升级obi
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@@ -1,4 +1,5 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections;
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using UnityEngine;
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namespace Obi
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@@ -9,7 +10,7 @@ namespace Obi
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*/
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public class VoxelDistanceField
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{
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public Vector3Int[,,] distanceField; // for each coordinate, stores coordinates of closest surface voxel.
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public Vector3[,,] distanceField; // for each coordinate, stores coordinates of closest surface voxel.
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private MeshVoxelizer voxelizer;
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@@ -18,115 +19,159 @@ namespace Obi
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this.voxelizer = voxelizer;
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}
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public float SampleUnfiltered(int x, int y, int z)
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public Vector4 SampleUnfiltered(int x, int y, int z)
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{
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if (!voxelizer.VoxelExists(x, y, z)) return float.PositiveInfinity;
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x = Mathf.Clamp(x, 0, voxelizer.resolution.x - 1);
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y = Mathf.Clamp(y, 0, voxelizer.resolution.y - 1);
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z = Mathf.Clamp(z, 0, voxelizer.resolution.z - 1);
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float dist = Vector3.Distance(voxelizer.GetVoxelCenter(distanceField[x, y, z]),
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voxelizer.GetVoxelCenter(new Vector3Int(x, y, z)));
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var grad = distanceField[x, y, z];
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float dist = grad.magnitude;
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grad.Normalize();
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if (voxelizer[x, y, z] == MeshVoxelizer.Voxel.Inside)
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return -dist;
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return dist;
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return new Vector4(grad.x, grad.y, grad.z, -dist);
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}
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public Vector4 SampleFiltered(float x, float y, float z)
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public Vector4 SampleFiltered(float x, float y, float z, Vector3Int axisMask)
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{
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var pos = new Vector3(x, y, z);
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// clamp position inside the distance field:
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var min = voxelizer.GetVoxelCenter(new Vector3Int(0, 0, 0));
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var min = voxelizer.GetVoxelCenter(new Vector3Int(0, 0, 0));
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var max = voxelizer.GetVoxelCenter(new Vector3Int(voxelizer.resolution.x - 1, voxelizer.resolution.y - 1, voxelizer.resolution.z - 1));
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pos.x = Mathf.Clamp(pos.x, min.x, max.x - voxelizer.voxelSize * 0.05f);
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pos.y = Mathf.Clamp(pos.y, min.y, max.y - voxelizer.voxelSize * 0.05f);
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pos.z = Mathf.Clamp(pos.z, min.z, max.z - voxelizer.voxelSize * 0.05f);
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var voxel = voxelizer.GetPointVoxel(pos - Vector3.one * voxelizer.voxelSize * 0.5f) - voxelizer.Origin;
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pos.x = Mathf.Clamp(pos.x, min.x, max.x);
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pos.y = Mathf.Clamp(pos.y, min.y, max.y);
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pos.z = Mathf.Clamp(pos.z, min.z, max.z);
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var voxel = voxelizer.GetPointVoxel(pos - (Vector3)axisMask * voxelizer.voxelSize * 0.5f) - voxelizer.Origin;
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var voxelCenter = voxelizer.GetVoxelCenter(voxel);
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var norm = (pos - voxelCenter) / voxelizer.voxelSize;
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var norm = Vector3.Scale((pos - voxelCenter) / voxelizer.voxelSize, axisMask);
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float xz00 = SampleUnfiltered(voxel.x, voxel.y, voxel.z);
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float xz01 = SampleUnfiltered(voxel.x, voxel.y, voxel.z + 1);
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float xz10 = SampleUnfiltered(voxel.x + 1, voxel.y, voxel.z);
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float xz11 = SampleUnfiltered(voxel.x + 1, voxel.y, voxel.z + 1);
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var xz00 = SampleUnfiltered(voxel.x, voxel.y, voxel.z);
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var xz01 = SampleUnfiltered(voxel.x, voxel.y, voxel.z + 1);
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var xz10 = SampleUnfiltered(voxel.x + 1, voxel.y, voxel.z);
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var xz11 = SampleUnfiltered(voxel.x + 1, voxel.y, voxel.z + 1);
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float yz00 = SampleUnfiltered(voxel.x, voxel.y + 1, voxel.z);
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float yz01 = SampleUnfiltered(voxel.x, voxel.y + 1, voxel.z + 1);
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float yz10 = SampleUnfiltered(voxel.x + 1, voxel.y + 1, voxel.z);
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float yz11 = SampleUnfiltered(voxel.x + 1, voxel.y + 1, voxel.z + 1);
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var yz00 = SampleUnfiltered(voxel.x, voxel.y + 1, voxel.z);
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var yz01 = SampleUnfiltered(voxel.x, voxel.y + 1, voxel.z + 1);
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var yz10 = SampleUnfiltered(voxel.x + 1, voxel.y + 1, voxel.z);
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var yz11 = SampleUnfiltered(voxel.x + 1, voxel.y + 1, voxel.z + 1);
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float X1 = Mathf.Lerp(xz00, xz10, norm.x);
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float X2 = Mathf.Lerp(xz01, xz11, norm.x);
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float X3 = Mathf.Lerp(yz00, yz10, norm.x);
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float X4 = Mathf.Lerp(yz01, yz11, norm.x);
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var X1 = Vector4.Lerp(xz00, xz10, norm.x);
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var X2 = Vector4.Lerp(xz01, xz11, norm.x);
