mod_geo-tp/external/MeshReconstruction/lib/Cube.cpp

150 lines
4.4 KiB
C++

#include "Cube.h"
#include <cmath>
using namespace MeshReconstruction;
namespace
{
// Cube has 8 vertices. Each vertex can have positive or negative sign.
// 2^8 = 256 possible configurations mapped to intersected edges in each case.
// The 12 edges are numbered as 1, 2, 4, ..., 2048 and are stored as a 12-bit bitstring for each configuration.
const int signConfigToIntersectedEdges[256] = {
0x0 , 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
0x190, 0x99 , 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
0x230, 0x339, 0x33 , 0x13a, 0x636, 0x73f, 0x435, 0x53c,
0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
0x3a0, 0x2a9, 0x1a3, 0xaa , 0x7a6, 0x6af, 0x5a5, 0x4ac,
0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
0x460, 0x569, 0x663, 0x76a, 0x66 , 0x16f, 0x265, 0x36c,
0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff , 0x3f5, 0x2fc,
0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55 , 0x15c,
0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc ,
0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
0xcc , 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
0x15c, 0x55 , 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
0x2fc, 0x3f5, 0xff , 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
0x36c, 0x265, 0x16f, 0x66 , 0x76a, 0x663, 0x569, 0x460,
0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa , 0x1a3, 0x2a9, 0x3a0,
0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33 , 0x339, 0x230,
0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99 , 0x190,
0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0 };
struct Edge
{
int edgeFlag : 12; // flag: 1, 2, 4, ... 2048
int vert0; // 0-7
int vert1; // 0-7
};
const Edge edges[12] =
{
{ 1, 0, 1 }, // edge 0
{ 2, 1, 2 }, // edge 1
{ 4, 2, 3 }, // ...
{ 8, 3, 0 },
{ 16, 4, 5 },
{ 32, 5, 6 },
{ 64, 6, 7 },
{ 128, 7, 4 },
{ 256, 0, 4 },
{ 512, 1, 5 },
{ 1024, 2, 6 },
{ 2048, 3, 7 } // edge 11
};
}
Vec3 Cube::LerpVertex(double isoLevel, int i1, int i2) const
{
auto const Eps = 1e-5;
auto const v1 = sdf[i1];
auto const v2 = sdf[i2];
auto const& p1 = pos[i1];
auto const& p2 = pos[i2];
if (abs(isoLevel - v1) < Eps) return p1;
if (abs(isoLevel - v2) < Eps) return p2;
if (abs(v1 - v2) < Eps) return p1;
auto mu = (isoLevel - v1) / (v2 - v1);
return p1 + (p2 - p1)*mu;
}
Cube::Cube(Rect3 const& space, Fun3s const& sdf)
{
auto mx = space.min.x;
auto my = space.min.y;
auto mz = space.min.z;
auto sx = space.size.x;
auto sy = space.size.y;
auto sz = space.size.z;
pos[0] = space.min;
pos[1] = { mx + sx, my, mz };
pos[2] = { mx + sx, my, mz + sz };
pos[3] = { mx, my, mz + sz };
pos[4] = { mx, my + sy, mz };
pos[5] = { mx + sx, my + sy, mz };
pos[6] = { mx + sx, my + sy, mz + sz };
pos[7] = { mx, my + sy, mz + sz };
for (auto i = 0; i < 8; ++i)
{
auto sd = sdf(pos[i]);
if (sd == 0) sd += 1e-6;
this->sdf[i] = sd;
}
}
int Cube::SignConfig(double isoLevel) const
{
auto edgeIndex = 0;
for (auto i = 0; i < 8; ++i)
{
if (sdf[i] < isoLevel)
{
edgeIndex |= 1 << i;
}
}
return edgeIndex;
}
IntersectInfo Cube::Intersect(double iso) const
{
// idea:
// from signs at 8 corners of cube a sign configuration (256 possible ones) is computed
// this configuration can be used to index into a table that tells which of the 12 edges are intersected
// find vertices adjacent to edges and interpolate cut vertex and store it in IntersectionInfo object
IntersectInfo intersect;
intersect.signConfig = SignConfig(iso);
for (auto e = 0; e<12; ++e)
{
if (signConfigToIntersectedEdges[intersect.signConfig] & edges[e].edgeFlag)
{
auto v0 = edges[e].vert0;
auto v1 = edges[e].vert1;
auto vert = LerpVertex(iso, v0, v1);
intersect.edgeVertIndices[e] = vert;
}
}
return intersect;
}