mirror of
https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
399 lines
13 KiB
C++
399 lines
13 KiB
C++
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#include "voxel_mesher_smooth.h"
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#include "transvoxel_tables.cpp"
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#include <core/os/os.h>
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inline float tof(int8_t v) {
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return static_cast<float>(v) / 256.f;
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}
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inline int8_t tos(uint8_t v) {
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return v - 128;
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}
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// Values considered negative have a sign bit of 1
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inline uint8_t sign(int8_t v) {
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return (v >> 7) & 1;
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}
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//
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// 6-------7
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// /| /|
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// / | / | Corners
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// 4-------5 |
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// | 2----|--3
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// | / | / z y
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// |/ |/ |/
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// 0-------1 o--x
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//
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const Vector3i g_corner_dirs[8] = {
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Vector3i(0, 0, 0),
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Vector3i(1, 0, 0),
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Vector3i(0, 1, 0),
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Vector3i(1, 1, 0),
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Vector3i(0, 0, 1),
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Vector3i(1, 0, 1),
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Vector3i(0, 1, 1),
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Vector3i(1, 1, 1)
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};
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inline Vector3i dir_to_prev_vec(uint8_t dir) {
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//return g_corner_dirs[mask] - Vector3(1,1,1);
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return Vector3i(
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-(dir & 1),
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-((dir >> 1) & 1),
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-((dir >> 2) & 1));
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}
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template <typename T>
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void copy_to(PoolVector<T> &to, Vector<T> &from) {
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to.resize(from.size());
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typename PoolVector<T>::Write w = to.write();
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for (unsigned int i = 0; i < from.size(); ++i) {
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w[i] = from[i];
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}
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}
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VoxelMesherSmooth::ReuseCell::ReuseCell() {
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case_index = 0;
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for (unsigned int i = 0; i < 4; ++i) {
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vertices[i] = -1;
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}
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}
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VoxelMesherSmooth::VoxelMesherSmooth() {
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}
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Ref<ArrayMesh> VoxelMesherSmooth::build_mesh(Ref<VoxelBuffer> voxels_ref, unsigned int channel, Ref<ArrayMesh> mesh) {
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ERR_FAIL_COND_V(voxels_ref.is_null(), Ref<ArrayMesh>());
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VoxelBuffer &buffer = **voxels_ref;
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Array surfaces = build(buffer, channel);
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if(mesh.is_null())
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mesh.instance();
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//int surface = mesh->get_surface_count();
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for(int i = 0; i < surfaces.size(); ++i) {
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Array arrays = surfaces[i];
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
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//mesh->surface_set_material(surface, _materials[i]);
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}
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return mesh;
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}
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Array VoxelMesherSmooth::build(const VoxelBuffer &voxels, unsigned int channel) {
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ERR_FAIL_COND_V(channel >= VoxelBuffer::MAX_CHANNELS, Array());
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// Initialize dynamic memory:
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// These vectors are re-used.
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// We don't know in advance how much geometry we are going to produce.