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var X3 = Vector4.Lerp(yz00, yz10, norm.x);
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var X4 = Vector4.Lerp(yz01, yz11, norm.x);
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float Y1 = Mathf.Lerp(X1, X2, norm.z);
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float Y2 = Mathf.Lerp(X3, X4, norm.z);
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var Y1 = Vector4.Lerp(X1, X2, norm.z);
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var Y2 = Vector4.Lerp(X3, X4, norm.z);
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float R = Mathf.Lerp(Mathf.Lerp(xz10, xz11, norm.z), Mathf.Lerp(yz10, yz11, norm.z), norm.y);
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float L = Mathf.Lerp(Mathf.Lerp(xz00, xz01, norm.z), Mathf.Lerp(yz00, yz01, norm.z), norm.y);
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float F = Mathf.Lerp(X2, X4, norm.y);
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float B = Mathf.Lerp(X1, X3, norm.y);
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return new Vector4((R - L) / voxelizer.voxelSize,
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(Y2 - Y1) / voxelizer.voxelSize,
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(F - B) / voxelizer.voxelSize,
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Mathf.Lerp(Y1, Y2, norm.y));
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return Vector4.Lerp(Y1, Y2, norm.y);
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}
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public IEnumerator JumpFlood()
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public void Smooth()
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{
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// create output buffer for ping-pong.
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Vector3[,,] smoothed = new Vector3[voxelizer.resolution.x,
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voxelizer.resolution.y,
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voxelizer.resolution.z];
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// create and initialize distance field:
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distanceField = new Vector3Int[voxelizer.resolution.x,
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voxelizer.resolution.y,
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voxelizer.resolution.z];
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// create auxiliar buffer for ping-pong.
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Vector3Int[,,] auxBuffer = new Vector3Int[voxelizer.resolution.x,
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voxelizer.resolution.y,
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voxelizer.resolution.z];
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// initialize distance field:
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for (int x = 0; x < distanceField.GetLength(0); ++x)
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for (int y = 0; y < distanceField.GetLength(1); ++y)
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for (int z = 0; z < distanceField.GetLength(2); ++z)
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{
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if (voxelizer[x, y, z] == MeshVoxelizer.Voxel.Boundary)
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distanceField[x, y, z] = new Vector3Int(x, y, z);
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if (voxelizer[x, y, z] != MeshVoxelizer.Voxel.Outside)
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{
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var p = new Vector3Int(x, y, z);
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Vector3 df = distanceField[x, y, z];
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int count = 1;
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foreach (var o in MeshVoxelizer.faceNeighborhood)
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{
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// offset voxel to get neighbor:
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var n = p + o;
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if (voxelizer.VoxelExists(n.x, n.y, n.z) && voxelizer[n.x, n.y, n.z] != MeshVoxelizer.Voxel.Outside)
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{
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df += distanceField[n.x, n.y, n.z];
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count++;
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}
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}
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df /= count;
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smoothed[x, y, z] = df;
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}
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}
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distanceField = smoothed;
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}
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private void CalculateGradientsAndDistances(Vector3Int[,,] buffer1)
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{
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distanceField = new Vector3[voxelizer.resolution.x,
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voxelizer.resolution.y,
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voxelizer.resolution.z];
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for (int x = 0; x < buffer1.GetLength(0); ++x)
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for (int y = 0; y < buffer1.GetLength(1); ++y)
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for (int z = 0; z < buffer1.GetLength(2); ++z)
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{
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if (voxelizer[x, y, z] != MeshVoxelizer.Voxel.Outside)
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{
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distanceField[x, y, z] = voxelizer.GetVoxelCenter(buffer1[x, y, z]) -
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voxelizer.GetVoxelCenter(new Vector3Int(x, y, z));
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}
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else
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distanceField[x, y, z] = new Vector3Int(-1, -1, -1);
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distanceField[x, y, z] = Vector3.zero;
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}
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}
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public IEnumerator JumpFlood()
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{
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// create two buffers for ping-ponging:
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Vector3Int[,,] buffer1 = new Vector3Int[voxelizer.resolution.x,
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voxelizer.resolution.y,
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voxelizer.resolution.z];
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Vector3Int[,,] buffer2 = new Vector3Int[voxelizer.resolution.x,
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voxelizer.resolution.y,
