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Update package and README.
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4 files changed

+4
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Assets/Packages/Voxelizer/Scripts/CPUVoxelizer.cs

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -34,6 +34,7 @@ public Vector2 GetUV(Vector3 p, Vector2 uva, Vector2 uvb, Vector2 uvc)
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return uva * u + uvb * v + uvc * w;
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}
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37+
// https://gamedev.stackexchange.com/questions/23743/whats-the-most-efficient-way-to-find-barycentric-coordinates
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public void Barycentric(Vector3 p, out float u, out float v, out float w)
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{
3940
Vector3 v0 = b - a, v1 = c - a, v2 = p - a;

Assets/Packages/Voxelizer/Shaders/Voxelizer.compute

Lines changed: 1 addition & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -32,6 +32,7 @@ struct Plane
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float distance;
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};
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// https://gamedev.stackexchange.com/questions/23743/whats-the-most-efficient-way-to-find-barycentric-coordinates
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void tri_barycentric(float3 p, float3 a, float3 b, float3 c, out float u, out float v, out float w)
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{
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float3 v0 = b - a, v1 = c - a, v2 = p - a;
@@ -93,7 +94,6 @@ bool intersects_tri_aabb(float3 va, float3 vb, float3 vc, AABB aabb)
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p1 = dot(v1, a00);
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p2 = dot(v2, a00);
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r = extents.y * abs(f0.z) + extents.z * abs(f0.y);
96-
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if (max(-max(p0, max(p1, p2)), min(p0, min(p1, p2))) > r)
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{
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return false;
@@ -104,7 +104,6 @@ bool intersects_tri_aabb(float3 va, float3 vb, float3 vc, AABB aabb)
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p1 = dot(v1, a01);
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p2 = dot(v2, a01);
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r = extents.y * abs(f1.z) + extents.z * abs(f1.y);
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if (max(-max(p0, max(p1, p2)), min(p0, min(p1, p2))) > r)
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{
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return false;
@@ -115,7 +114,6 @@ bool intersects_tri_aabb(float3 va, float3 vb, float3 vc, AABB aabb)
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p1 = dot(v1, a02);
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p2 = dot(v2, a02);
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r = extents.y * abs(f2.z) + extents.z * abs(f2.y);
118-
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if (max(-max(p0, max(p1, p2)), min(p0, min(p1, p2))) > r)
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{
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return false;
@@ -136,7 +134,6 @@ bool intersects_tri_aabb(float3 va, float3 vb, float3 vc, AABB aabb)
136134
p1 = dot(v1, a11);
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p2 = dot(v2, a11);
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r = extents.x * abs(f1.z) + extents.z * abs(f1.x);
139-
140137
if (max(-max(p0, max(p1, p2)), min(p0, min(p1, p2))) > r)
141138
{
142139
return false;
@@ -147,7 +144,6 @@ bool intersects_tri_aabb(float3 va, float3 vb, float3 vc, AABB aabb)
147144
p1 = dot(v1, a12);
148145
p2 = dot(v2, a12);
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r = extents.x * abs(f2.z) + extents.z * abs(f2.x);
150-
151147
if (max(-max(p0, max(p1, p2)), min(p0, min(p1, p2))) > r)
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{
153149
return false;
@@ -158,7 +154,6 @@ bool intersects_tri_aabb(float3 va, float3 vb, float3 vc, AABB aabb)
158154
p1 = dot(v1, a20);
159155
p2 = dot(v2, a20);
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r = extents.x * abs(f0.y) + extents.y * abs(f0.x);
161-
162157
if (max(-max(p0, max(p1, p2)), min(p0, min(p1, p2))) > r)
163158
{
164159
return false;
@@ -169,7 +164,6 @@ bool intersects_tri_aabb(float3 va, float3 vb, float3 vc, AABB aabb)
169164
p1 = dot(v1, a21);
170165
p2 = dot(v2, a21);
171166
r = extents.x * abs(f1.y) + extents.y * abs(f1.x);
172-
173167
if (max(-max(p0, max(p1, p2)), min(p0, min(p1, p2))) > r)
174168
{
175169
return false;
@@ -180,7 +174,6 @@ bool intersects_tri_aabb(float3 va, float3 vb, float3 vc, AABB aabb)
180174
p1 = dot(v1, a22);
181175
p2 = dot(v2, a22);
182176
r = extents.x * abs(f2.y) + extents.y * abs(f2.x);
183-
184177
if (max(-max(p0, max(p1, p2)), min(p0, min(p1, p2))) > r)
185178
{
186179
return false;

README.md

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -41,7 +41,7 @@ GPUVoxelData data = GPUVoxelizer.Voxelize(
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);
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4343
// build voxel cubes integrated mesh
44-
GetComponent<MeshFilter>().sharedMesh = GPUVoxelizer.Build(data);
44+
GetComponent<MeshFilter>().sharedMesh = VoxelMesh.Build(data.GetData(), data.UnitLength, useUV);
4545

4646
// build 3D texture represent a volume by voxels.
4747
RenderTexture volumeTexture = GPUVoxelizer.BuildTexture3D(
@@ -60,7 +60,7 @@ with CPU Voxelizer
6060
```cs
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// Voxelize target mesh with CPU Voxelizer
6262
63-
List<Voxel> voxels = Voxelizer.Voxelize(
63+
List<Voxel> voxels = CPUVoxelizer.Voxelize(
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mesh, // a target mesh
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20 // # of voxels for largest AABB bounds
6666
);

Voxel.unitypackage

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