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| void Voxelize(const Vec3* 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(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; | |
| } | |
| } | |
| } | |
| } | |