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voxelizer.resolution.z];
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// initialize distance field:
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for (int x = 0; x < buffer1.GetLength(0); ++x)
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for (int y = 0; y < buffer1.GetLength(1); ++y)
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for (int z = 0; z < buffer1.GetLength(2); ++z)
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{
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if (voxelizer[x, y, z] == MeshVoxelizer.Voxel.Outside)
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buffer1[x, y, z] = new Vector3Int(x, y, z);
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else
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buffer1[x, y, z] = new Vector3Int(-1, -1, -1);
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}
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// calculate the maximum size of the buffer:
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int size = Mathf.Max(distanceField.GetLength(0),
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distanceField.GetLength(1),
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distanceField.GetLength(2));
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int size = Mathf.Max(buffer1.GetLength(0),
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buffer1.GetLength(1),
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buffer1.GetLength(2));
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int step = (int)(size / 2.0f);
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yield return new CoroutineJob.ProgressInfo("Generating voxel distance field...",0);
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yield return new CoroutineJob.ProgressInfo("Generating voxel distance field...", 0);
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float numPasses = (int) Mathf.Log(size, 2);
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float numPasses = (int)Mathf.Log(size, 2);
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int i = 0;
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// jump flood passes:
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while (step >= 1)
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{
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JumpFloodPass(step, distanceField, auxBuffer);
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JumpFloodPass(step, buffer1, buffer2);
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// halve step:
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step /= 2;
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// swap buffers:
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Vector3Int[,,] temp = distanceField;
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distanceField = auxBuffer;
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auxBuffer = temp;
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Vector3Int[,,] temp = buffer1;
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buffer1 = buffer2;
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buffer2 = temp;
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yield return new CoroutineJob.ProgressInfo("Generating voxel distance field...", ++i / numPasses);
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}
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CalculateGradientsAndDistances(buffer1);
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}
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private void JumpFloodPass(int stride, Vector3Int[,,] input, Vector3Int[,,] output)
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@@ -155,34 +200,30 @@ namespace Obi
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dist = (s - p).sqrMagnitude;
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// for each neighbor voxel:
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for (int nx = -1; nx <= 1; ++nx)
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for (int ny = -1; ny <= 1; ++ny)
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for (int nz = -1; nz <= 1; ++nz)
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foreach (var o in MeshVoxelizer.fullNeighborhood)
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{
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// offset voxel to get neighbor:
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var n = p + o * stride;
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if (voxelizer.VoxelExists(n.x, n.y, n.z))
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{
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// neighbors' closest seed.
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Vector3Int nc = input[n.x, n.y, n.z];
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if (nc.x >= 0)
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{
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// neighbor's position:
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int px = x + nx * stride;
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int py = y + ny * stride;
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int pz = z + nz * stride;
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// distance to neighbor's closest seed:
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float newDist = (nc - p).sqrMagnitude;
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if (voxelizer.VoxelExists(px,py,pz))
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// if the distance to the neighbor's closest seed is smaller than the distance to ours:
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if (newDist < dist)
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{
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// neighbors' closest seed.
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Vector3Int n = input[px,py,pz];
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if (n.x >= 0)
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{
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// distance to neighbor's closest seed:
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float newDist = (n - p).sqrMagnitude;
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// if the distance to the neighbor's closest seed is smaller than the distance to ours:
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if (newDist < dist)
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{
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output[x, y, z] = n;
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dist = newDist;
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}
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}
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output[x, y, z] = nc;
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dist = newDist;
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}
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}
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}
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}
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}
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}
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