修改水
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@@ -80,7 +80,7 @@ namespace Obi
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};
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public readonly static Vector3Int[] faceNeighborhood =
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{
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{
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new Vector3Int(-1,0,0),
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new Vector3Int(1,0,0),
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new Vector3Int(0,-1,0),
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@@ -226,15 +226,15 @@ namespace Obi
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}
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public IEnumerator Voxelize(Matrix4x4 transform, Vector3Int axisMask, bool generateTriangleIndices = false)
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public IEnumerator Voxelize(Matrix4x4 transform, bool generateTriangleIndices = false)
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{
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voxelSize = Mathf.Max(0.0001f, voxelSize);
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var xfBounds = input.bounds.Transform(transform);
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// Calculate min and max voxels, adding a 1-voxel margin.
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origin = GetPointVoxel(Vector3.Scale(xfBounds.min, axisMask)) - axisMask;
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Vector3Int max = GetPointVoxel(Vector3.Scale(xfBounds.max, axisMask)) + axisMask;
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origin = GetPointVoxel(xfBounds.min) - new Vector3Int(1, 1, 1);
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Vector3Int max = GetPointVoxel(xfBounds.max) + new Vector3Int(1, 1, 1);
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resolution = new Vector3Int(max.x - origin.x + 1, max.y - origin.y + 1, max.z - origin.z + 1);
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@@ -263,9 +263,9 @@ namespace Obi
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// Generate surface voxels:
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for (int i = 0; i < triIndices.Length; i += 3)
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{
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Vector3 v1 = Vector3.Scale(transform.MultiplyPoint3x4(vertices[triIndices[i]]), axisMask);
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Vector3 v2 = Vector3.Scale(transform.MultiplyPoint3x4(vertices[triIndices[i + 1]]), axisMask);
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Vector3 v3 = Vector3.Scale(transform.MultiplyPoint3x4(vertices[triIndices[i + 2]]), axisMask);
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Vector3 v1 = transform.MultiplyPoint3x4(vertices[triIndices[i]]);
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Vector3 v2 = transform.MultiplyPoint3x4(vertices[triIndices[i + 1]]);
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Vector3 v3 = transform.MultiplyPoint3x4(vertices[triIndices[i + 2]]);
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Bounds triBounds = GetTriangleBounds(v1, v2, v3);
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@@ -281,7 +281,6 @@ namespace Obi
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yield return fillCoroutine.Current;
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}
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// Ensures boundary is only one voxel thick.
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public void BoundaryThinning()
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{
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for (int x = 0; x < resolution.x; ++x)
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@@ -309,212 +308,6 @@ namespace Obi
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}
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}
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// Ensures boundary voxels are 2D.
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public void MakeBoundary2D()
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{
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for (int x = 0; x < resolution.x; ++x)
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for (int y = 0; y < resolution.y; ++y)
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for (int z = 0; z < resolution.z; ++z)
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if (this[x, y, z] == Voxel.Boundary)
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this[x, y, z] = Voxel.Inside;
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for (int x = 0; x < resolution.x; ++x)
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for (int y = 0; y < resolution.y; ++y)
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for (int z = 0; z < resolution.z; ++z)
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{
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int sum = 0;
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for (int j = 0; j < faceNeighborhood.Length; ++j)
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{
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var index = faceNeighborhood[j];
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if (VoxelExists(index.x + x, index.y + y, index.z + z) && this[index.x + x, index.y + y, index.z + z] != Voxel.Outside)
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{
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sum++;
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}
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}
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if (sum <= 3 && this[x, y, z] == Voxel.Inside)
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this[x, y, z] = Voxel.Boundary;
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}
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}
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public void CreateMesh(ref Mesh mesh, int smoothingIterations)
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{
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if (mesh == null)
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mesh = new Mesh();
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mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
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mesh.Clear();
