mirror of
https://github.com/Relintai/godot_voxel.git
synced 2024-11-19 02:47:18 +01:00
Added project: first working prototype, but lots of TODOs
This commit is contained in:
commit
1acabf1307
2
.gitignore
vendored
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2
.gitignore
vendored
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*.obj
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*.pyc
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5
SCsub
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5
SCsub
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Import('env')
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env.add_source_files(env.modules_sources,"*.cpp")
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env.add_source_files(env.modules_sources,"lib/*.c")
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11
config.py
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11
config.py
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def can_build(platform):
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return True
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def configure(env):
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pass
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16
register_types.cpp
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16
register_types.cpp
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#include "register_types.h"
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#include "voxel_buffer.h"
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#include "voxel_mesh_builder.h"
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void register_voxel_types() {
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ObjectTypeDB::register_type<Voxel>();
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ObjectTypeDB::register_type<VoxelBuffer>();
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ObjectTypeDB::register_type<VoxelMeshBuilder>();
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}
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void unregister_voxel_types() {
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}
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|
2
register_types.h
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2
register_types.h
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void register_voxel_types();
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void unregister_voxel_types();
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36
vector3i.h
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36
vector3i.h
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#ifndef VOXEL_VECTOR3I_H
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#define VOXEL_VECTOR3I_H
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struct Vector3i {
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int x;
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int y;
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int z;
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Vector3i() : x(0), y(0), z(0) {}
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Vector3i(int px, int py, int pz) : x(px), y(py), z(pz) {}
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Vector3i(const Vector3i & other) {
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*this = other;
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}
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Vector3i & operator=(const Vector3i & other) {
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x = other.x;
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y = other.y;
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z = other.z;
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return *this;
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}
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bool operator==(const Vector3i & other) {
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return x == other.x && y == other.y && z == other.z;
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}
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bool operator!=(const Vector3i & other) {
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return x != other.x && y != other.y && z != other.z;
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}
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};
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#endif // VOXEL_VECTOR3I_H
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|
102
voxel.cpp
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102
voxel.cpp
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#include "voxel.h"
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Voxel::Voxel() : Reference(), _id(0), _material_id(0), _is_transparent(false), _color(1.f, 1.f, 1.f) {
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}
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void Voxel::set_id(int id) {
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ERR_FAIL_COND(id < 0 || id >= 256);
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_id = id;
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}
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void Voxel::set_cube_geometry(float sy) {
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const Vector3 vertices[SIDE_COUNT][6] = {
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{
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// LEFT
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Vector3(0, 0, 0),
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Vector3(0, sy, 0),
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Vector3(0, sy, 1),
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Vector3(0, 0, 0),
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Vector3(0, sy, 1),
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Vector3(0, 0, 1),
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},
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{
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// RIGHT
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Vector3(1, 0, 0),
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Vector3(1, sy, 1),
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Vector3(1, sy, 0),
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Vector3(1, 0, 0),
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Vector3(1, 0, 1),
