在我的(类似 Minecraft 的)3D 体素世界中,我想平滑形状以获得更自然的视觉效果。让我们首先在 2D 中查看这个示例。
左边是没有任何平滑的世界的样子。地形数据是二进制的,每个体素都被渲染为一个单位大小的立方体。
在中心,您可以看到一个简单的圆形平滑。它只考虑了四个直接相邻的块。它仍然不是很自然。此外,我希望出现平坦的 45 度斜坡。
在右边你可以看到我想出的一个平滑算法。为了得出一个块的形状,它考虑了八个直接和对角相邻的邻居。我有在线的 C++ 代码。这是绘制贝塞尔曲线的控制点的代码。
#include <iostream>
using namespace std;
using namespace glm;
list<list<dvec2>> Points::find(ivec2 block)
{
// Control points
list<list<ivec2>> lines;
list<ivec2> *line = nullptr;
// Fetch blocks, neighbours start top left and count
// around the center block clock wise
int center = m_blocks->get(block);
int neighs[8];
for (int i = 0; i < 8; i++) {
auto coord = blockFromIndex(i);
neighs[i] = m_blocks->get(block + coord);
}
// Iterate over neighbour blocks
for (int i = 0; i < 8; i++) {
int current = neighs[i];
int next = neighs[(i + 1) % 8];
bool is_side = (((i + 1) % 2) == 0);
bool is_corner = (((i + 1) % 2) == 1);
if (line) {
// Border between air and ground needs a line
if (current != center) {
// Sides are cool, but corners get skipped when they don't
// stop a line
if (is_side || next == center)
line->push_back(blockFromIndex(i));
} else if (center || is_side || next == center) {
// Stop line since we found an end of the border. Always
// stop for ground blocks here, since they connect over
// corners so there must be open docking sites
line = nullptr;
}
} else {
// Start a new line for the border between air and ground that
// just appeared. However, corners get skipped if they don't
// end a line.
if (current != center) {
lines.emplace_back();
line = &lines.back();
line->push_back(blockFromIndex(i));
}
}
}
// Merge last line with first if touching. Only close around a differing corner for air
// blocks.
if (neighs[7] != center && (neighs[0] != center || (!center && neighs[1] != center))) {
// Skip first corner if enclosed
if (neighs[0] != center && neighs[1] != center)
lines.front().pop_front();
if (lines.size() == 1) {
// Close circle
auto first_point = lines.front().front();
lines.front().push_back(first_point);
} else {
// Insert last line into first one
lines.front().insert(lines.front().begin(), line->begin(), line->end());
lines.pop_back();
}
}
// Discard lines with too few points
auto i = lines.begin();
while (i != lines.end()) {
if (i->size() < 2)
lines.erase(i++);
else
++i;
}
// Convert to concrete points for output
list<list<dvec2>> points;
for (auto &line : lines) {
points.emplace_back();
for (auto &neighbour : line)
points.back().push_back(pointTowards(neighbour));
}
return points;
}
glm::ivec2 Points::blockFromIndex(int i)
{
// Returns first positive representant, we need this so that the
// conditions below "wrap around"
auto modulo = [](int i, int n) { return (i % n + n) % n; };
ivec2 block(0, 0);
// For two indices, zero is right so skip
if (modulo(i - 1, 4))
// The others are either 1 or -1
block.x = modulo(i - 1, 8) / 4 ? -1 : 1;
// Other axis is same sequence but shifted
if (modulo(i - 3, 4))
block.y = modulo(i - 3, 8) / 4 ? -1 : 1;
return block;
}
dvec2 Points::pointTowards(ivec2 neighbour)
{
dvec2 point;
point.x = static_cast<double>(neighbour.x);
point.y = static_cast<double>(neighbour.y);
// Convert from neighbour space into
// drawing space of the block
point *= 0.5;
point += dvec2(.5);
return point;
}
但是,这仍然是二维的。如何将这个算法转化为三个维度?