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Diffstat (limited to 'core/voxelize.cpp')
| -rw-r--r-- | core/voxelize.cpp | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/core/voxelize.cpp b/core/voxelize.cpp new file mode 100644 index 0000000..8172aea --- /dev/null +++ b/core/voxelize.cpp @@ -0,0 +1,93 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved. + +#include "aabbtree.h" +#include "mesh.h" + +void Voxelize(const float* vertices, int numVertices, const int* indices, int numTriangleIndices, uint32_t width, uint32_t height, uint32_t depth, uint32_t* volume, Vec3 minExtents, Vec3 maxExtents) +{ + memset(volume, 0, sizeof(uint32_t)*width*height*depth); + + // build an aabb tree of the mesh + AABBTree tree((const Vec3*)vertices, numVertices, (const uint32_t*)indices, numTriangleIndices/3); + + // parity count method, single pass + const Vec3 extents(maxExtents-minExtents); + const Vec3 delta(extents.x/width, extents.y/height, extents.z/depth); + const Vec3 offset(0.5f*delta.x, 0.5f*delta.y, 0.5f*delta.z); + + // this is the bias we apply to step 'off' a triangle we hit, not very robust + const float eps = 0.00001f*extents.z; + + for (uint32_t x=0; x < width; ++x) + { + for (uint32_t y=0; y < height; ++y) + { + bool inside = false; + + Vec3 rayDir = Vec3(0.0f, 0.0f, 1.0f); + Vec3 rayStart = minExtents + Vec3(x*delta.x + offset.x, y*delta.y + offset.y, 0.0f); + + uint32_t lastTri = uint32_t(-1); + for (;;) + { + // calculate ray start + float t, u, v, w, s; + uint32_t tri; + + if (tree.TraceRay(rayStart, rayDir, t, u, v, w, s, tri)) + { + // calculate cell in which intersection occurred + const float zpos = rayStart.z + t*rayDir.z; + const float zhit = (zpos-minExtents.z)/delta.z; + + uint32_t z = uint32_t(floorf((rayStart.z-minExtents.z)/delta.z + 0.5f)); + uint32_t zend = std::min(uint32_t(floorf(zhit + 0.5f)), depth-1); + + if (inside) + { + // march along column setting bits + for (uint32_t k=z; k < zend; ++k) + volume[k*width*height + y*width + x] = uint32_t(-1); + } + + inside = !inside; + + // we hit the tri we started from + if (tri == lastTri) + printf("Error self-intersect\n"); + lastTri = tri; + + rayStart += rayDir*(t+eps); + + } + else + break; + } + } + } +} |