remove mesh, add a limit to voxeltraverse

This commit is contained in:
yggdrasil75
2026-01-18 20:59:55 -05:00
parent b820c89bd0
commit a4e8581e99

View File

@@ -113,97 +113,11 @@ struct Vertex {
Vertex(Vec3f pos, Vec3f norm, Vec3ui8 colr, Vec2f tex = Vec2f(0,0)) : position(pos), normal(norm), color(colr), texCoord(tex) {} Vertex(Vec3f pos, Vec3f norm, Vec3ui8 colr, Vec2f tex = Vec2f(0,0)) : position(pos), normal(norm), color(colr), texCoord(tex) {}
}; };
struct Tri {
size_t v0,v1,v2;
Tri() = default;
Tri(size_t a, size_t b, size_t c) : v0(a), v1(b), v2(c) {}
};
class Mesh {
private:
std::vector<Vertex> vertices;
std::vector<Tri> tris;
Vec3f boundBoxMin;
Vec3f boundBoxMax;
public:
Mesh() = default;
void clear() {
vertices.clear();
tris.clear();
boundBoxMax = Vec3f(0,0,0);
boundBoxMin = Vec3f(0,0,0);
}
void addVertex(const Vertex& vertex) {
vertices.push_back(vertex);
boundBoxMin = boundBoxMin.min(vertex.position);
boundBoxMax = boundBoxMax.max(vertex.position);
}
void addTriangle(const Tri& triangle) {
tris.push_back(triangle);
}
void addTriangle(uint32_t v0, uint32_t v1, uint32_t v2) {
tris.emplace_back(v0, v1, v2);
}
const std::vector<Vertex>& getVertices() const { return vertices; }
const std::vector<Tri>& getTriangles() const { return tris; }
size_t getVertexCount() const { return vertices.size(); }
size_t getTriangleCount() const { return tris.size(); }
Vec3f getBoundingBoxMin() const { return boundBoxMin; }
Vec3f getBoundingBoxMax() const { return boundBoxMax; }
Vec3f getBoundingBoxSize() const { return boundBoxMax - boundBoxMin; }
Vec3f getBoundingBoxCenter() const { return (boundBoxMin + boundBoxMax) * 0.5f; }
// Calculate normals if they're not already set
void calculateNormals() {
// Reset all normals to zero
for (auto& vertex : vertices) {
vertex.normal = Vec3f(0, 0, 0);
}
// Accumulate face normals to vertices
for (const auto& tri : tris) {
const Vec3f& v0 = vertices[tri.v0].position;
const Vec3f& v1 = vertices[tri.v1].position;
const Vec3f& v2 = vertices[tri.v2].position;
Vec3f edge1 = v1 - v0;
Vec3f edge2 = v2 - v0;
Vec3f normal = edge1.cross(edge2).normalized();
vertices[tri.v0].normal = vertices[tri.v0].normal + normal;
vertices[tri.v1].normal = vertices[tri.v1].normal + normal;
vertices[tri.v2].normal = vertices[tri.v2].normal + normal;
}
// Normalize all vertex normals
for (auto& vertex : vertices) {
if (vertex.normal.lengthSquared() > 0) {
vertex.normal = vertex.normal.normalized();
} else {
vertex.normal = Vec3f(0, 1, 0); // Default up normal
}
}
}
void optimize() {
calculateNormals();
//optimize may have optional params later for future expansion of features
}
};
class VoxelGrid { class VoxelGrid {
private: private:
Vec3i gridSize; Vec3i gridSize;
//int width, height, depth; //int width, height, depth;
std::vector<Voxel> voxels; std::vector<Voxel> voxels;
std::unique_ptr<Mesh> cachedMesh;
bool meshDirty = true; bool meshDirty = true;
float radians(float rads) { float radians(float rads) {
@@ -328,7 +242,7 @@ public:
visitedVoxel.push_back(cv); visitedVoxel.push_back(cv);
} }
while (lv != cv && inGrid(cv)) { while (lv != cv && inGrid(cv) && visitedVoxel.size() < 10) {
if (get(cv).active) { if (get(cv).active) {
visitedVoxel.push_back(cv); visitedVoxel.push_back(cv);
} }
@@ -350,7 +264,7 @@ public:
} }
} }
} }
return; // &&visitedVoxel; return;
} }
int getWidth() const { int getWidth() const {
@@ -446,11 +360,6 @@ public:
std::cout << "Inactive voxels: " << (totalVoxels - activeVoxels) << std::endl; std::cout << "Inactive voxels: " << (totalVoxels - activeVoxels) << std::endl;
std::cout << "Active percentage: " << activePercentage << "%" << std::endl; std::cout << "Active percentage: " << activePercentage << "%" << std::endl;
std::cout << "Memory usage (approx): " << (voxels.size() * sizeof(Voxel)) / 1024 << " KB" << std::endl; std::cout << "Memory usage (approx): " << (voxels.size() * sizeof(Voxel)) / 1024 << " KB" << std::endl;