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// Once capacity is big enough, no more memory should be allocated
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m_output_vertices.clear();
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//m_output_vertices_secondary.clear();
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m_output_normals.clear();
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m_output_indices.clear();
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build_internal(voxels, channel);
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// OS::get_singleton()->print("vertices: %i, normals: %i, indices: %i\n",
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// m_output_vertices.size(),
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// m_output_normals.size(),
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// m_output_indices.size());
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if (m_output_vertices.size() == 0) {
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// The mesh can be empty
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return Array();
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}
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PoolVector<Vector3> vertices;
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PoolVector<Vector3> normals;
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PoolVector<int> indices;
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copy_to(vertices, m_output_vertices);
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copy_to(normals, m_output_normals);
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copy_to(indices, m_output_indices);
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Array arrays;
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arrays.resize(Mesh::ARRAY_MAX);
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arrays[Mesh::ARRAY_VERTEX] = vertices;
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if (m_output_normals.size() != 0) {
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arrays[Mesh::ARRAY_NORMAL] = normals;
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}
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arrays[Mesh::ARRAY_INDEX] = indices;
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Array surfaces;
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surfaces.append(arrays);
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return surfaces;
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}
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void VoxelMesherSmooth::build_internal(const VoxelBuffer &voxels, unsigned int channel) {
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// Each 2x2 voxel group is a "cell"
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if(voxels.is_uniform(channel)) {
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// Nothing to extract, because constant isolevels never cross the threshold and describe no surface
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return;
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}
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const Vector3i block_size = voxels.get_size();
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// TODO No lod yet, but it's planned
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const int lod_index = 0;
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const int lod_scale = 1 << lod_index;
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// Prepare vertex reuse cache
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m_block_size = block_size;
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unsigned int deck_area = block_size.x * block_size.y;
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for (int i = 0; i < 2; ++i) {
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if (m_cache[i].size() != deck_area) {
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m_cache[i].clear(); // Clear any previous data
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m_cache[i].resize(deck_area);
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}
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}
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// Iterate all cells with padding (expected to be neighbors)
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Vector3i pos;
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for (pos.z = PAD.z; pos.z < block_size.z - 2; ++pos.z) {
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for (pos.y = PAD.y; pos.y < block_size.y - 2; ++pos.y) {
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for (pos.x = PAD.x; pos.x < block_size.x - 2; ++pos.x) {
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// Get the value of cells.
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// Negative values are "solid" and positive are "air".
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// Due to raw cells being unsigned 8-bit, they get converted to signed.
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int8_t cell_samples[8] = {
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tos(voxels.get_voxel(pos.x, pos.y, pos.z, channel)),
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tos(voxels.get_voxel(pos.x + 1, pos.y, pos.z, channel)),
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tos(voxels.get_voxel(pos.x, pos.y + 1, pos.z, channel)),
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tos(voxels.get_voxel(pos.x + 1, pos.y + 1, pos.z, channel)),
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tos(voxels.get_voxel(pos.x, pos.y, pos.z + 1, channel)),
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tos(voxels.get_voxel(pos.x + 1, pos.y, pos.z + 1, channel)),
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tos(voxels.get_voxel(pos.x, pos.y + 1, pos.z + 1, channel)),
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tos(voxels.get_voxel(pos.x + 1, pos.y + 1, pos.z + 1, channel))
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};
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// Concatenate the sign of cell values to obtain the case code.
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// Index 0 is the less significant bit, and index 7 is the most significant bit.
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uint8_t case_code = sign(cell_samples[0]);
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case_code |= (sign(cell_samples[1]) << 1);
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case_code |= (sign(cell_samples[2]) << 2);
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case_code |= (sign(cell_samples[3]) << 3);
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case_code |= (sign(cell_samples[4]) << 4);
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case_code |= (sign(cell_samples[5]) << 5);
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case_code |= (sign(cell_samples[6]) << 6);
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case_code |= (sign(cell_samples[7]) << 7);
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{
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ReuseCell &rc = get_reuse_cell(pos);
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rc.case_index = case_code;
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}
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if (case_code == 0 || case_code == 255) {
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// If the case_code is 0 or 255, there is no triangulation to do
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continue;
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}
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// TODO We might not always need all of them
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// Compute normals
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Vector3 corner_normals[8];
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for (unsigned int i = 0; i < 8; ++i) {
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Vector3i p = pos + g_corner_dirs[i];
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float nx = tof(tos(voxels.get_voxel(p - Vector3i(1, 0, 0), channel))) - tof(tos(voxels.get_voxel(p + Vector3i(1, 0, 0), channel)));
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float ny = tof(tos(voxels.get_voxel(p - Vector3i(0, 1, 0), channel))) - tof(tos(voxels.get_voxel(p + Vector3i(0, 1, 0), channel)));
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float nz = tof(tos(voxels.get_voxel(p - Vector3i(0, 0, 1), channel))) - tof(tos(voxels.get_voxel(p + Vector3i(0, 0, 1), channel)));
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corner_normals[i] = Vector3(nx, ny, nz);
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corner_normals[i].normalize();
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}
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// For cells occurring along the minimal boundaries of a block,
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// the preceding cells needed for vertex reuse may not exist.
