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View Code? Open in Web Editor NEWmarching cubes mesh generator for c++, c#, and unity
License: MIT License
marching cubes mesh generator for c++, c#, and unity
License: MIT License
mcmGenerateUniqueEdgeID(uniqueVertexID, vertexData)
where uniqueVertexID is calculated incrementally in main loops
exceptions: use throw enum.ToString()
enums: set explicit enum types
for optionally including aabb intersection from inside or outside or both
MCM_VERTEX_NORMALS
MCM_FACE_NORMALS
(use face instead of vertex)
MCM_WINDING_RHCS_CCW
MCM_WINDING_RHCS_CW
MCM_WINDING_LHCS_CCW
MCM_WINDING_LHCS_CW
MCM_VERTEX_EDGE_LERP
and a function that takes bytes instead of floats
McmGenerateMesh
McmGenerateMesh_U8
also add segment-intersect-mesh for early out detection
McmMeshIntersectsSegment()
McmMeshIntersectsSegment_U8()
McmMeshIntersectsRay()
McmMeshIntersectsRay_U8()
and contains point method...
McmMeshContainsPoint()
McmMeshContainsPoint_U8()
and cleanup function to clean clean a scalar field of voxel noise that isn't part of the surface. (optimize for compression)
McmCleanEmptyVoxels()
McmCleanEmptyVoxels_U8()
IDisposable is made for freeing unmanaged respurces.
https://docs.microsoft.com/en-us/dotnet/api/system.idisposable
has personal paths and artifacts from previous sdl2 project... needs to be cleaned up and probly changed to *.bat
separate meshgen vn function, so that memBoundedOffets don't need to be recalculated in every iteration
should be able to get away with just storing indices
should probably take a ref to Mesh instead of a MeshFilter for generate functions
alternate between cache maps for each z coordinate, in order to avoid huge memory cost for generating a mesh.
ray cast returns no intersection when positioned outside of mesh aabb. it should step ray to edge, then continue ray casting instead.
remove unity skybox and provide simple color shader for vn and fn mesh
small performance optimization
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