mpri-graphics-project/MarchingCubes.cpp

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#include "MarchingCubes.hpp"
#include <cassert>
MarchingCubes::MarchingCubes(
const ImplicitSurface& surface,
const Cuboid& box,
double resolution):
surface(surface),
box(box),
resolution(resolution)
{}
void MarchingCubes::add_hint(const Cuboid& hint) {
hints.push_back(hint);
}
Mesh MarchingCubes::operator()() {
Mesh output;
for(double x = box.low(0); x < box.high(0) + resolution; x += resolution)
{
for(double y = box.low(1); y < box.high(1) + resolution;
y += resolution)
{
for(double z = box.low(2); z < box.high(2) + resolution;
z += resolution)
{
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Intersections intersections;
/* =====
* NOTE: this code currently computes 8 times the surface value
* at each corner point of the inspected space. This is okay
* for now, because such computations are ultra light and
* actually better than storing values.
* If a time comes when this computation is heavier, because we
* are looking at more complex implicit surfaces,
* IT WILL BE NECESSARY TO ENHANCE THIS CODE!
* ==== */
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for(int dx=0; dx <= 1; dx++) {
for(int dy=0; dy <= 1; dy++) {
for(int dz=0; dz <= 1; dz++) {
double cx = x + resolution * dx;
double cy = y + resolution * dy;
double cz = z + resolution * dz;
intersections.set_corner(cx, cy, cz,
surface(cx, cy, cz) > 0);
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}
}
}
const std::vector<CubeTri>& cur_triangles =
edges_of_intersection[intersections.value()];
for(const CubeTri& cube_tri: cur_triangles) {
Point verts[3] = {
intersect_location(cube_tri.edge[0],
x, y, z),
intersect_location(cube_tri.edge[1],
x, y, z),
intersect_location(cube_tri.edge[2],
x, y, z),
};
size_t vert_ids[3];
for(int i=0; i < 3; ++i)
vert_ids[i] = output.add_vertice(verts[i]);
for(int i=0; i < 3; ++i) {
output.add_face(
vert_ids[i],
vert_ids[(i+1) % 3],
vert_ids[(i+2) % 3]);
}
}
}
}
}
return output;
}
Point MarchingCubes::CubeEdge::at(double pos,
double bx, double by, double bz, double resolution) const
{
Point p1(
bx + x[0] * resolution,
by + y[0] * resolution,
bz + z[0] * resolution);
Point p2(
bx + x[1] * resolution,
by + y[1] * resolution,
bz + z[1] * resolution);
return Point(
pos * (p1.x + p2.x),
pos * (p1.y + p2.y),
pos * (p1.z + p2.z));
}
Point MarchingCubes::intersect_location(const CubeEdge& edge,
double bx, double by, double bz) const
{
Point p1 = edge.at(0, bx, by, bz, resolution);
Point p2 = edge.at(1, bx, by, bz, resolution);
std::function<Point(double, double)> compute =
[&](double low_prop, double high_prop)
{
double med_prop = (low_prop + high_prop) / 2;
Point med = edge.at(med_prop, bx, by, bz, resolution);
if(high_prop - low_prop < 1e-8)
return med;
assert(surface(p1) * surface(p2) <= 0); // Can still binary search
if(surface(p1) * surface(med) <= 0)
return compute(low_prop, med_prop);
return compute(med_prop, high_prop);
};
return compute(0, 1);
}