public void AddPlane(Microsoft.Xna.Framework.Vector3 intersection, Microsoft.Xna.Framework.Vector3 normal) { Vector <float> p = Vector <float> .Build.Dense(new float[] { intersection.X, intersection.Y, intersection.Z }); Vector <float> n = Vector <float> .Build.Dense(new float[] { normal.X, normal.Y, normal.Z }); Intersections.Add(p); Normals.Add(n); qef.Add(intersection, normal); }
public void GenerateAt(int x, int y, int z) { int corners = 0; for (int i = 0; i < 8; i++) { if (map[x + i / 4, y + i % 4 / 2, z + i % 2] < 0) corners |= 1 << i; } if (corners == 0 || corners == 255) return; VertexPositionColor[] vs = new VertexPositionColor[24]; Color c = Color.LightSteelBlue; vs[0] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 0)), c); vs[1] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 0)), c); vs[2] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 0)), c); vs[3] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 0)), c); vs[4] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 0)), c); vs[5] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 0)), c); vs[6] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 0)), c); vs[7] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 0)), c); vs[8] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 1)), c); vs[9] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 1)), c); vs[10] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 1)), c); vs[11] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 1)), c); vs[12] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 1)), c); vs[13] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 1)), c); vs[14] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 1)), c); vs[15] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 1)), c); vs[16] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 0)), c); vs[17] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 1)), c); vs[18] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 0)), c); vs[19] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 1)), c); vs[20] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 0)), c); vs[21] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 1)), c); vs[22] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 0)), c); vs[23] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 1)), c); OutlineBuffer.SetData<VertexPositionColor>(OutlineLocation * VertexPositionColor.VertexDeclaration.VertexStride, vs, 0, 24, VertexPositionColor.VertexDeclaration.VertexStride); OutlineLocation += 24; QEF3D qef = new QEF3D(); Vector3 average_normal = new Vector3(); for (int i = 0; i < 12; i++) { int c1 = edges[i, 0]; int c2 = edges[i, 1]; int m1 = (corners >> c1) & 1; int m2 = (corners >> c2) & 1; if (m1 == m2) continue; float d1 = map[x + c1 / 4, y + c1 % 4 / 2, z + c1 % 2]; float d2 = map[x + c2 / 4, y + c2 % 4 / 2, z + c2 % 2]; Vector3 p1 = new Vector3((float)((c1 / 4)), (float)((c1 % 4 / 2)), (float)((c1 % 2))); Vector3 p2 = new Vector3((float)((c2 / 4)), (float)((c2 % 4 / 2)), (float)((c2 % 2))); Vector3 intersection = Sampler.GetIntersection(p1, p2, d1, d2); Vector3 normal = Sampler.GetNormal(intersection + new Vector3(x, y, z));//GetNormal(x, y); average_normal += normal; qef.Add(intersection, normal); } Vector3 p = qef.Solve2(0, 16, 0); Vector3 n = average_normal / (float)qef.Intersections.Count; VertexPositionColorNormal[] v2 = new VertexPositionColorNormal[1]; Vector3 c_v = n * 0.5f + Vector3.One * 0.5f; c_v.Normalize(); Color clr = new Color(c_v); v2[0] = new VertexPositionColorNormal(new Vector3((p.X + x), (p.Y + y), (p.Z + z)), clr, n); VertexBuffer.SetData<VertexPositionColorNormal>(VertexCount * VertexPositionColorNormal.VertexDeclaration.VertexStride, v2, 0, 1, VertexPositionColorNormal.VertexDeclaration.VertexStride); vertex_indexes[x, y, z] = VertexCount; VertexCount++; /*vs[0] = new VertexPositionColor(new Vector3((x + 0) , (y + 0) , 0), Color.Black); vs[1] = new VertexPositionColor(new Vector3((x + 1) , (y + 0) , 0), Color.Black); vs[2] = new VertexPositionColor(new Vector3((x + 1) , (y + 0) , 0), Color.Black); vs[3] = new VertexPositionColor(new Vector3((x + 1) , (y + 1) , 0), Color.Black); vs[4] = new VertexPositionColor(new Vector3((x + 1) , (y + 1) , 0), Color.Black); vs[5] = new VertexPositionColor(new Vector3((x + 0) , (y + 1) , 0), Color.Black); vs[6] = new VertexPositionColor(new Vector3((x + 0) , (y + 1) , 0), Color.Black); vs[7] = new VertexPositionColor(new Vector3((x + 0) , (y + 0) , 0), Color.Black); vs[8] = new VertexPositionColor(new Vector3((p.X + x) , (p.Y + y) , 0), Color.Black); vs[9] = new VertexPositionColor(new Vector3((p.X + x + .1f) , (p.Y + y + .1f) , 0), Color.Black); index = 10; VertexBuffer.SetData<VertexPositionColor>(VertexCount * VertexPositionColor.VertexDeclaration.VertexStride, vs, 0, index, VertexPositionColor.VertexDeclaration.VertexStride); VertexCount += index;*/ }
public void GenerateAt(int x, int y, int z) { int corners = 0; for (int i = 0; i < 8; i++) { if (map[x + i / 4, y + i % 4 / 2, z + i % 2] < 0) { corners |= 1 << i; } } if (corners == 0 || corners == 255) { return; } VertexPositionColor[] vs = new VertexPositionColor[24]; Color c = Color.LightSteelBlue; vs[0] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 0)), c); vs[1] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 0)), c); vs[2] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 0)), c); vs[3] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 0)), c); vs[4] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 0)), c); vs[5] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 0)), c); vs[6] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 0)), c); vs[7] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 0)), c); vs[8] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 1)), c); vs[9] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 1)), c); vs[10] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 1)), c); vs[11] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 1)), c); vs[12] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 1)), c); vs[13] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 1)), c); vs[14] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 1)), c); vs[15] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 1)), c); vs[16] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 0)), c); vs[17] = new VertexPositionColor(new Vector3((x + 0), (y + 0), (z + 1)), c); vs[18] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 0)), c); vs[19] = new VertexPositionColor(new Vector3((x + 0), (y + 1), (z + 1)), c); vs[20] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 0)), c); vs[21] = new VertexPositionColor(new Vector3((x + 1), (y + 0), (z + 1)), c); vs[22] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 0)), c); vs[23] = new VertexPositionColor(new Vector3((x + 1), (y + 1), (z + 1)), c); OutlineBuffer.SetData <VertexPositionColor>(OutlineLocation * VertexPositionColor.VertexDeclaration.VertexStride, vs, 0, 24, VertexPositionColor.VertexDeclaration.VertexStride); OutlineLocation += 24; QEF3D qef = new QEF3D(); Vector3 average_normal = new Vector3(); for (int i = 0; i < 12; i++) { int c1 = edges[i, 0]; int c2 = edges[i, 1]; int m1 = (corners >> c1) & 1; int m2 = (corners >> c2) & 1; if (m1 == m2) { continue; } float d1 = map[x + c1 / 4, y + c1 % 4 / 2, z + c1 % 2]; float d2 = map[x + c2 / 4, y + c2 % 4 / 2, z + c2 % 2]; Vector3 p1 = new Vector3((float)((c1 / 4)), (float)((c1 % 4 / 2)), (float)((c1 % 2))); Vector3 p2 = new Vector3((float)((c2 / 4)), (float)((c2 % 4 / 2)), (float)((c2 % 2))); Vector3 intersection = Sampler.GetIntersection(p1, p2, d1, d2); Vector3 normal = Sampler.GetNormal(intersection + new Vector3(x, y, z)); //GetNormal(x, y); average_normal += normal; qef.Add(intersection, normal); } Vector3 p = qef.Solve2(0, 16, 0); Vector3 n = average_normal / (float)qef.Intersections.Count; VertexPositionColorNormal[] v2 = new VertexPositionColorNormal[1]; Vector3 c_v = n * 0.5f + Vector3.One * 0.5f; c_v.Normalize(); Color clr = new Color(c_v); v2[0] = new VertexPositionColorNormal(new Vector3((p.X + x), (p.Y + y), (p.Z + z)), clr, n); VertexBuffer.SetData <VertexPositionColorNormal>(VertexCount * VertexPositionColorNormal.VertexDeclaration.VertexStride, v2, 0, 1, VertexPositionColorNormal.VertexDeclaration.VertexStride); vertex_indexes[x, y, z] = VertexCount; VertexCount++; /*vs[0] = new VertexPositionColor(new Vector3((x + 0) , (y + 0) , 0), Color.Black); * vs[1] = new VertexPositionColor(new Vector3((x + 1) , (y + 0) , 0), Color.Black); * vs[2] = new VertexPositionColor(new Vector3((x + 1) , (y + 0) , 0), Color.Black); * vs[3] = new VertexPositionColor(new Vector3((x + 1) , (y + 1) , 0), Color.Black); * vs[4] = new VertexPositionColor(new Vector3((x + 1) , (y + 1) , 0), Color.Black); * vs[5] = new VertexPositionColor(new Vector3((x + 0) , (y + 1) , 0), Color.Black); * vs[6] = new VertexPositionColor(new Vector3((x + 0) , (y + 1) , 0), Color.Black); * vs[7] = new VertexPositionColor(new Vector3((x + 0) , (y + 0) , 0), Color.Black); * * vs[8] = new VertexPositionColor(new Vector3((p.X + x) , (p.Y + y) , 0), Color.Black); * vs[9] = new VertexPositionColor(new Vector3((p.X + x + .1f) , (p.Y + y + .1f) , 0), Color.Black); * index = 10; * * VertexBuffer.SetData<VertexPositionColor>(VertexCount * VertexPositionColor.VertexDeclaration.VertexStride, vs, 0, index, VertexPositionColor.VertexDeclaration.VertexStride); * VertexCount += index;*/ }
/* The following code is more or less a copy/paste cleanup of the C++ implementation * It's not clean, or efficient, but it works and is fairly straightforward */ public bool ConstructLeaf(List <VertexPositionColorNormal> vertices, int grid_size) { if (size != 1) { return(false); } int corners = 0; float[, ,] samples = new float[2, 2, 2]; for (int i = 0; i < 8; i++) { if ((samples[i / 4, i % 4 / 2, i % 2] = Sampler.Sample(position + new Vector3(i / 4, i % 4 / 2, i % 2))) < 0) { corners |= 1 << i; } } if (corners == 0 || corners == 255) { return(false); } //type = OctreeNodeType.Leaf; //return true; QEF3D qef = new QEF3D(); QEFProper.QEFSolver qefp = new QEFProper.QEFSolver(); Vector3 average_normal = Vector3.Zero; for (int i = 0; i < 12; i++) { int c1 = edgevmap[i, 0]; int c2 = edgevmap[i, 1]; int m1 = (corners >> c1) & 1; int m2 = (corners >> c2) & 1; if (m1 == m2) { continue; } float d1 = samples[c1 / 4, c1 % 4 / 2, c1 % 2]; float d2 = samples[c2 / 4, c2 % 4 / 2, c2 % 2]; Vector3 p1 = new Vector3((float)((c1 / 4)), (float)((c1 % 4 / 2)), (float)((c1 % 2))); Vector3 p2 = new Vector3((float)((c2 / 4)), (float)((c2 % 4 / 2)), (float)((c2 % 2))); Vector3 intersection = Sampler.GetIntersection(p1, p2, d1, d2) + position; Vector3 normal = Sampler.GetNormal(intersection); //GetNormal(x, y); average_normal += normal; qef.Add(intersection, normal); qefp.Add(intersection, normal); } Vector3 n = average_normal / (float)qef.Intersections.Count; n.Normalize(); draw_info = new OctreeDrawInfo(); //draw_info.position = position + qef.Solve2(0, 0, 0); draw_info.position = qefp.Solve(1e-6f, 4, 1e-6f); draw_info.corners = corners; draw_info.averageNormal = n; draw_info.qef = qefp; //vertices.Add(new VertexPositionColorNormal(position + draw_info.position, Color.LightGreen, n)); type = OctreeNodeType.Leaf; return(true); }