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Vector3(1, sy, 1)
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},
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{
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// BOTTOM
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Vector3(0, 0, 0),
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Vector3(1, 0, 1),
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Vector3(1, 0, 0),
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Vector3(0, 0, 0),
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Vector3(0, 0, 1),
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Vector3(1, 0, 1)
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},
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{
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// TOP
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Vector3(0, sy, 0),
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Vector3(1, sy, 0),
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Vector3(1, sy, 1),
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Vector3(0, sy, 0),
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Vector3(1, sy, 1),
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Vector3(0, sy, 1)
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},
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{
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// BACK
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Vector3(0, 0, 0),
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Vector3(1, 0, 0),
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Vector3(1, sy, 0),
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Vector3(0, 0, 0),
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Vector3(1, sy, 0),
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Vector3(0, sy, 0),
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},
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{
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// FRONT
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Vector3(1, 0, 1),
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Vector3(0, 0, 1),
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Vector3(1, sy, 1),
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Vector3(0, 0, 1),
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Vector3(0, sy, 1),
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Vector3(1, sy, 1)
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}
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};
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for (unsigned int side = 0; side < SIDE_COUNT; ++side) {
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_model_side_vertices[side].resize(6);
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DVector<Vector3>::Write w = _model_side_vertices[side].write();
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for (unsigned int i = 0; i < 6; ++i) {
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w[i] = vertices[side][i];
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}
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}
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}
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void Voxel::set_cube_uv_all_sides(Vector3 atlas_pos) {
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// TODO
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}
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void Voxel::set_cube_uv_tbs_sides(Vector3 top_atlas_pos, Vector3 side_atlas_pos, Vector3 bottom_atlas_pos) {
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// TODO
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}
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void Voxel::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_name", "name"), &Voxel::set_name);
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ObjectTypeDB::bind_method(_MD("get_name"), &Voxel::get_name);
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ObjectTypeDB::bind_method(_MD("set_id", "id"), &Voxel::set_id);
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ObjectTypeDB::bind_method(_MD("get_id"), &Voxel::get_id);
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ObjectTypeDB::bind_method(_MD("set_color", "color"), &Voxel::set_color);
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ObjectTypeDB::bind_method(_MD("get_color"), &Voxel::get_color);
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ObjectTypeDB::bind_method(_MD("set_cube_geometry", "height"), &Voxel::set_cube_geometry, DEFVAL(1.f));
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// TODO
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}
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70
voxel.h
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70
voxel.h
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#ifndef VOXEL_TYPE_H
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#define VOXEL_TYPE_H
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#include <reference.h>
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// Definition of one type of voxel.
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// A voxel can be a simple coloured cube, or a more complex model.
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class Voxel : public Reference {
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OBJ_TYPE(Voxel, Reference)
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public:
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enum Side {
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SIDE_LEFT = 0,
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SIDE_RIGHT,
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SIDE_BOTTOM,
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SIDE_TOP,
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SIDE_BACK,
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SIDE_FRONT,
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SIDE_COUNT
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};
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private:
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int _id;
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String _name;
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int _material_id;
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bool _is_transparent;
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Color _color;