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// In these cases, we allow new vertex creation on additional edges of a cell.
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// While iterating through the cells in a block, a 3-bit mask is maintained whose bits indicate
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// whether corresponding bits in a direction code are valid
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uint8_t direction_validity_mask =
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(pos.x > 1 ? 1 : 0) | ((pos.y > 1 ? 1 : 0) << 1) | ((pos.z > 1 ? 1 : 0) << 2);
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uint8_t regular_cell_class_index = Transvoxel::regularCellClass[case_code];
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Transvoxel::RegularCellData regular_cell_class = Transvoxel::regularCellData[regular_cell_class_index];
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uint8_t triangle_count = regular_cell_class.geometryCounts & 0x0f;
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uint8_t vertex_count = (regular_cell_class.geometryCounts & 0xf0) >> 4;
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int cell_mesh_indices[12];
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// For each vertex in the case
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for (unsigned int i = 0; i < vertex_count; ++i) {
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// The case index maps to a list of 16-bit codes providing information about the edges on which the vertices lie.
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// The low byte of each 16-bit code contains the corner indexes of the edge’s endpoints in one nibble each,
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// and the high byte contains the mapping code shown in Figure 3.8(b)
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unsigned short rvd = Transvoxel::regularVertexData[case_code][i];
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unsigned short edge_code_low = rvd & 0xff;
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unsigned short edge_code_high = (rvd >> 8) & 0xff;
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// Get corner indexes in the low nibble (always ordered so the higher comes last)
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uint8_t v0 = (edge_code_low >> 4) & 0xf;
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uint8_t v1 = edge_code_low & 0xf;
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ERR_FAIL_COND(v1 <= v0);
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// Get voxel values at the corners
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int sample0 = cell_samples[v0]; // called d0 in the paper
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int sample1 = cell_samples[v1]; // called d1 in the paper
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// TODO Zero-division is not mentionned in the paper??
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ERR_FAIL_COND(sample1 == sample0);
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ERR_FAIL_COND(sample1 == 0 && sample0 == 0);
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// Get interpolation position
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// We use an 8-bit fraction, allowing the new vertex to be located at one of 257 possible
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// positions along the edge when both endpoints are included.
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int t = (sample1 << 8) / (sample1 - sample0);
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float t0 = static_cast<float>(t) / 256.f;
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float t1 = static_cast<float>(0x0100 - t) / 256.f;
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Vector3i p0 = pos + g_corner_dirs[v0];
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Vector3i p1 = pos + g_corner_dirs[v1];
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if (t & 0xff) {
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//OS::get_singleton()->print("A");
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// Vertex lies in the interior of the edge.
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// Each edge of a cell is assigned an 8-bit code, as shown in Figure 3.8(b),
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// that provides a mapping to a preceding cell and the coincident edge on that preceding cell
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// for which new vertex creation was allowed.
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// The high nibble of this code indicates which direction to go in order to reach the correct preceding cell.
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// The bit values 1, 2, and 4 in this nibble indicate that we must subtract one
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// from the x, y, and/or z coordinate, respectively.
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uint8_t reuse_dir = (edge_code_high >> 4) & 0xf;
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uint8_t reuse_vertex_index = edge_code_high & 0xf;
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bool can_reuse = (reuse_dir & direction_validity_mask) == reuse_dir;
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if (can_reuse) {
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Vector3i cache_pos = pos + dir_to_prev_vec(reuse_dir);
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ReuseCell &prev_cell = get_reuse_cell(cache_pos);
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if (prev_cell.case_index == 0 || prev_cell.case_index == 255) {
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// TODO I don't think this can happen for non-corner vertices.