/* The following code is more or less a copy/paste cleanup of the C++ implementation * It's not clean, or efficient, but it works and is fairly straightforward */ public bool ConstructLeaf(List<VertexPositionColorNormal> vertices, int grid_size) { if (size != 1) return false; int corners = 0; float[, ,] samples = new float[2, 2, 2]; for (int i = 0; i < 8; i++) { if ((samples[i / 4, i % 4 / 2, i % 2] = Sampler.Sample(position + new Vector3(i / 4, i % 4 / 2, i % 2))) < 0) corners |= 1 << i; } if (corners == 0 || corners == 255) return false; //type = OctreeNodeType.Leaf; //return true; QEF3D qef = new QEF3D(); QEFProper.QEFSolver qefp = new QEFProper.QEFSolver(); Vector3 average_normal = Vector3.Zero; for (int i = 0; i < 12; i++) { int c1 = edgevmap[i, 0]; int c2 = edgevmap[i, 1]; int m1 = (corners >> c1) & 1; int m2 = (corners >> c2) & 1; if (m1 == m2) continue; float d1 = samples[c1 / 4, c1 % 4 / 2, c1 % 2]; float d2 = samples[c2 / 4, c2 % 4 / 2, c2 % 2]; Vector3 p1 = new Vector3((float)((c1 / 4)), (float)((c1 % 4 / 2)), (float)((c1 % 2))); Vector3 p2 = new Vector3((float)((c2 / 4)), (float)((c2 % 4 / 2)), (float)((c2 % 2))); Vector3 intersection = Sampler.GetIntersection(p1, p2, d1, d2) + position; Vector3 normal = Sampler.GetNormal(intersection);//GetNormal(x, y); average_normal += normal; qef.Add(intersection, normal); qefp.Add(intersection, normal); } Vector3 n = average_normal / (float)qef.Intersections.Count; n.Normalize(); draw_info = new OctreeDrawInfo(); //draw_info.position = position + qef.Solve2(0, 0, 0); draw_info.position = qefp.Solve(1e-6f, 4, 1e-6f); draw_info.corners = corners; draw_info.averageNormal = n; draw_info.qef = qefp; //vertices.Add(new VertexPositionColorNormal(position + draw_info.position, Color.LightGreen, n)); type = OctreeNodeType.Leaf; return true; }
public void Simplify(float threshold, bool randomize = false) { if (type != OctreeNodeType.Internal) return; int[] signs = { -1, -1, -1, -1, -1, -1, -1, -1 }; int mid_sign = -1; bool is_collapsible = true; QEF3D qef = new QEF3D(); Random rnd = new Random(); float t = threshold; for (int i = 0; i < 8; i++) { if (children[i] == null) continue; if (randomize) t = (float)rnd.NextDouble() * (float)rnd.NextDouble() * 20.0f; children[i].Simplify(t); OctreeNode child = children[i]; if (child.type == OctreeNodeType.Internal) is_collapsible = false; else { qef.Add(child.draw_info.position, child.draw_info.averageNormal); mid_sign = (child.draw_info.corners >> (7 - i)) & 1; signs[i] = (child.draw_info.corners >> i) & 1; } } if (!is_collapsible) return; Vector3 pos = qef.Solve2(0, 0, 0); float error = qef.Error; if (error > threshold) return; OctreeDrawInfo draw_info = new OctreeDrawInfo(); for (int i = 0; i < 8; i++) { if (signs[i] == -1) draw_info.corners |= mid_sign << i; else draw_info.corners |= signs[i] << i; } Vector3 normal = new Vector3(); for (int i = 0; i < 8; i++) { if (children[i] != null) { OctreeNode child = children[i]; if (child.type == OctreeNodeType.Pseudo || child.type == OctreeNodeType.Leaf) normal += child.draw_info.averageNormal; } } normal.Normalize(); draw_info.averageNormal = normal; draw_info.position = pos; for (int i = 0; i < 8; i++) { children[i] = null; } type = OctreeNodeType.Pseudo; this.draw_info = draw_info; }