重新导入obi
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using System.Collections;
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using UnityEngine;
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namespace Obi
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{
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/**
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* Generates a sparse distance field from a voxel representation of a mesh.
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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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private MeshVoxelizer voxelizer;
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public VoxelDistanceField(MeshVoxelizer voxelizer)
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{
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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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{
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if (!voxelizer.VoxelExists(x, y, z)) return float.PositiveInfinity;
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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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if (voxelizer[x, y, z] == MeshVoxelizer.Voxel.Inside)
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return -dist;
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return dist;
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}
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public Vector4 SampleFiltered(float x, float y, float z)
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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 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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var voxelCenter = voxelizer.GetVoxelCenter(voxel);
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var norm = (pos - voxelCenter) / voxelizer.voxelSize;
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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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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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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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float Y1 = Mathf.Lerp(X1, X2, norm.z);
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float Y2 = Mathf.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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}
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public IEnumerator JumpFlood()
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{
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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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else
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distanceField[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 step = (int)(size / 2.0f);
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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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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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// 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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yield return new CoroutineJob.ProgressInfo("Generating voxel distance field...", ++i / numPasses);
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}
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}
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private void JumpFloodPass(int stride, Vector3Int[,,] input, Vector3Int[,,] output)
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{
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// for each voxel:
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for (int x = 0; x < input.GetLength(0); ++x)
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for (int y = 0; y < input.GetLength(1); ++y)
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for (int z = 0; z < input.GetLength(2); ++z)
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{
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// our position:
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Vector3Int p = new Vector3Int(x, y, z);
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// our seed:
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Vector3Int s = input[x, y, z];
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// copy the closest seed to the output, in case we do not update it this pass:
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output[x, y, z] = s;
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// this voxel is a seed, skip it.
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if (s.x == x && s.y == y && s.z == z)
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continue;
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// distance to our closest seed:
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float dist = float.MaxValue;
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if (s.x >= 0)
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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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{
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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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if (voxelizer.VoxelExists(px,py,pz))
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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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}
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}
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}
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}
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}
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}
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