std::cout << "Mesh cached: " << (cachedMesh ? "Yes" : "No") << std::endl;
if (cachedMesh) {
std::cout << "Mesh vertices: " << cachedMesh->getVertexCount() << std::endl;
std::cout << "Mesh triangles: " << cachedMesh->getTriangleCount() << std::endl;
}
std::cout << "============================" << std::endl; std::cout << "============================" << std::endl;
} }
@@ -542,124 +451,7 @@ private:
return Vertex(position, normal, color); return Vertex(position, normal, color);
} }
// Helper function to add a face to the mesh
void addFace(Mesh& mesh, const Vec3f& basePos, const Vec3f& normal,
const Vec3ui8& color, bool flipWinding = false) {
Vec3f right, up;
// Determine right and up vectors based on normal
if (std::abs(normal.x) > std::abs(normal.y)) {
right = Vec3f(0, 0, 1);
} else {
right = Vec3f(1, 0, 0);
}
up = normal.cross(right).normalized();
right = up.cross(normal).normalized();
// Create face vertices
float halfSize = binSize * 0.5f;
Vec3f center = basePos + normal * halfSize;
Vec3f v0 = center - right * halfSize - up * halfSize;
Vec3f v1 = center + right * halfSize - up * halfSize;
Vec3f v2 = center + right * halfSize + up * halfSize;
Vec3f v3 = center - right * halfSize + up * halfSize;
// Add vertices to mesh
uint32_t startIndex = static_cast<uint32_t>(mesh.getVertexCount());
mesh.addVertex(Vertex(v0, normal, color));
mesh.addVertex(Vertex(v1, normal, color));
mesh.addVertex(Vertex(v2, normal, color));
mesh.addVertex(Vertex(v3, normal, color));
// Add triangles (two triangles per quad)
if (flipWinding) {
mesh.addTriangle(startIndex, startIndex + 1, startIndex + 2);
mesh.addTriangle(startIndex, startIndex + 2, startIndex + 3);
} else {
mesh.addTriangle(startIndex, startIndex + 2, startIndex + 1);
mesh.addTriangle(startIndex, startIndex + 3, startIndex + 2);
}
}
public: public:
// Mesh generation using Naive Surface Nets (simpler than Marching Cubes)
std::unique_ptr<Mesh> meshify() {
TIME_FUNCTION;
// If mesh is cached and not dirty, return it
if (cachedMesh && !meshDirty) {
return std::make_unique<Mesh>(*cachedMesh);
}
auto mesh = std::make_unique<Mesh>();
mesh->clear();
// For each voxel that's on the surface, create a quad
for (int z = 0; z < gridSize.z; z++) {
for (int y = 0; y < gridSize.y; y++) {
for (int x = 0; x < gridSize.x; x++) {
if (!get(x, y, z).active) continue;
const Voxel& voxel = get(x, y, z);
Vec3f basePos(x * binSize, y * binSize, z * binSize);
// Check each face
// Right face (x+)
if (!inGrid(Vec3i(x+1, y, z)) || !get(x+1, y, z).active) {
addFace(*mesh, basePos, Vec3f(1, 0, 0), voxel.color, true);
}
// Left face (x-)
if (!inGrid(Vec3i(x-1, y, z)) || !get(x-1, y, z).active) {
addFace(*mesh, basePos, Vec3f(-1, 0, 0), voxel.color, false);
}
// Top face (y+)
if (!inGrid(Vec3i(x, y+1, z)) || !get(x, y+1, z).active) {
addFace(*mesh, basePos, Vec3f(0, 1, 0), voxel.color, true);
}
// Bottom face (y-)
if (!inGrid(Vec3i(x, y-1, z)) || !get(x, y-1, z).active) {
addFace(*mesh, basePos, Vec3f(0, -1, 0), voxel.color, false);
}
// Front face (z+)
if (!inGrid(Vec3i(x, y, z+1)) || !get(x, y, z+1).active) {
addFace(*mesh, basePos, Vec3f(0, 0, 1), voxel.color, true);
}
// Back face (z-)
if (!inGrid(Vec3i(x, y, z-1)) || !get(x, y, z-1).active) {
addFace(*mesh, basePos, Vec3f(0, 0, -1), voxel.color, false);
}
}
}
}
// Optimize the mesh
mesh->optimize();
// Cache the mesh
cachedMesh = std::make_unique<Mesh>(*mesh);
meshDirty = false;
return mesh;
}
// Get cached mesh (regenerates if dirty)
std::unique_ptr<Mesh> getMesh() {
return meshify();
}
// Clear mesh cache
void clearMeshCache() {
cachedMesh.reset();
meshDirty = true;
}
// Check if mesh needs regeneration
bool isMeshDirty() const {
return meshDirty;
}
std::vector<frame> genSlices(frame::colormap colorFormat = frame::colormap::RGB) const { std::vector<frame> genSlices(frame::colormap colorFormat = frame::colormap::RGB) const {
TIME_FUNCTION; TIME_FUNCTION;
int colors; int colors;