mirror of https://github.com/godotengine/godot
535 lines
19 KiB
C++
535 lines
19 KiB
C++
// Copyright 2023 The Manifold Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "./hashtable.h"
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#include "./impl.h"
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#include "./parallel.h"
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#include "./utils.h"
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#include "./vec.h"
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#include "manifold/manifold.h"
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namespace {
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using namespace manifold;
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constexpr int kCrossing = -2;
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constexpr int kNone = -1;
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constexpr ivec4 kVoxelOffset(1, 1, 1, 0);
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// Maximum fraction of spacing that a vert can move.
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constexpr double kS = 0.25;
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// Corresponding approximate distance ratio bound.
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constexpr double kD = 1 / kS - 1;
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// Maximum number of opposed verts (of 7) to allow collapse.
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constexpr int kMaxOpposed = 3;
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ivec3 TetTri0(int i) {
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constexpr ivec3 tetTri0[16] = {{-1, -1, -1}, //
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{0, 3, 4}, //
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{0, 1, 5}, //
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{1, 5, 3}, //
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{1, 4, 2}, //
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{1, 0, 3}, //
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{2, 5, 0}, //
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{5, 3, 2}, //
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{2, 3, 5}, //
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{0, 5, 2}, //
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{3, 0, 1}, //
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{2, 4, 1}, //
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{3, 5, 1}, //
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{5, 1, 0}, //
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{4, 3, 0}, //
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{-1, -1, -1}};
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return tetTri0[i];
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}
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ivec3 TetTri1(int i) {
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constexpr ivec3 tetTri1[16] = {{-1, -1, -1}, //
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{-1, -1, -1}, //
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{-1, -1, -1}, //
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{3, 4, 1}, //
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{-1, -1, -1}, //
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{3, 2, 1}, //
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{0, 4, 2}, //
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{-1, -1, -1}, //
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{-1, -1, -1}, //
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{2, 4, 0}, //
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{1, 2, 3}, //
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{-1, -1, -1}, //
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{1, 4, 3}, //
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{-1, -1, -1}, //
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{-1, -1, -1}, //
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{-1, -1, -1}};
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return tetTri1[i];
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}
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ivec4 Neighbor(ivec4 base, int i) {
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constexpr ivec4 neighbors[14] = {{0, 0, 0, 1}, //
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{1, 0, 0, 0}, //
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{0, 1, 0, 0}, //
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{0, 0, 1, 0}, //
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{-1, 0, 0, 1}, //
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{0, -1, 0, 1}, //
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{0, 0, -1, 1}, //
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{-1, -1, -1, 1}, //
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{-1, 0, 0, 0}, //
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{0, -1, 0, 0}, //
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{0, 0, -1, 0}, //
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{0, -1, -1, 1}, //
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{-1, 0, -1, 1}, //
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{-1, -1, 0, 1}};
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ivec4 neighborIndex = base + neighbors[i];
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if (neighborIndex.w == 2) {
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neighborIndex += 1;
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neighborIndex.w = 0;
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}
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return neighborIndex;
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}
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Uint64 EncodeIndex(ivec4 gridPos, ivec3 gridPow) {
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return static_cast<Uint64>(gridPos.w) | static_cast<Uint64>(gridPos.z) << 1 |
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static_cast<Uint64>(gridPos.y) << (1 + gridPow.z) |
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static_cast<Uint64>(gridPos.x) << (1 + gridPow.z + gridPow.y);
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}
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ivec4 DecodeIndex(Uint64 idx, ivec3 gridPow) {
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ivec4 gridPos;
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gridPos.w = idx & 1;
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idx = idx >> 1;
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gridPos.z = idx & ((1 << gridPow.z) - 1);
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idx = idx >> gridPow.z;
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gridPos.y = idx & ((1 << gridPow.y) - 1);
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idx = idx >> gridPow.y;
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gridPos.x = idx & ((1 << gridPow.x) - 1);
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return gridPos;
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}
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vec3 Position(ivec4 gridIndex, vec3 origin, vec3 spacing) {
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return origin + spacing * (vec3(gridIndex) + (gridIndex.w == 1 ? 0.0 : -0.5));
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}
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vec3 Bound(vec3 pos, vec3 origin, vec3 spacing, ivec3 gridSize) {
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return min(max(pos, origin), origin + spacing * (vec3(gridSize) - 1));
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}
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double BoundedSDF(ivec4 gridIndex, vec3 origin, vec3 spacing, ivec3 gridSize,
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double level, std::function<double(vec3)> sdf) {
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const ivec3 xyz(gridIndex);
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const int lowerBoundDist = minelem(xyz);
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const int upperBoundDist = minelem(gridSize - xyz);
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const int boundDist = std::min(lowerBoundDist, upperBoundDist - gridIndex.w);
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if (boundDist < 0) {
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return 0.0;
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}
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const double d = sdf(Position(gridIndex, origin, spacing)) - level;
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return boundDist == 0 ? std::min(d, 0.0) : d;
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}
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// Simplified ITP root finding algorithm - same worst-case performance as
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// bisection, better average performance.
