b3 = hd.LinearToCubic(b);
    }
Exemple #2
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    public void SpreadValuesUp(int mip, Func <T, T, T> comb)
    {
        if (mip + 1 >= this.Mips.Length)
        {
            return;
        }
        var big = this.Mips [mip];
        var sml = this.Mips [mip + 1];
        var h2  = new VolumeHeader(new Int3(2, 2, 2));

        foreach (var si in sml.AllIndices3())
        {
            var res = big.Read(si.AsCubic());
            for (int n = 1; n < h2.TotalCount; n++)
            {
                var ni  = si.Add(h2.LinearToCubic(n));
                var sec = big.Read(ni.AsCubic());
                res = comb(res, sec);
            }
            sml.Write(si.AsCubic(), res);
        }
    }
    public static Mesh GenerateSurfaceVolume <T>(VolumeBuffer <T> vol, Func <T, float> signTest, Vector3 relativeCameraPos, DynamicFieldModel optionalModel = null)
    {
        int tetCorners = 4;
        Dictionary <int, int> ndxToVertex = new Dictionary <int, int> ();
        List <int>            triangles   = new List <int> ();
        List <int>            quads       = new List <int> ();

        float[]      signes       = new float[tetCorners];
        List <int>   edgesInTetra = new List <int> ();
        VolumeHeader h2           = new VolumeHeader(new Int3(2, 2, 2));

        foreach (var ndx in vol.AllIndices3())
        {
            if ((ndx.X != 0) && (ndx.Y != 0) && (ndx.Z != 0))
            {
                var start = ndx.Add(new Int3(-1, -1, -1));

                foreach (var ts in TetrasInCube)
                {
                    int countPos = 0, countNeg = 0;
                    int signKey = 0;
                    for (int cornerIndex = 0; cornerIndex < ts.Length; cornerIndex++)
                    {
                        var lndx = ts[cornerIndex];
                        var cur  = AddInvertTileOffset3(start, (h2.LinearToCubic(lndx)));
                        var sv   = signTest(vol.Read(cur));
                        if (sv >= 0.0f)
                        {
                            countPos++;
                            signKey |= (1 << cornerIndex);
                        }
                        else
                        {
                            countNeg++;
                        }
                        signes [cornerIndex] = sv;
                    }
                    if ((countPos > 0) && (countNeg > 0))
                    {
                        edgesInTetra.Clear();
                        // we have something in this tetrahedra!
                        for (int ei = 0; ei < VolumeTetrahedraSurfacer.EdgesInTetra.Length; ei += 2)
                        {
                            var ef = VolumeTetrahedraSurfacer.EdgesInTetra [ei + 0];
                            var et = VolumeTetrahedraSurfacer.EdgesInTetra [ei + 1];
                            if (((signes [ef]) * (signes [et])) < 0.0f)
                            {
                                // we have something on this edge!
                                var tf      = ts[ef];
                                var tt      = ts[et];
                                var vf      = AddInvertTileOffset3(start, h2.LinearToCubic(tf));
                                var vt      = AddInvertTileOffset3(start, h2.LinearToCubic(tt));
                                int encoded = PackVoxelEdgeIdSorted(vol.Header, vf, vt);
                                edgesInTetra.Add(encoded);
                            }
                        }
                        int prevVid = -1, prevPrevVid = -1, pppv = -1;
                        foreach (var ee in edgesInTetra)
                        {
                            int vid;
                            if (ndxToVertex.ContainsKey(ee))
                            {
                                vid = ndxToVertex [ee];
                            }
                            else
                            {
                                vid = ndxToVertex.Count;
                                ndxToVertex.Add(ee, vid);
                            }
                            if (edgesInTetra.Count == 3)
                            {
                                triangles.Add(vid);
                            }
                            else if (edgesInTetra.Count == 4)
                            {
                                quads.Add(vid);
                            }
                            else
                            {
                                Debug.Assert(false, "Really?? c=" + edgesInTetra.Count);
                            }
                            pppv        = prevPrevVid;
                            prevPrevVid = prevVid;
                            prevVid     = vid;
                        }
                    }
                }
            }
        }