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DVector<Vector3> _model_vertices;
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DVector<Vector3> _model_normals;
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DVector<Vector2> _model_uv;
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DVector<Vector3> _model_side_vertices[SIDE_COUNT];
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DVector<Vector2> _model_side_uv[SIDE_COUNT];
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// TODO Child voxel types
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public:
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Voxel();
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_FORCE_INLINE_ void set_name(String name) { _name = name; }
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_FORCE_INLINE_ String get_name() const { return _name; }
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void set_id(int id);
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_FORCE_INLINE_ int get_id() const { return _id; }
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_FORCE_INLINE_ void set_color(Color color) { _color = color; }
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_FORCE_INLINE_ Color get_color() const { return _color; }
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_FORCE_INLINE_ void set_material_id(unsigned int id) { _material_id = id; }
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_FORCE_INLINE_ unsigned int get_material_id() const { return _material_id; }
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void set_cube_geometry(float sy = 1);
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void set_cube_uv_all_sides(Vector3 atlas_pos);
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void set_cube_uv_tbs_sides(Vector3 top_atlas_pos, Vector3 side_atlas_pos, Vector3 bottom_atlas_pos);
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const DVector<Vector3> & get_model_vertices() const { return _model_vertices; }
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const DVector<Vector3> & get_model_normals() const { return _model_normals; }
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const DVector<Vector2> & get_model_uv() const { return _model_uv; }
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const DVector<Vector3> & get_model_side_vertices(unsigned int side) const { return _model_side_vertices[side]; }
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const DVector<Vector2> & get_model_side_uv(unsigned int side) const { return _model_side_uv[side]; }
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protected:
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static void _bind_methods();
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};
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#endif // VOXEL_TYPE_H
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202
voxel_buffer.cpp
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202
voxel_buffer.cpp
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#include "voxel_buffer.h"
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VoxelBuffer::VoxelBuffer() {
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}
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VoxelBuffer::~VoxelBuffer() {
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clear();
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}
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void VoxelBuffer::create(int sx, int sy, int sz) {
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if (sx <= 0 || sy <= 0 || sz <= 0) {
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return;
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}
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Vector3i new_size(sx, sy, sz);
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if (new_size != _size) {
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for (unsigned int i = 0; i < MAX_CHANNELS; ++i) {
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Channel & channel = _channels[i];
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if (channel.data) {
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// TODO Optimize with realloc
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delete_channel(i, _size);
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create_channel(i, new_size);
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}
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}
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_size = new_size;
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}
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}
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void VoxelBuffer::clear() {
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for (unsigned int i = 0; i < MAX_CHANNELS; ++i) {
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Channel & channel = _channels[i];
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if (channel.data) {
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delete_channel(i, _size);
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||||
}
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}
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}
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void VoxelBuffer::clear_channel(unsigned int channel_index, int clear_value) {
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ERR_FAIL_INDEX(channel_index, MAX_CHANNELS);
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delete_channel(channel_index, _size);
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_channels[channel_index].defval = clear_value;
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}
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int VoxelBuffer::get_voxel(int x, int y, int z, unsigned int channel_index) const {
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ERR_FAIL_INDEX_V(channel_index, MAX_CHANNELS, 0);
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||||
|
||||
x -= _offset.x;
|
||||
y -= _offset.y;
|
||||
z -= _offset.z;
|
||||
|
||||
const Channel & channel = _channels[channel_index];
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||||
|
||||
if (validate_local_pos(x, y, z) && channel.data) {
|
||||
return channel.data[z][x][y];
|
||||
}
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||||
else {
|
||||
return channel.defval;
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||||
