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Merge pull request #10 from dipsywong98/daniel
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#include "GLUtils.h" | ||
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void GLUtils::ravelTrigPush(std::vector<double>& a, Eigen::Vector3d v) | ||
{ | ||
a.push_back(v[0]); | ||
a.push_back(v[1]); | ||
a.push_back(v[2]); | ||
} | ||
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void GLUtils::trigPush(std::vector<double>& vertices, std::vector<double>& normals, const Triangle& triangle) | ||
{ | ||
static const auto EPSILON = 1.0e-4; | ||
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const auto a = triangle[0]; | ||
const auto b = triangle[1]; | ||
const auto c = triangle[2]; | ||
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auto normal = (a - b).cross(c - b); | ||
if (normal.norm() > EPSILON) { | ||
normal.normalize(); | ||
ravelTrigPush(vertices, c); | ||
ravelTrigPush(vertices, a); | ||
ravelTrigPush(vertices, b); | ||
ravelTrigPush(normals, normal); | ||
ravelTrigPush(normals, normal); | ||
ravelTrigPush(normals, normal); | ||
} | ||
} |
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#pragma once | ||
#include <vector> | ||
#include <array> | ||
#include <Eigen/Dense> | ||
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class GLUtils | ||
{ | ||
public: | ||
typedef std::array<Eigen::Vector3d, 3> Triangle; | ||
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static void ravelTrigPush(std::vector<double>& a, Eigen::Vector3d v); | ||
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/** | ||
* @param vertices vertices used for GLDrawArray | ||
* @param normals normals used for GLDrawArray | ||
* @param triangle vertices of the triangle in anti-clockwise order, to be inputted into the corresponding vectors | ||
*/ | ||
static void trigPush(std::vector<double>& vertices, std::vector<double>& normals, const Triangle& triangle); | ||
}; |
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#include "MarchingCubes.h" |
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#pragma once | ||
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class MarchingCubes | ||
{ | ||
public: | ||
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}; |
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#include "MarchingCubes.h" | ||
#include <FL/gl.h> | ||
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void MarchingCubes::polygonizeDraw(const Grid& grid, const double threshold) | ||
{ | ||
static const auto EPSILON = 1.0e-4; | ||
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std::array<Eigen::Vector3d, 12> verticesOnEdges; | ||
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unsigned int cubeIndex = 0; | ||
if (grid.isoLevels[0] < threshold) cubeIndex |= 1u; | ||
if (grid.isoLevels[1] < threshold) cubeIndex |= 2u; | ||
if (grid.isoLevels[2] < threshold) cubeIndex |= 4u; | ||
if (grid.isoLevels[3] < threshold) cubeIndex |= 8u; | ||
if (grid.isoLevels[4] < threshold) cubeIndex |= 16u; | ||
if (grid.isoLevels[5] < threshold) cubeIndex |= 32u; | ||
if (grid.isoLevels[6] < threshold) cubeIndex |= 64u; | ||
if (grid.isoLevels[7] < threshold) cubeIndex |= 128u; | ||
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if (EDGE_TABLE[cubeIndex] == 0) return; | ||
if (EDGE_TABLE[cubeIndex] & 1u) verticesOnEdges[0] = interpolate(threshold, grid, 0, 1); | ||
if (EDGE_TABLE[cubeIndex] & 2u) verticesOnEdges[1] = interpolate(threshold, grid, 1, 2); | ||
if (EDGE_TABLE[cubeIndex] & 4u) verticesOnEdges[2] = interpolate(threshold, grid, 2, 3); | ||
if (EDGE_TABLE[cubeIndex] & 8u) verticesOnEdges[3] = interpolate(threshold, grid, 3, 0); | ||
if (EDGE_TABLE[cubeIndex] & 16u) verticesOnEdges[4] = interpolate(threshold, grid, 4, 5); | ||
if (EDGE_TABLE[cubeIndex] & 32u) verticesOnEdges[5] = interpolate(threshold, grid, 5, 6); | ||
if (EDGE_TABLE[cubeIndex] & 64u) verticesOnEdges[6] = interpolate(threshold, grid, 6, 7); | ||
if (EDGE_TABLE[cubeIndex] & 128u) verticesOnEdges[7] = interpolate(threshold, grid, 7, 4); | ||
if (EDGE_TABLE[cubeIndex] & 256u) verticesOnEdges[8] = interpolate(threshold, grid, 0, 4); | ||
if (EDGE_TABLE[cubeIndex] & 512u) verticesOnEdges[9] = interpolate(threshold, grid, 1, 5); | ||
if (EDGE_TABLE[cubeIndex] & 1024u) verticesOnEdges[10] = interpolate(threshold, grid, 2, 6); | ||
if (EDGE_TABLE[cubeIndex] & 2048u) verticesOnEdges[11] = interpolate(threshold, grid, 3, 7); | ||
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for (auto i = 0; TRI_TABLE[cubeIndex][i] != -1; i+= 3) | ||
{ | ||
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const auto a = verticesOnEdges[TRI_TABLE[cubeIndex][i]]; | ||
const auto b = verticesOnEdges[TRI_TABLE[cubeIndex][i + 1]]; | ||
const auto c = verticesOnEdges[TRI_TABLE[cubeIndex][i + 2]]; | ||
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auto normal = (a - b).cross(b - c); | ||
if (normal.norm() > EPSILON) { | ||
normal.normalize(); | ||
glBegin(GL_TRIANGLES); | ||
glNormal3d(normal.x(), normal.y(), normal.z()); | ||
glVertex3d(a.x(), a.y(), a.z()); | ||
glVertex3d(b.x(), b.y(), b.z()); | ||
glVertex3d(c.x(), c.y(), c.z()); | ||
glEnd(); | ||
} | ||
} | ||
} | ||
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Eigen::Vector3d MarchingCubes::interpolate(const double threshold, const Grid& grid, const int i, const int j) | ||
{ | ||
static const auto EPSILON = 1.0e-5; | ||
auto& i1 = grid.isoLevels[i]; | ||
auto& i2 = grid.isoLevels[j]; | ||
auto& p1 = grid.cornerPositions[i]; | ||
auto& p2 = grid.cornerPositions[j]; | ||
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if (abs(threshold - i1) < EPSILON) return p1; | ||
if (abs(threshold - i2) < EPSILON) return p2; | ||
if (abs(i1 - i2) < EPSILON) return p1; | ||
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return p1 + (threshold - i1) / (i2 - i1) * (p2 - p1); | ||
} |
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