80 lines
2.0 KiB
C++
80 lines
2.0 KiB
C++
#include "MeshReconstruction.h"
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#include "Cube.h"
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#include "Triangulation.h"
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#include <iostream>
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using namespace MeshReconstruction;
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using namespace std;
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// Adapted from here: http://paulbourke.net/geometry/polygonise/
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namespace
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{
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Vec3 NumGrad(Fun3s const& f, Vec3 const& p)
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{
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auto const Eps = 1e-6;
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Vec3 epsX{ Eps, 0, 0 }, epsY{ 0, Eps, 0 }, epsZ{ 0, 0, Eps };
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auto gx = (f(p + epsX) - f(p - epsX)) / 2;
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auto gy = (f(p + epsY) - f(p - epsY)) / 2;
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auto gz = (f(p + epsZ) - f(p - epsZ)) / 2;
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return { gx, gy, gz };
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}
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}
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Mesh MeshReconstruction::MarchCube(Fun3s const& sdf, Rect3 const& domain)
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{
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auto const NumCubes = 50;
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auto cubeSize = domain.size * (1.0 / NumCubes);
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return MarchCube(sdf, domain, cubeSize);
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}
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Mesh MeshReconstruction::MarchCube(
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Fun3s const& sdf,
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Rect3 const& domain,
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Vec3 const& cubeSize,
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double isoLevel,
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Fun3v sdfGrad)
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{
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// Default value.
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sdfGrad = sdfGrad == nullptr
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? [&sdf](Vec3 const& p) { return NumGrad(sdf, p); }
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: sdfGrad;
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auto const NumX = static_cast<int>(ceil(domain.size.x / cubeSize.x));
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auto const NumY = static_cast<int>(ceil(domain.size.y / cubeSize.y));
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auto const NumZ = static_cast<int>(ceil(domain.size.z / cubeSize.z));
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auto const CubeDiag = cubeSize.Norm();
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// auto const HalfCubeDiag = cubeSize.Norm() * 0.5;
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// auto const HalfCubeSize = cubeSize * 0.5;
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Mesh mesh;
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for (auto ix = 0; ix < NumX; ++ix)
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{
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auto x = domain.min.x + ix * cubeSize.x;
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for (auto iy = 0; iy < NumY; ++iy)
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{
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auto y = domain.min.y + iy * cubeSize.y;
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for (auto iz = 0; iz < NumZ; ++iz)
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{
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auto z = domain.min.z + iz * cubeSize.z;
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Vec3 min{ x, y, z };
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// Process only if cube lies within narrow band around surface.
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// auto cubeCenter = min + HalfCubeSize;
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// double dist = std::abs(sdf(cubeCenter) - isoLevel);
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double dist = std::abs(sdf(min) - isoLevel);
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// if (dist > CubeDiag) continue;
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Cube cube({ min, cubeSize }, sdf);
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auto intersect = cube.Intersect(isoLevel);
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Triangulate(intersect, sdfGrad, mesh);
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}
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}
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}
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return mesh;
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}
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