        List <Vector3> vertices       = new List <Vector3> ();
        List <Vector3> vertexSigns    = new List <Vector3> ();
        List <Vector4> vertexTangents = null;

        if (optionalModel != null)
        {
            vertexTangents = new List <Vector4> ();
        }
        Vector3 invScale = new Vector3(1.0f / (vol.Size.X - 1), 1.0f / (vol.Size.Y - 1), 1.0f / (vol.Size.Z - 1));

        foreach (var kv in ndxToVertex)
        {
            // setup vertices from edge data:
            var packed = kv.Key;
            var vid    = kv.Value;
            while (vertices.Count <= vid)
            {
                vertices.Add(Vector3.zero);
                vertexSigns.Add(Vector3.zero);;
                if (optionalModel != null)
                {
                    vertexTangents.Add(Vector4.zero);
                }
            }
            Int3 a3, b3;
            UnpackVoxelEdgeId(vol.Header, packed, out a3, out b3);
            var wa   = signTest(vol.Read(a3));
            var wb   = signTest(vol.Read(b3));
            var wab  = Mathf.Abs(wa) / (Mathf.Abs(wa) + Mathf.Abs(wb));
            var pos  = Vector3.Lerp(a3.AsVector3(), b3.AsVector3(), wab);               //0.5f); // TODO: weight value based on signed root
            var upos = new Vector3(pos.x * invScale.x, pos.y * invScale.y, pos.z * invScale.z) - (Vector3.one * 0.5f);
            vertices [vid]    = upos;
            vertexSigns [vid] = (a3.AsVector3() - b3.AsVector3()) * Mathf.Sign(wa - wb);
            if (optionalModel != null)
            {
                var ta = CalcFlowTangent(optionalModel, optionalModel.FieldsCells.Read(a3));
                var tb = CalcFlowTangent(optionalModel, optionalModel.FieldsCells.Read(b3));
                vertexTangents [vid] = Vector4.Lerp(ta, tb, wab);                  // ((ta + tb) *0.5f);
            }
        }
        for (int qi = 0; qi < quads.Count; qi += 4)
        {
            // ensure quad covers whole space (a and b must be furthest from each other):
            var a = vertices[quads[qi + 0]];
            var b = vertices[quads[qi + 1]];
            var c = vertices[quads[qi + 2]];
            var d = vertices[quads[qi + 3]];

            // add triangle a-b-c:
            triangles.Add(quads[qi + 0]);
            triangles.Add(quads[qi + 1]);
            triangles.Add(quads[qi + 2]);

            triangles.Add(quads[qi + 1]);
            triangles.Add(quads[qi + 3]);
            triangles.Add(quads[qi + 2]);
        }
        var trisToSort = new List <SortTri> ();

        for (int i = 0; i < triangles.Count; i += 3)
        {
            // ensure triangle is oriented correctly:
            var a = vertices[triangles[i + 0]];
            var b = vertices[triangles[i + 1]];
            var c = vertices[triangles[i + 2]];
            var n = Vector3.Cross(b - a, c - b);
            if (Vector3.Dot(vertexSigns [triangles [i + 0]], n) >= 0.0f)
            {
                SwapListValues(triangles, i + 1, i + 2);
            }

            // add triangle to list
            SortTri tri;
            tri.I0          = triangles [i + 0];
            tri.I1          = triangles [i + 1];
            tri.I2          = triangles [i + 2];
            tri.DistFromCam = (relativeCameraPos - ((a + b + c) * (1.0f / 3.0f))).magnitude;
            trisToSort.Add(tri);
        }
        // sort the triangles:
        if (true)
        {
            trisToSort.Sort((a, b) => - (a.DistFromCam.CompareTo(b.DistFromCam)));
            triangles.Clear();
            foreach (var t in trisToSort)
            {
                triangles.Add(t.I0);
                triangles.Add(t.I1);
                triangles.Add(t.I2);
            }
        }

        Mesh result = new Mesh();

        //Debug.Log ("Meshing info: verts=" + vertices.Count + " tris=" + triangles.Count);
        result.SetVertices(vertices);
        if (optionalModel != null)
        {
            result.SetTangents(vertexTangents);
        }
        result.triangles = (triangles.ToArray());
        result.RecalculateNormals();
        return(result);
    }