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List<Vector3> vertices = new List<Vector3>();
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List<Vector3> vertices2 = new List<Vector3>();
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List<int> tris = new List<int>();
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vertices.Clear();
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vertices2.Clear();
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tris.Clear();
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int[] vtxIndex = new int[voxelCount];
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for (int i = 0; i < vtxIndex.Length; ++i)
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vtxIndex[i] = -1;
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// create vertices:
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for (int x = 0; x < resolution.x; ++x)
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for (int y = 0; y < resolution.y; ++y)
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for (int z = 0; z < resolution.z; ++z)
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if (this[x, y, z] == Voxel.Boundary)
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{
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vtxIndex[GetVoxelIndex(x, y, z)] = vertices.Count;
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var vtx = new Vector3(Origin.x + x + 0.5f, Origin.y + y + 0.5f, Origin.z + z + 0.5f) * voxelSize;
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vertices.Add(vtx);
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vertices2.Add(vtx);
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}
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List<Vector3> inputVertices = vertices;
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List<Vector3> outputVertices = vertices2;
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for (int i = 0; i < smoothingIterations; ++i)
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{
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for (int x = 0; x < resolution.x; ++x)
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for (int y = 0; y < resolution.y; ++y)
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for (int z = 0; z < resolution.z; ++z)
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if (this[x, y, z] == Voxel.Boundary)
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{
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Vector3 avg = Vector3.zero;
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int count = 0;
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for (int j = 0; j < faceNeighborhood.Length; ++j)
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{
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var index = faceNeighborhood[j];
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if (VoxelExists(index.x + x, index.y + y, index.z + z) && this[index.x + x, index.y + y, index.z + z] == Voxel.Boundary)
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{
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avg += inputVertices[vtxIndex[GetVoxelIndex(index.x + x, index.y + y, index.z + z)]];
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count++;
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}
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}
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if (count > 0)
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outputVertices[vtxIndex[GetVoxelIndex(x, y, z)]] = avg / count;
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}
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var aux = inputVertices;
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inputVertices = outputVertices;
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outputVertices = aux;
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}
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// triangulate
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for (int x = 0; x < resolution.x; ++x)
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for (int y = 0; y < resolution.y; ++y)
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for (int z = 0; z < resolution.z; ++z)
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if (this[x, y, z] == Voxel.Boundary)
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{
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int x0y0z0 = GetVoxelIndex(x, y, z);
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int x1y0z0 = VoxelExists(x + 1, y, z) ? GetVoxelIndex(x+1, y, z) : -1;
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int x1y1z0 = VoxelExists(x + 1, y + 1, z) ? GetVoxelIndex(x+1, y+1, z) : -1;
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int x0y1z0 = VoxelExists(x, y + 1, z) ? GetVoxelIndex(x, y+1, z) : -1;
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int x0y0z1 = VoxelExists(x, y, z + 1) ? GetVoxelIndex(x, y , z + 1) : -1;
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int x0y1z1 = VoxelExists(x, y + 1, z + 1) ? GetVoxelIndex(x, y + 1, z + 1) : -1;
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int x1y0z1 = VoxelExists(x + 1, y, z + 1) ? GetVoxelIndex(x+1, y, z + 1) : -1;
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int x1y1z1 = VoxelExists(x + 1, y + 1, z + 1) ? GetVoxelIndex(x + 1, y + 1, z + 1) : -1;
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// XY plane
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if (x1y0z0 >= 0 && x1y1z0 >= 0 && x0y1z0 >= 0 &&
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voxels[x1y0z0] == Voxel.Boundary &&
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voxels[x1y1z0] == Voxel.Boundary &&
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voxels[x0y1z0] == Voxel.Boundary)
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{
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if (x0y1z1 < 0 || voxels[x0y1z1] == Voxel.Outside ||
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x0y0z1 < 0 || voxels[x0y0z1] == Voxel.Outside ||
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x1y0z1 < 0 || voxels[x1y0z1] == Voxel.Outside ||
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x1y1z1 < 0 || voxels[x1y1z1] == Voxel.Outside)
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{
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tris.Add(vtxIndex[x0y0z0]);
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tris.Add(vtxIndex[x1y0z0]);