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inline vec3 FindSurface(vec3 pos0, double d0, vec3 pos1, double d1, double tol,
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double level, std::function<double(vec3)> sdf) {
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if (d0 == 0) {
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return pos0;
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} else if (d1 == 0) {
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return pos1;
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}
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// Sole tuning parameter, k: (0, 1) - smaller value gets better median
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// performance, but also hits the worst case more often.
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const double k = 0.1;
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const double check = 2 * tol / la::length(pos0 - pos1);
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double frac = 1;
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double biFrac = 1;
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while (frac > check) {
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const double t = la::lerp(d0 / (d0 - d1), 0.5, k);
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const double r = biFrac / frac - 0.5;
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const double x = la::abs(t - 0.5) < r ? t : 0.5 - r * (t < 0.5 ? 1 : -1);
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const vec3 mid = la::lerp(pos0, pos1, x);
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const double d = sdf(mid) - level;
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if ((d > 0) == (d0 > 0)) {
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d0 = d;
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pos0 = mid;
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frac *= 1 - x;
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} else {
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d1 = d;
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pos1 = mid;
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frac *= x;
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}
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biFrac /= 2;
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}
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return la::lerp(pos0, pos1, d0 / (d0 - d1));
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}
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/**
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* Each GridVert is connected to 14 others, and in charge of 7 of these edges
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* (see Neighbor() above). Each edge that changes sign contributes one vert,
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* unless the GridVert is close enough to the surface, in which case it
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* contributes only a single movedVert and all crossing edgeVerts refer to that.
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*/
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struct GridVert {
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double distance = NAN;
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int movedVert = kNone;
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int edgeVerts[7] = {kNone, kNone, kNone, kNone, kNone, kNone, kNone};
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inline bool HasMoved() const { return movedVert >= 0; }
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inline bool SameSide(double dist) const {
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return (dist > 0) == (distance > 0);
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}
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inline int Inside() const { return distance > 0 ? 1 : -1; }
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inline int NeighborInside(int i) const {
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return Inside() * (edgeVerts[i] == kNone ? 1 : -1);
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}
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};
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struct NearSurface {
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VecView<vec3> vertPos;
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VecView<int> vertIndex;
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HashTableD<GridVert> gridVerts;
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VecView<const double> voxels;
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const std::function<double(vec3)> sdf;
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const vec3 origin;
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const ivec3 gridSize;
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const ivec3 gridPow;
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const vec3 spacing;
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const double level;
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const double tol;
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inline void operator()(Uint64 index) {
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ZoneScoped;
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if (gridVerts.Full()) return;
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const ivec4 gridIndex = DecodeIndex(index, gridPow);
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if (la::any(la::greater(ivec3(gridIndex), gridSize))) return;
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GridVert gridVert;
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gridVert.distance = voxels[EncodeIndex(gridIndex + kVoxelOffset, gridPow)];
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bool keep = false;
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double vMax = 0;
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int closestNeighbor = -1;
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int opposedVerts = 0;
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for (int i = 0; i < 7; ++i) {
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const double val =
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voxels[EncodeIndex(Neighbor(gridIndex, i) + kVoxelOffset, gridPow)];
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const double valOp = voxels[EncodeIndex(
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Neighbor(gridIndex, i + 7) + kVoxelOffset, gridPow)];
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if (!gridVert.SameSide(val)) {
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gridVert.edgeVerts[i] = kCrossing;
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keep = true;
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if (!gridVert.SameSide(valOp)) {
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++opposedVerts;
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}
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// Approximate bound on vert movement.
