pandemonium_engine/modules/voxelman/meshers/marching_cubes/marching_cubes_tables.h

99 lines
4.8 KiB
C++

#ifndef MARCHING_CUBES_TABLES_H
#define MARCHING_CUBES_TABLES_H
/*************************************************************************/
/* marching_cubes_tables.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
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/*************************************************************************/
//Please note, that these tables were modified to get support for uv-mapping!
//================================================================================
//
// The MarchingCubes Algorithm look-up tables
//
// Copyright 2009 by Eric Lengyel
//
// The following data originates from Eric Lengyel's MarchingCubes Algorithm.
// http://transvoxel.org/
//
// The data in this file may be freely used in implementations of the MarchingCubes
// Algorithm. If you do use this data, or any transformation of it, in your own
// projects, commercial or otherwise, please give credit by indicating in your
// source code that the data is part of the author's implementation of the
// MarchingCubes Algorithm and that it came from the web address given above.
// (Simply copying and pasting the two lines of the previous paragraph would be
// perfect.) If you distribute a commercial product with source code included,
// then the credit in the source code is required.
//
// If you distribute any kind of product that uses this data, a credit visible to
// the end-user would be appreciated, but it is not required. However, you may
// not claim that the entire implementation of the MarchingCubes Algorithm is your
// own if you use the data in this file or any transformation of it.
//
// The format of the data in this file is described in the dissertation "Voxel-
// Based Terrain for Real-Time Virtual Simulations", available at the web page
// given above. References to sections and figures below pertain to that paper.
//
// The contents of this file are protected by copyright and may not be publicly
// reproduced without permission.
//
//================================================================================
#include "core/math/vector3.h"
namespace MarchingCubes {
// The RegularCellData structure holds information about the triangulation
// used for a single equivalence class in the modified Marching Cubes algorithm,
// described in Section 3.2.
struct RegularCellData {
unsigned char geometryCounts; // High nibble is vertex count, low nibble is triangle count.
unsigned char vertexIndex[15]; // Groups of 3 indexes giving the triangulation.
long GetVertexCount(void) const {
return (geometryCounts >> 4);
}
long GetTriangleCount(void) const {
return (geometryCounts & 0x0F);
}
};
extern const unsigned char regularCellClass[256];
extern const RegularCellData regularCellData[16];
extern const unsigned short regularVertexData[256][15];
extern const Vector3 marching_cube_vertices[8];
} // namespace MarchingCubes
#endif