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