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if (la::abs(val) > kD * la::abs(gridVert.distance) &&
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la::abs(val) > la::abs(vMax)) {
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vMax = val;
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closestNeighbor = i;
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}
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} else if (!gridVert.SameSide(valOp) &&
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la::abs(valOp) > kD * la::abs(gridVert.distance) &&
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la::abs(valOp) > la::abs(vMax)) {
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vMax = valOp;
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closestNeighbor = i + 7;
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}
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}
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// This is where we collapse all the crossing edge verts into this GridVert,
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// speeding up the algorithm and avoiding poor quality triangles. Without
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// this step the result is guaranteed 2-manifold, but with this step it can
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// become an even-manifold with kissing verts. These must be removed in a
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// post-process: CleanupTopology().
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if (closestNeighbor >= 0 && opposedVerts <= kMaxOpposed) {
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const vec3 gridPos = Position(gridIndex, origin, spacing);
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const ivec4 neighborIndex = Neighbor(gridIndex, closestNeighbor);
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const vec3 pos = FindSurface(gridPos, gridVert.distance,
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Position(neighborIndex, origin, spacing),
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vMax, tol, level, sdf);
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// Bound the delta of each vert to ensure the tetrahedron cannot invert.
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if (la::all(la::less(la::abs(pos - gridPos), kS * spacing))) {
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const int idx = AtomicAdd(vertIndex[0], 1);
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vertPos[idx] = Bound(pos, origin, spacing, gridSize);
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gridVert.movedVert = idx;
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for (int j = 0; j < 7; ++j) {
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if (gridVert.edgeVerts[j] == kCrossing) gridVert.edgeVerts[j] = idx;
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}
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keep = true;
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}
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} else {
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for (int j = 0; j < 7; ++j) gridVert.edgeVerts[j] = kNone;
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}
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if (keep) gridVerts.Insert(index, gridVert);
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}
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};
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struct ComputeVerts {
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VecView<vec3> vertPos;
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VecView<int> vertIndex;
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HashTableD<GridVert> gridVerts;
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VecView<const double> voxels;
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const std::function<double(vec3)> sdf;
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const vec3 origin;
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const ivec3 gridSize;
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const ivec3 gridPow;
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const vec3 spacing;
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const double level;
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const double tol;
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void operator()(int idx) {
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ZoneScoped;
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Uint64 baseKey = gridVerts.KeyAt(idx);
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if (baseKey == kOpen) return;
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GridVert& gridVert = gridVerts.At(idx);
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if (gridVert.HasMoved()) return;
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const ivec4 gridIndex = DecodeIndex(baseKey, gridPow);
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const vec3 position = Position(gridIndex, origin, spacing);
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// These seven edges are uniquely owned by this gridVert; any of them
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// which intersect the surface create a vert.
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for (int i = 0; i < 7; ++i) {
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const ivec4 neighborIndex = Neighbor(gridIndex, i);
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const GridVert& neighbor = gridVerts[EncodeIndex(neighborIndex, gridPow)];
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const double val =
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std::isfinite(neighbor.distance)
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? neighbor.distance
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: voxels[EncodeIndex(neighborIndex + kVoxelOffset, gridPow)];
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if (gridVert.SameSide(val)) continue;
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if (neighbor.HasMoved()) {
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gridVert.edgeVerts[i] = neighbor.movedVert;
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continue;
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}
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const int idx = AtomicAdd(vertIndex[0], 1);
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const vec3 pos = FindSurface(position, gridVert.distance,
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Position(neighborIndex, origin, spacing),
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val, tol, level, sdf);
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vertPos[idx] = Bound(pos, origin, spacing, gridSize);
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gridVert.edgeVerts[i] = idx;
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}
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}
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};
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struct BuildTris {
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VecView<ivec3> triVerts;
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VecView<int> triIndex;
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const HashTableD<GridVert> gridVerts;
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const ivec3 gridPow;
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void CreateTri(const ivec3& tri, const int edges[6]) {
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if (tri[0] < 0) return;
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const ivec3 verts(edges[tri[0]], edges[tri[1]], edges[tri[2]]);
