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)); }
public override Vector4 getEdgeData(Point3 cube, int edgeId) { var signs = a.GetEdgeSigns(cube, edgeId); if (signs[0] != signs[1]) { return(a.getEdgeData(cube, edgeId)); } signs = b.GetEdgeSigns(cube - _offset, edgeId); if (signs[0] != signs[1]) { return(b.getEdgeData(cube - _offset, edgeId)); } throw new InvalidOperationException("No crossing edge here!"); }
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()); }); }
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); }