Created
June 29, 2010 19:39
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//simple marching cubes with some abstraction | |
float resolution = .1; | |
int cubeGrid[][][] = new int[int(worldX/resolution)][int(worldY/resolution)][int(worldZ/resolution)]; | |
PVector pt = new PVector(); | |
//for each grid point compute inside or outside | |
for(int i=0;i<cubeGrid.length;++i) { | |
for(int j=0;j<cubeGrid[0].length;++j) { | |
for(int k=0;k<cubeGrid[0][0].length;++k) { | |
pt.set(i*resolution,j*resolution,k*resolution); //current position | |
float val = colorFunction(pt); //evaluation color function at pt | |
if(val>threshold) cubeGrid[i][j][k] = 1; //inside | |
else cubeGrid[i][j][k] = 0; //outside | |
} | |
} | |
} | |
//get surface for each cell | |
ArrayList surfaces = new ArrayList(); | |
int[] currCube = new int[8]; | |
for(int i=0;i<cubeGrid.length-1;++i) { | |
for(int j=0;j<cubeGrid[0].length-1;++j) { | |
for(int k=0;k<cubeGrid[0][0].length-1;++k) { | |
pt.set(i*resolution,j*resolution,k*resolution); | |
//get current cube values | |
currCube[0] = cubeGrid[i][j][k];currCube[1] = cubeGrid[i][j][k+1];currCube[2] = cubeGrid[i][j+1][k]; | |
currCube[3] = cubeGrid[i][j+1][k+1];currCube[4] = cubeGrid[i+1][j][k];currCube[5] = cubeGrid[i+1][j][k+1]; | |
currCube[6] = cubeGrid[i+1][j+1][k];currCube[7] = cubeGrid[i+1][j+1][k+1]; | |
//retrieve surface for current cube from a lookup table | |
Surface s = getCubeSurface(currCube); | |
if(s != Surface.NULL) { //check for empty surface | |
surfaces.add(s); | |
} | |
} | |
} | |
} |
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