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if (verts[0] == verts[1] || verts[1] == verts[2] || verts[2] == verts[0])
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return;
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int idx = AtomicAdd(triIndex[0], 1);
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triVerts[idx] = verts;
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}
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void CreateTris(const ivec4& tet, const int edges[6]) {
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const int i = (tet[0] > 0 ? 1 : 0) + (tet[1] > 0 ? 2 : 0) +
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(tet[2] > 0 ? 4 : 0) + (tet[3] > 0 ? 8 : 0);
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CreateTri(TetTri0(i), edges);
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CreateTri(TetTri1(i), edges);
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}
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void operator()(int idx) {
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ZoneScoped;
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Uint64 baseKey = gridVerts.KeyAt(idx);
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if (baseKey == kOpen) return;
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const GridVert& base = gridVerts.At(idx);
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const ivec4 baseIndex = DecodeIndex(baseKey, gridPow);
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ivec4 leadIndex = baseIndex;
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if (leadIndex.w == 0)
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leadIndex.w = 1;
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else {
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leadIndex += 1;
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leadIndex.w = 0;
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}
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// This GridVert is in charge of the 6 tetrahedra surrounding its edge in
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// the (1,1,1) direction (edge 0).
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ivec4 tet(base.NeighborInside(0), base.Inside(), -2, -2);
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ivec4 thisIndex = baseIndex;
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thisIndex.x += 1;
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GridVert thisVert = gridVerts[EncodeIndex(thisIndex, gridPow)];
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tet[2] = base.NeighborInside(1);
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for (const int i : {0, 1, 2}) {
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thisIndex = leadIndex;
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--thisIndex[Prev3(i)];
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// Indices take unsigned input, so check for negatives, given the
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// decrement. If negative, the vert is outside and only connected to other
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// outside verts - no edgeVerts.
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GridVert nextVert = thisIndex[Prev3(i)] < 0
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? GridVert()
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: gridVerts[EncodeIndex(thisIndex, gridPow)];
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tet[3] = base.NeighborInside(Prev3(i) + 4);
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const int edges1[6] = {base.edgeVerts[0],
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base.edgeVerts[i + 1],
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nextVert.edgeVerts[Next3(i) + 4],
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nextVert.edgeVerts[Prev3(i) + 1],
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thisVert.edgeVerts[i + 4],
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base.edgeVerts[Prev3(i) + 4]};
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thisVert = nextVert;
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CreateTris(tet, edges1);
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thisIndex = baseIndex;
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++thisIndex[Next3(i)];
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nextVert = gridVerts[EncodeIndex(thisIndex, gridPow)];
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tet[2] = tet[3];
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tet[3] = base.NeighborInside(Next3(i) + 1);
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const int edges2[6] = {base.edgeVerts[0],
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edges1[5],
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thisVert.edgeVerts[i + 4],
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nextVert.edgeVerts[Next3(i) + 4],
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edges1[3],
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base.edgeVerts[Next3(i) + 1]};
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thisVert = nextVert;
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CreateTris(tet, edges2);
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tet[2] = tet[3];
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}
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}
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};
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} // namespace
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namespace manifold {
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/**
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* Constructs a level-set manifold from the input Signed-Distance Function
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* (SDF). This uses a form of Marching Tetrahedra (akin to Marching
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* Cubes, but better for manifoldness). Instead of using a cubic grid, it uses a
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* body-centered cubic grid (two shifted cubic grids). These grid points are
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* snapped to the surface where possible to keep short edges from forming.
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*
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* @param sdf The signed-distance functor, containing this function signature:
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* `double operator()(vec3 point)`, which returns the
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* signed distance of a given point in R^3. Positive values are inside,
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* negative outside. There is no requirement that the function be a true
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* distance, or even continuous.
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* @param bounds An axis-aligned box that defines the extent of the grid.
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* @param edgeLength Approximate maximum edge length of the triangles in the
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* final result. This affects grid spacing, and hence has a strong effect on
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* performance.
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* @param level Extract the surface at this value of your sdf; defaults to
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* zero. You can inset your mesh by using a positive value, or outset it with a
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* negative value.
