godot_voxel/meshers/dmc/hermite_value.h

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#ifndef HERMITE_VALUE_H
#define HERMITE_VALUE_H
#include "../../util/utility.h"
#include "../../voxel_buffer.h"
#include <core/math/vector3.h>
namespace dmc {
struct HermiteValue {
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float sdf; // Signed "distance" to surface
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Vector3 gradient; // Derivation of the density
HermiteValue() :
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sdf(1.0) {
}
};
inline float get_isolevel_clamped(const VoxelBuffer &voxels, unsigned int x, unsigned int y, unsigned int z) {
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x = x >= (unsigned int)voxels.get_size().x ? voxels.get_size().x - 1 : x;
y = y >= (unsigned int)voxels.get_size().y ? voxels.get_size().y - 1 : y;
z = z >= (unsigned int)voxels.get_size().z ? voxels.get_size().z - 1 : z;
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return voxels.get_voxel_f(x, y, z, VoxelBuffer::CHANNEL_ISOLEVEL);
}
inline HermiteValue get_hermite_value(const VoxelBuffer &voxels, unsigned int x, unsigned int y, unsigned int z) {
HermiteValue v;
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v.sdf = voxels.get_voxel_f(x, y, z, VoxelBuffer::CHANNEL_ISOLEVEL);
Vector3 gradient;
gradient.x = get_isolevel_clamped(voxels, x + 1, y, z) - get_isolevel_clamped(voxels, x - 1, y, z);
gradient.y = get_isolevel_clamped(voxels, x, y + 1, z) - get_isolevel_clamped(voxels, x, y - 1, z);
gradient.z = get_isolevel_clamped(voxels, x, y, z + 1) - get_isolevel_clamped(voxels, x, y, z - 1);
v.gradient = gradient;
return v;
}
inline HermiteValue get_interpolated_hermite_value(const VoxelBuffer &voxels, Vector3 pos) {
int x0 = static_cast<int>(pos.x);
int y0 = static_cast<int>(pos.y);
int z0 = static_cast<int>(pos.z);
int x1 = static_cast<int>(Math::ceil(pos.x));
int y1 = static_cast<int>(Math::ceil(pos.y));
int z1 = static_cast<int>(Math::ceil(pos.z));
// TODO There are lots of hidden grid accesses here, could be optimized
//
// x x x: accessed once, only because of gradient computation
// x X X x X: accessed for both value and gradient, multiple times for gradient
// x X X x
// x x (and this, in 3D)
HermiteValue v0 = get_hermite_value(voxels, x0, y0, z0);
HermiteValue v1 = get_hermite_value(voxels, x1, y0, z0);
HermiteValue v2 = get_hermite_value(voxels, x1, y0, z1);
HermiteValue v3 = get_hermite_value(voxels, x0, y0, z1);
HermiteValue v4 = get_hermite_value(voxels, x0, y1, z0);
HermiteValue v5 = get_hermite_value(voxels, x1, y1, z0);
HermiteValue v6 = get_hermite_value(voxels, x1, y1, z1);
HermiteValue v7 = get_hermite_value(voxels, x0, y1, z1);
Vector3 rpos = pos - Vector3(x0, y0, z0);
HermiteValue v;
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v.sdf = ::interpolate(v0.sdf, v1.sdf, v2.sdf, v3.sdf, v4.sdf, v5.sdf, v6.sdf, v7.sdf, rpos);
v.gradient = ::interpolate(v0.gradient, v1.gradient, v2.gradient, v3.gradient, v4.gradient, v5.gradient, v6.gradient, v7.gradient, rpos);
return v;
}
} // namespace dmc
#endif // HERMITE_VALUE_H