2016-05-01 15:00:02 +02:00
|
|
|
#ifndef VOXEL_BUFFER_H
|
|
|
|
#define VOXEL_BUFFER_H
|
|
|
|
|
|
|
|
#include <reference.h>
|
|
|
|
#include <vector.h>
|
|
|
|
#include "vector3i.h"
|
|
|
|
|
|
|
|
// Dense voxels data storage.
|
|
|
|
// Organized in 8-bit channels like images, all optional.
|
|
|
|
// Note: for float storage (marching cubes for example), you can map [0..256] to [0..1] and save 3 bytes per cell
|
|
|
|
|
|
|
|
class VoxelBuffer : public Reference {
|
|
|
|
OBJ_TYPE(VoxelBuffer, Reference)
|
|
|
|
|
|
|
|
// Arbitrary value, 8 should be enough. Tweak for your needs.
|
|
|
|
static const int MAX_CHANNELS = 8;
|
|
|
|
|
|
|
|
struct Channel {
|
|
|
|
// Allocated when the channel is populated.
|
2016-05-03 00:09:07 +02:00
|
|
|
// Flat array, in order [z][x][y] because it allows faster vertical-wise access (the engine is Y-up).
|
|
|
|
uint8_t * data;
|
2016-05-01 15:00:02 +02:00
|
|
|
|
2016-05-03 00:09:07 +02:00
|
|
|
// Default value when data is null
|
|
|
|
uint8_t defval;
|
2016-05-01 15:00:02 +02:00
|
|
|
|
|
|
|
Channel() : data(NULL), defval(0) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
// Each channel can store arbitary data.
|
|
|
|
// For example, you can decide to store colors (R, G, B, A), gameplay types (type, state, light) or both.
|
|
|
|
Channel _channels[MAX_CHANNELS];
|
|
|
|
|
|
|
|
// How many voxels are there in the three directions. All populated channels have the same size.
|
|
|
|
Vector3i _size;
|
|
|
|
|
|
|
|
// Offset applied to coordinates when accessing voxels.
|
|
|
|
// Use _local versions to bypass this.
|
|
|
|
Vector3i _offset;
|
|
|
|
|
|
|
|
public:
|
|
|
|
VoxelBuffer();
|
|
|
|
~VoxelBuffer();
|
|
|
|
|
|
|
|
void create(int sx, int sy, int sz);
|
|
|
|
void clear();
|
|
|
|
void clear_channel(unsigned int channel_index, int clear_value=0);
|
|
|
|
|
|
|
|
_FORCE_INLINE_ int get_size_x() const { return _size.x; }
|
|
|
|
_FORCE_INLINE_ int get_size_y() const { return _size.y; }
|
|
|
|
_FORCE_INLINE_ int get_size_z() const { return _size.z; }
|
|
|
|
|
|
|
|
_FORCE_INLINE_ int get_offset_x() const { return _offset.x; }
|
|
|
|
_FORCE_INLINE_ int get_offset_y() const { return _offset.y; }
|
|
|
|
_FORCE_INLINE_ int get_offset_z() const { return _offset.z; }
|
|
|
|
|
|
|
|
_FORCE_INLINE_ void set_offset(int x, int y, int z) { _offset = Vector3i(x,y,z); }
|
|
|
|
|
|
|
|
int get_voxel(int x, int y, int z, unsigned int channel_index=0) const;
|
|
|
|
int get_voxel_local(int x, int y, int z, unsigned int channel_index=0) const;
|
|
|
|
void set_voxel(int value, int x, int y, int z, unsigned int channel_index=0);
|
|
|
|
void set_voxel_v(int value, Vector3 pos, unsigned int channel_index = 0);
|
|
|
|
|
|
|
|
void fill(int defval, unsigned int channel_index = 0);
|
2016-05-01 22:20:27 +02:00
|
|
|
//void fill_min_max(int value, int x0, int y0, int z0, int x1, int y1, int z1, unsigned int channel_index = 0);
|
2016-05-01 15:00:02 +02:00
|
|
|
|
|
|
|
bool is_uniform(unsigned int channel_index = 0);
|
|
|
|
|
|
|
|
void optimize();
|
|
|
|
|
|
|
|
//void copy_from(Ref<VoxelBuffer> other);
|
|
|
|
|
|
|
|
_FORCE_INLINE_ bool validate_local_pos(unsigned int x, unsigned int y, unsigned int z) const {
|
|
|
|
return x < _size.x
|
|
|
|
&& y < _size.y
|
|
|
|
&& z < _size.x;
|
|
|
|
}
|
|
|
|
|
2016-05-03 00:09:07 +02:00
|
|
|
_FORCE_INLINE_ unsigned int index(unsigned int x, unsigned int y, unsigned int z) const {
|
|
|
|
return (z * _size.z + x) * _size.x + y;
|
|
|
|
}
|
|
|
|
|
|
|
|
_FORCE_INLINE_ unsigned int get_volume() {
|
|
|
|
return _size.x * _size.y * _size.z;
|
|
|
|
}
|
|
|
|
|
2016-05-01 15:00:02 +02:00
|
|
|
private:
|
|
|
|
void create_channel(int i, Vector3i size, uint8_t defval=0);
|
|
|
|
void delete_channel(int i, Vector3i size);
|
|
|
|
|
|
|
|
protected:
|
|
|
|
static void _bind_methods();
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif // VOXEL_BUFFER_H
|
|
|
|
|