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* @param tolerance Ensure each vertex is within this distance of the true
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* surface. Defaults to -1, which will return the interpolated
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* crossing-point based on the two nearest grid points. Small positive values
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* will require more sdf evaluations per output vertex.
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* @param canParallel Parallel policies violate will crash language runtimes
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* with runtime locks that expect to not be called back by unregistered threads.
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* This allows bindings use LevelSet despite being compiled with MANIFOLD_PAR
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* active.
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*/
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Manifold Manifold::LevelSet(std::function<double(vec3)> sdf, Box bounds,
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double edgeLength, double level, double tolerance,
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bool canParallel) {
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if (tolerance <= 0) {
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tolerance = std::numeric_limits<double>::infinity();
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}
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auto pImpl_ = std::make_shared<Impl>();
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auto& vertPos = pImpl_->vertPos_;
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const vec3 dim = bounds.Size();
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const ivec3 gridSize(dim / edgeLength + 1.0);
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const vec3 spacing = dim / (vec3(gridSize - 1));
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const ivec3 gridPow(la::log2(gridSize + 2) + 1);
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const Uint64 maxIndex = EncodeIndex(ivec4(gridSize + 2, 1), gridPow);
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// Parallel policies violate will crash language runtimes with runtime locks
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// that expect to not be called back by unregistered threads. This allows
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// bindings use LevelSet despite being compiled with MANIFOLD_PAR
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// active.
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const auto pol = canParallel ? autoPolicy(maxIndex) : ExecutionPolicy::Seq;
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|
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const vec3 origin = bounds.min;
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Vec<double> voxels(maxIndex);
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for_each_n(
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pol, countAt(0_uz), maxIndex,
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[&voxels, sdf, level, origin, spacing, gridSize, gridPow](Uint64 idx) {
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voxels[idx] = BoundedSDF(DecodeIndex(idx, gridPow) - kVoxelOffset,
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origin, spacing, gridSize, level, sdf);
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});
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|
|
|
size_t tableSize = std::min(
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2 * maxIndex, static_cast<Uint64>(10 * la::pow(maxIndex, 0.667)));
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HashTable<GridVert> gridVerts(tableSize);
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vertPos.resize(gridVerts.Size() * 7);
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|
|
|
while (1) {
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Vec<int> index(1, 0);
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for_each_n(pol, countAt(0_uz), EncodeIndex(ivec4(gridSize, 1), gridPow),
|
|
NearSurface({vertPos, index, gridVerts.D(), voxels, sdf, origin,
|
|
gridSize, gridPow, spacing, level, tolerance}));
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|
|
|
if (gridVerts.Full()) { // Resize HashTable
|
|
const vec3 lastVert = vertPos[index[0] - 1];
|
|
const Uint64 lastIndex =
|
|
EncodeIndex(ivec4(ivec3((lastVert - origin) / spacing), 1), gridPow);
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|
const double ratio = static_cast<double>(maxIndex) / lastIndex;
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|
|
|
if (ratio > 1000) // do not trust the ratio if it is too large
|
|
tableSize *= 2;
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|
else
|
|
tableSize *= ratio;
|
|
gridVerts = HashTable<GridVert>(tableSize);
|
|
vertPos = Vec<vec3>(gridVerts.Size() * 7);
|
|
} else { // Success
|
|
for_each_n(
|
|
pol, countAt(0), gridVerts.Size(),
|
|
ComputeVerts({vertPos, index, gridVerts.D(), voxels, sdf, origin,
|
|
gridSize, gridPow, spacing, level, tolerance}));
|
|
vertPos.resize(index[0]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
Vec<ivec3> triVerts(gridVerts.Entries() * 12); // worst case
|
|
|
|
Vec<int> index(1, 0);
|
|
for_each_n(pol, countAt(0), gridVerts.Size(),
|
|
BuildTris({triVerts, index, gridVerts.D(), gridPow}));
|
|
triVerts.resize(index[0]);
|
|
|
|
pImpl_->CreateHalfedges(triVerts);
|
|
pImpl_->CleanupTopology();
|
|
pImpl_->RemoveUnreferencedVerts();
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|
pImpl_->Finish();
|
|
pImpl_->InitializeOriginal();
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|
return Manifold(pImpl_);
|
|
}
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} // namespace manifold
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