Marching Cubes is a popular algorithm used for generating polygonal meshes from volumetric data, commonly used in 3D graphics and game development. Here's how to implement it in C# using Unity:
Step 1: Create a Voxel Grid
Create a regular grid of voxels to represent your volumetric data. Each voxel should store a density value, which can be calculated using a mathematical function or obtained from another source. In Unity, you can represent a voxel grid using a 3D array:
main.cs51 chars2 lines
Step 2: Determine the Cube Configuration
For each cube in the voxel grid, determine its configuration by comparing the density values of its eight corners with a threshold value. There are 256 possible configurations, but we can simplify the process by using a lookup table.
main.cs488 chars10 lines
Step 3: Generate Vertices and Triangles
For each cube configuration, generate a set of vertices and triangles using look-up tables. Unity provides a Mesh
class for creating and manipulating meshes.
main.cs787 chars30 lines
The voxelPositions
array contains the position of each voxel, the edgeIndexTable
and edgeIndexPositions
arrays contain information about the edges, and the triangleTable
array contains information about the triangles to generate.
Step 4: Create a Mesh
Combine and assign the generated vertices and triangles to a Mesh
component of a Unity GameObject.
main.cs129 chars5 lines
This will create a polygonal mesh, which can then be rendered by a material in a Unity scene, or exported into a file format like OBJ.
Note that the implementation above only generates the mesh at a single threshold value. To create a smooth changing mesh (such as used in 3D-printing toolpaths) you'll need to loop through a series of threshold values, and then interpolate between their corresponding meshes.
gistlibby LogSnag