// 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 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; } } } }