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tris.Add(vtxIndex[x0y1z0]);
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tris.Add(vtxIndex[x0y1z0]);
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tris.Add(vtxIndex[x1y0z0]);
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tris.Add(vtxIndex[x1y1z0]);
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}
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else
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{
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tris.Add(vtxIndex[x1y0z0]);
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tris.Add(vtxIndex[x0y0z0]);
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tris.Add(vtxIndex[x0y1z0]);
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tris.Add(vtxIndex[x1y0z0]);
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tris.Add(vtxIndex[x0y1z0]);
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tris.Add(vtxIndex[x1y1z0]);
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}
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}
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// XZ plane
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if (x1y0z0 >= 0 && x1y0z1 >= 0 && x0y0z1 >= 0 &&
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voxels[x1y0z0] == Voxel.Boundary &&
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voxels[x1y0z1] == Voxel.Boundary &&
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voxels[x0y0z1] == Voxel.Boundary)
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{
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if (x0y1z0 < 0 || voxels[x0y1z0] == Voxel.Outside ||
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x0y1z1 < 0 || voxels[x0y1z1] == Voxel.Outside ||
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x1y1z0 < 0 || voxels[x1y1z0] == Voxel.Outside ||
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x1y1z1 < 0 || voxels[x1y1z1] == Voxel.Outside)
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{
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tris.Add(vtxIndex[x1y0z0]);
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tris.Add(vtxIndex[x0y0z0]);
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tris.Add(vtxIndex[x0y0z1]);
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tris.Add(vtxIndex[x1y0z0]);
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tris.Add(vtxIndex[x0y0z1]);
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tris.Add(vtxIndex[x1y0z1]);
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}
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else
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{
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tris.Add(vtxIndex[x0y0z0]);
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tris.Add(vtxIndex[x1y0z0]);
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tris.Add(vtxIndex[x0y0z1]);
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tris.Add(vtxIndex[x0y0z1]);
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tris.Add(vtxIndex[x1y0z0]);
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tris.Add(vtxIndex[x1y0z1]);
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}
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}
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// XY plane
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if (x0y0z1 >= 0 && x0y1z1 >= 0 && x0y1z0 >= 0 &&
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voxels[x0y0z1] == Voxel.Boundary &&
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voxels[x0y1z1] == Voxel.Boundary &&
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voxels[x0y1z0] == Voxel.Boundary)
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{
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if (x1y0z0 < 0 || voxels[x1y0z0] == Voxel.Outside ||
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x1y0z1 < 0 || voxels[x1y0z1] == Voxel.Outside ||
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x1y1z0 < 0 || voxels[x1y1z0] == Voxel.Outside ||
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x1y1z1 < 0 || voxels[x1y1z1] == Voxel.Outside)
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{
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tris.Add(vtxIndex[x0y0z1]);
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tris.Add(vtxIndex[x0y0z0]);
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tris.Add(vtxIndex[x0y1z0]);
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tris.Add(vtxIndex[x0y0z1]);
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tris.Add(vtxIndex[x0y1z0]);
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tris.Add(vtxIndex[x0y1z1]);
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}
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else
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{
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tris.Add(vtxIndex[x0y0z0]);
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tris.Add(vtxIndex[x0y0z1]);
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tris.Add(vtxIndex[x0y1z0]);
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tris.Add(vtxIndex[x0y1z0]);
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tris.Add(vtxIndex[x0y0z1]);
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tris.Add(vtxIndex[x0y1z1]);
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}
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}
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}
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mesh.SetVertices(outputVertices);
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mesh.SetIndices(tris, MeshTopology.Triangles, 0);
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mesh.RecalculateNormals();
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}
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private IEnumerator FloodFill()
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{
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Queue<Vector3Int> queue = new Queue<Vector3Int>();
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@@ -631,5 +424,6 @@ namespace Obi
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return !(Mathf.Max(-maxP, minP) > r);
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}
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}
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}
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}
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