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cell_mesh_indices[i] = -1;
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} else {
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// Will reuse a previous vertice
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cell_mesh_indices[i] = prev_cell.vertices[reuse_vertex_index];
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}
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}
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if (!can_reuse || cell_mesh_indices[i] == -1) {
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// Going to create a new vertice
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cell_mesh_indices[i] = m_output_vertices.size();
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Vector3 pi = p0.to_vec3() * t0 + p1.to_vec3() * t1;
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Vector3 primary = pi; //pos.to_vec3() + pi;
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Vector3 normal = corner_normals[v0] * t0 + corner_normals[v1] * t1;
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emit_vertex(primary, normal);
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if (reuse_dir & 8) {
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// Store the generated vertex so that other cells can reuse it.
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ReuseCell &rc = get_reuse_cell(pos);
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rc.vertices[reuse_vertex_index] = cell_mesh_indices[i];
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}
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}
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} else if (t == 0 && v1 == 7) {
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//OS::get_singleton()->print("B");
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// This cell owns the vertex, so it should be created.
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cell_mesh_indices[i] = m_output_vertices.size();
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Vector3 pi = p0.to_vec3() * t0 + p1.to_vec3() * t1;
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Vector3 primary = pi; //pos.to_vec3() + pi;
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Vector3 normal = corner_normals[v0] * t0 + corner_normals[v1] * t1;
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emit_vertex(primary, normal);
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ReuseCell &rc = get_reuse_cell(pos);
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rc.vertices[0] = cell_mesh_indices[i];
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} else {
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// Always try to reuse previous vertices in these cases
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//OS::get_singleton()->print("C");
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// A 3-bit direction code leading to the proper cell can easily be obtained by
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// inverting the 3-bit corner index (bitwise, by exclusive ORing with the number 7).
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// The corner index depends on the value of t, t = 0 means that we're at the higher
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// numbered endpoint.
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uint8_t reuse_dir = (t == 0 ? v1 ^ 7 : v0 ^ 7);
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bool can_reuse = (reuse_dir & direction_validity_mask) == reuse_dir;
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// Note: the only difference with similar code above is that we take vertice 0 in the `else`
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if (can_reuse) {
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Vector3i cache_pos = pos + dir_to_prev_vec(reuse_dir);
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ReuseCell prev_cell = get_reuse_cell(cache_pos);
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// The previous cell might not have any geometry, and we
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// might therefore have to create a new vertex anyway.
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if (prev_cell.case_index == 0 || prev_cell.case_index == 255) {
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cell_mesh_indices[i] = -1;
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} else {
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cell_mesh_indices[i] = prev_cell.vertices[0];
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}
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}
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if (!can_reuse || cell_mesh_indices[i] < 0) {
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cell_mesh_indices[i] = m_output_vertices.size();
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Vector3 pi = p0.to_vec3() * t0 + p1.to_vec3() * t1;
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Vector3 primary = pi; //pos.to_vec3() + pi;
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Vector3 normal = corner_normals[v0] * t0 + corner_normals[v1] * t1;
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emit_vertex(primary, normal);
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}
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}
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} // for each cell vertice
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//OS::get_singleton()->print("_");
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for (int t = 0; t < triangle_count; ++t) {
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for (int i = 0; i < 3; ++i) {
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int index = cell_mesh_indices[regular_cell_class.vertexIndex[t * 3 + i]];
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m_output_indices.push_back(index);
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}
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}
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} // x
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} // y
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} // z
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//OS::get_singleton()->print("\n");
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}
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VoxelMesherSmooth::ReuseCell &VoxelMesherSmooth::get_reuse_cell(Vector3i pos) {
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int j = pos.z & 1;
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int i = pos.y * m_block_size.y + pos.x;
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return m_cache[j].write[i];
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}
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void VoxelMesherSmooth::emit_vertex(Vector3 primary, Vector3 normal) {
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m_output_vertices.push_back(primary - PAD.to_vec3());
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m_output_normals.push_back(normal);
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}
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void VoxelMesherSmooth::_bind_methods() {
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ClassDB::bind_method(D_METHOD("build", "voxels", "channel", "existing_mesh"), &VoxelMesherSmooth::build_mesh, DEFVAL(Variant()));
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}
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