public override Vector4 getEdgeData(Point3 cube, int edgeId)
        {
            var offsetPos = cube - offset;

            if (offsetPos.X < 0 || offsetPos.Y < 0 || offsetPos.Z < 0 ||
                offsetPos.X >= b.Dimensions.X || offsetPos.Y >= b.Dimensions.Y || offsetPos.Z >= b.Dimensions.Z)
            {
                return(a.getEdgeData(cube, edgeId));
            }

            if (!a.HasEdgeData(cube, edgeId))
            {
                return(b.getEdgeData(offsetPos, edgeId));
            }

            if (!b.HasEdgeData(offsetPos, edgeId))
            {
                return(a.getEdgeData(cube, edgeId));
            }

            var da = a.getEdgeData(cube, edgeId).W;
            var db = b.getEdgeData(offsetPos, edgeId).W;

            float diff;

            if (GetSign(cube))
            {
                diff = da - db; // 0 is not air, so if diff > 0 then b is closer
            }
            else
            {
                diff = db - da; // 0 is air, so if diff > 0 then b is closer
            }
            return(diff > 0 ? b.getEdgeData(offsetPos, edgeId) : a.getEdgeData(cube, edgeId));
        }
示例#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);
                }
            });
        }
        public static HermiteDataGrid CopyGrid(AbstractHermiteGrid grid)
        {
            var    ret         = new HermiteDataGrid();
            Point3 storageSize = grid.Dimensions + new Point3(1, 1, 1);

            ret.cells = new Array3D <Vertex>(storageSize);

            for (int x = 0; x < storageSize.X; x++)
            {
                for (int y = 0; y < storageSize.Y; y++)
                {
                    for (int z = 0; z < storageSize.Z; z++)
                    {
                        var p = new Point3(x, y, z);
                        ret.cells[p] = new Vertex()
                        {
                            Sign     = grid.GetSign(p),
                            Material = grid.GetMaterial(p)

                                       /*EdgeData = ret.dirs.Select(dir =>
                                        *  {
                                        *      var edgeId = grid.GetEdgeId(p, p + dir);
                                        *      return grid.HasEdgeData(p, edgeId) ? grid.getEdgeData(p, edgeId) : new Vector4();
                                        *  }).ToArray()*/
                        };
                    }
                }
            }

            //ret.ForEachGridPoint(p =>
            //    {
            //        ret.cells[p] = new Vertex()
            //            {
            //                Sign = grid.GetSign(p),
            //                /*EdgeData = ret.dirs.Select(dir =>
            //                    {
            //                        var edgeId = grid.GetEdgeId(p, p + dir);
            //                        return grid.HasEdgeData(p, edgeId) ? grid.getEdgeData(p, edgeId) : new Vector4();
            //                    }).ToArray()*/
            //            };
            //    });


            var dirs     = ret.dirs;
            var dirEdges = dirs.Select(i => ret.GetEdgeId(new Point3(), i)).ToArray();

            ret.ForEachGridPoint(p =>
            {
                var gridPointP      = ret.cells.GetFast(p.X, p.Y, p.Z);
                gridPointP.EdgeData = new Vector4[3];
                for (int i = 0; i < 3; i++)
                {
                    var dir    = dirs[i];
                    var edgeId = dirEdges[i];

                    Point3 endPoint = p + dir;
                    // Optimization: direclty read from already constructed data
                    if (!ret.cells.InArray(endPoint))
                    {
                        continue;
                    }
                    if (gridPointP.Sign == ret.cells.GetFast(endPoint.X, endPoint.Y, endPoint.Z).Sign)
                    {
                        continue;
                    }
                    if (!grid.HasEdgeData(p, edgeId))
                    {
                        // This can normally not happen, since we check if there is a sign difference by looking at the already evaluated density points.
                        //  If this would be true there is some problem with the manual determining of the existence of an edge.
                        //throw new InvalidOperationException();
                        continue;
                    }
                    gridPointP.EdgeData[i] = grid.getEdgeData(p, edgeId);
                }

                /*val.EdgeData = ret.dirs.Select( dir =>
                 *  {
                 *
                 *  } ).ToArray();*/

                ret.cells[p] = gridPointP;
            });

            return(ret);
        }