コード例 #1
0
        private static void createQEFVertices(List <Vector3> vertices, AbstractHermiteGrid grid, Dictionary <Point3, int> vIndex)
        {
            var cubeSigns = new bool[8];

            var edgeVertexIds = grid.GetAllEdgeIds().Select(e => grid.GetEdgeVertexIds(e)).ToArray();
            var edgeOffsets   = grid.GetAllEdgeIds().Select(e => grid.GetEdgeOffsets(e)).ToArray();

            int changingEdgeCount = 0;

            int[]     changingEdges = new int[12];
            Vector3[] positions     = new Vector3[12];
            Vector3[] normals       = new Vector3[12];

            grid.ForEachCube(curr =>
            {
                grid.GetCubeSigns(curr, cubeSigns);
                bool allTrue  = true;
                bool allFalse = true;
                for (int i = 0; i < 8; i++)
                {
                    var sign = cubeSigns[i];
                    allTrue  = sign && allTrue;
                    allFalse = !sign && allFalse;
                }
                if (allTrue || allFalse)
                {
                    return;                         // no sign changes
                }
                //if ( cubeSigns.All( v => v ) || !cubeSigns.Any( v => v ) ) return; // no sign changes

                changingEdgeCount = 0;
                for (int i = 0; i < edgeVertexIds.Length; i++)
                {
                    var ids = edgeVertexIds[i];
                    if (cubeSigns[ids[0]] == cubeSigns[ids[1]])
                    {
                        continue;
                    }

                    changingEdges[changingEdgeCount] = i;
                    changingEdgeCount++;
                }

                for (int i = 0; i < changingEdgeCount; i++)
                {
                    var iEdgeId      = changingEdges[i];
                    var iEdgeOffsets = edgeOffsets[iEdgeId];
                    var iEdgeData    = grid.getEdgeData(curr, iEdgeId);
                    positions[i]     = Vector3.Lerp(iEdgeOffsets[0], iEdgeOffsets[1], iEdgeData.W);
                    normals[i]       = iEdgeData.TakeXYZ();
                }


                var meanIntersectionPoint = new Vector3();
                for (int i = 0; i < changingEdgeCount; i++)
                {
                    meanIntersectionPoint = meanIntersectionPoint + positions[i];
                }
                meanIntersectionPoint = meanIntersectionPoint * (1f / changingEdgeCount);

                var leastsquares = QEFCalculator.CalculateCubeQEF(normals, positions, changingEdgeCount, meanIntersectionPoint);

                var qefPoint1 = new Vector3();
                qefPoint1     = new Vector3(leastsquares[0], leastsquares[1], leastsquares[2]);

                if (qefPoint1[0] < 0 || qefPoint1[1] < 0 || qefPoint1[2] < 0 ||
                    qefPoint1[0] > 1 || qefPoint1[1] > 1 || qefPoint1[2] > 1)
                {
                    qefPoint1 = meanIntersectionPoint;     // I found someone online who does this too: http://ngildea.blogspot.be/2014/11/implementing-dual-contouring.html
                    //TODO: should probably fix the QEF, maybe by removing singular values

                    //ERROR!
                    //throw new InvalidOperationException("QEF returned solution outside of cube");
                }

                vIndex[curr] = vertices.Count;
                vertices.Add(qefPoint1 + (Vector3)curr.ToVector3());
            });
        }
コード例 #2
0
        private static void buildTriangleIndices(List <int> indices, AbstractHermiteGrid grid, Dictionary <Point3, int> vIndex, List <DCVoxelMaterial> triangleMaterials)
        {
            // Possible quads
            var offsets   = new[] { Point3.UnitX(), Point3.UnitY(), Point3.UnitZ(), };
            var rights    = new[] { Point3.UnitY(), Point3.UnitZ(), Point3.UnitX(), };
            var ups       = new[] { Point3.UnitZ(), Point3.UnitX(), Point3.UnitY(), };
            var unitEdges = offsets.Select(o => grid.GetEdgeId(new Point3(), o)).ToArray();

            //TODO: should be unit test
            for (int i = 0; i < 3; i++)
            {
                Debug.Assert(grid.GetEdgeOffsets(unitEdges[i])[0] == new Point3());
                Debug.Assert(grid.GetEdgeOffsets(unitEdges[i])[1] == offsets[i]);
            }

            grid.ForEachCube(o =>
            {
                if (!vIndex.ContainsKey(o))
                {
                    return;                             // No sign changes so no relevant edges here
                }
                for (int i = 0; i < 3; i++)
                {
                    var edgeId = unitEdges[i];
                    if (!grid.HasEdgeData(o, edgeId))
                    {
                        continue;
                    }
                    // Generate quad

                    var right = rights[i];
                    var up    = ups[i];

                    DCVoxelMaterial mat;
                    var signs = grid.GetEdgeSigns(o, edgeId);
                    // Face towards air by swapping right and up
                    if (signs[1])
                    {
                        var swap = right;
                        right    = up;
                        up       = swap;
                        mat      = grid.GetMaterial(o + offsets[i]);
                    }
                    else
                    {
                        mat = grid.GetMaterial(o);
                    }

                    // build quad faces

                    var a  = o - right;
                    var b  = o - up;
                    var ab = o - right - up;
                    if (!new[] { a, b, ab }.All(vIndex.ContainsKey))
                    {
                        continue;     // This should never happen unless on the side of the field, maybe add a check for this?
                    }
                    indices.AddRange(new[] { vIndex[o], vIndex[a], vIndex[ab] });
                    indices.AddRange(new[] { vIndex[o], vIndex[ab], vIndex[b] });
                    triangleMaterials.Add(mat);
                    triangleMaterials.Add(mat);
                }
            });
        }