#ifndef HERMITE_VALUE_H #define HERMITE_VALUE_H #include "../utility.h" #include "../voxel_buffer.h" #include namespace dmc { struct HermiteValue { // TODO Rename distance, or change usage to be a density float value; // Signed "distance" to surface Vector3 gradient; // Derivation of the density HermiteValue() : value(1.0) { } }; inline float get_isolevel_clamped(const VoxelBuffer &voxels, unsigned int x, unsigned int y, unsigned int z) { x = x >= voxels.get_size().x ? voxels.get_size().x - 1 : x; y = y >= voxels.get_size().y ? voxels.get_size().y - 1 : y; z = z >= voxels.get_size().z ? voxels.get_size().z - 1 : z; return voxels.get_voxel(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; v.value = voxels.get_voxel_iso(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(pos.x); int y0 = static_cast(pos.y); int z0 = static_cast(pos.z); int x1 = static_cast(Math::ceil(pos.x)); int y1 = static_cast(Math::ceil(pos.y)); int z1 = static_cast(Math::ceil(pos.z)); // TODO There are lots of hidden grid accesses here, could be optimized 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; v.value = ::interpolate(v0.value, v1.value, v2.value, v3.value, v4.value, v5.value, v6.value, v7.value, 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