}
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||||
}
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||||
|
||||
int VoxelBuffer::get_voxel_local(int x, int y, int z, unsigned int channel_index) const {
|
||||
ERR_FAIL_INDEX_V(channel_index, MAX_CHANNELS, 0);
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||||
|
||||
const Channel & channel = _channels[channel_index];
|
||||
|
||||
if (validate_local_pos(x, y, z) && channel.data) {
|
||||
return channel.data[z][x][y];
|
||||
}
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||||
else {
|
||||
return channel.defval;
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||||
}
|
||||
}
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||||
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void VoxelBuffer::set_voxel(int value, int x, int y, int z, unsigned int channel_index) {
|
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ERR_FAIL_INDEX(channel_index, MAX_CHANNELS);
|
||||
|
||||
x -= _offset.x;
|
||||
y -= _offset.y;
|
||||
z -= _offset.z;
|
||||
|
||||
ERR_FAIL_COND(!validate_local_pos(x, y, z));
|
||||
|
||||
Channel & channel = _channels[channel_index];
|
||||
|
||||
if (channel.defval != value) {
|
||||
if (channel.data == NULL) {
|
||||
create_channel(channel_index, _size);
|
||||
}
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||||
channel.data[z][x][y] = value;
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||||
}
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||||
}
|
||||
|
||||
void VoxelBuffer::set_voxel_v(int value, Vector3 pos, unsigned int channel_index) {
|
||||
set_voxel(value, pos.x, pos.y, pos.z, channel_index);
|
||||
}
|
||||
|
||||
void VoxelBuffer::fill(int defval, unsigned int channel_index) {
|
||||
ERR_FAIL_INDEX(channel_index, MAX_CHANNELS);
|
||||
|
||||
Channel & channel = _channels[channel_index];
|
||||
|
||||
for (unsigned int z = 0; z < _size.z; ++z) {
|
||||
for (unsigned int x = 0; x < _size.x; ++x) {
|
||||
uint8_t * column = channel.data[z][x];
|
||||
for (unsigned int y = 0; y < _size.y; ++y) {
|
||||
column[y] = defval;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool VoxelBuffer::is_uniform(unsigned int channel_index) {
|
||||
ERR_FAIL_INDEX_V(channel_index, MAX_CHANNELS, true);
|
||||
|
||||
Channel & channel = _channels[channel_index];
|
||||
if (channel.data == NULL)
|
||||
return true;
|
||||
uint8_t voxel = channel.data[0][0][0];
|
||||
for (unsigned int z = 0; z < _size.z; ++z) {
|
||||
for (unsigned int x = 0; x < _size.x; ++x) {
|
||||
uint8_t * column = channel.data[z][x];
|
||||
for (unsigned int y = 0; y < _size.y; ++y) {
|
||||
if (column[y] != voxel) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void VoxelBuffer::optimize() {
|
||||
for (unsigned int i = 0; i < MAX_CHANNELS; ++i) {
|
||||
if (_channels[i].data && is_uniform(i)) {
|
||||
clear_channel(i, _channels[i].data[0][0][0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelBuffer::create_channel(int i, Vector3i size, uint8_t defval) {
|
||||
|
||||
Channel & channel = _channels[i];
|
||||
channel.data = (uint8_t***)memalloc(size.z * sizeof(uint8_t**));
|
||||
|
||||
for (unsigned int z = 0; z < size.z; ++z) {
|
||||
|
||||
uint8_t ** plane = (uint8_t**)memalloc(size.x * sizeof(uint8_t*));
|
||||
channel.data[z] = plane;
|
||||
|
||||
for (unsigned int x = 0; x < size.x; ++x) {
|
||||
|
||||
uint8_t * column = (uint8_t*)memalloc(size.y * sizeof(uint8_t));
|
||||
plane[x] = column;
|
||||
|
||||
for (unsigned int y = 0; y < size.y; ++y) {
|
||||
column[y] = defval;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VoxelBuffer::delete_channel(int i, Vector3i size) {
|
||||
|
||||
Channel & channel = _channels[i];
|
||||
|
||||
for (unsigned int z = 0; z < size.z; ++z) {
|
||||
for (unsigned int x = 0; x < size.x; ++x) {
|
||||
memfree(channel.data[z][x]);
|
||||
}
|
||||
memfree(channel.data[z]);
|
||||
}
|
||||
memfree(channel.data);
|
||||
channel.data = NULL;
|
||||
}
|
||||
|
||||
void VoxelBuffer::_bind_methods() {
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("create", "sx", "sy", "sz"), &VoxelBuffer::create);
|
||||
ObjectTypeDB::bind_method(_MD("clear"), &VoxelBuffer::clear);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("get_size_x"), &VoxelBuffer::get_size_x);
|
||||
ObjectTypeDB::bind_method(_MD("get_size_y"), &VoxelBuffer::get_size_y);
|
||||
ObjectTypeDB::bind_method(_MD("get_size_z"), &VoxelBuffer::get_size_z);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("get_offset_x"), &VoxelBuffer::get_offset_x);
|
||||
ObjectTypeDB::bind_method(_MD("get_offset_y"), &VoxelBuffer::get_offset_y);
|
||||
ObjectTypeDB::bind_method(_MD("get_offset_z"), &VoxelBuffer::get_offset_z);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_offset", "x", "y", "z"), &VoxelBuffer::set_offset);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("set_voxel", "value", "x", "y", "z", "channel"), &VoxelBuffer::set_voxel, DEFVAL(0));
|
||||
ObjectTypeDB::bind_method(_MD("set_voxel_v", "value", "pos", "channel"), &VoxelBuffer::set_voxel, DEFVAL(0));
|
||||
ObjectTypeDB::bind_method(_MD("get_voxel", "x", "y", "z", "channel"), &VoxelBuffer::set_voxel, DEFVAL(0));
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("fill", "value", "channel"), &VoxelBuffer::fill, DEFVAL(0));
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("is_uniform", "channel"), &VoxelBuffer::is_uniform, DEFVAL(0));
|
||||
ObjectTypeDB::bind_method(_MD("optimize"), &VoxelBuffer::optimize);
|
||||
|
||||
}
|
||||
|
86
voxel_buffer.h
Normal file
86
voxel_buffer.h
Normal file
@ -0,0 +1,86 @@
|
||||
#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.
|
||||
// Array of array of arrays, in order [z][x][y] because it makes vertical-wise access faster (the engine is Y-up).
|
||||
uint8_t *** data;
|
||||
|
||||
uint8_t defval; // Default value when data is null
|
||||
|
||||
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);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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
|
||||
|
123
voxel_mesh_builder.cpp
Normal file
123
voxel_mesh_builder.cpp
Normal file
@ -0,0 +1,123 @@
|
||||
#include "voxel_mesh_builder.h"
|
||||
|
||||
static const Vector3i g_side_normals[Voxel::SIDE_COUNT] = {
|
||||
Vector3i(-1, 0, 0),
|
||||
Vector3i(1, 0, 0),
|
||||
Vector3i(0, -1, 0),
|
||||
Vector3i(0, 1, 0),
|
||||
Vector3i(0, 0, -1),
|
||||
Vector3i(0, 0, 1),
|
||||
};
|
||||
|
||||
VoxelMeshBuilder::VoxelMeshBuilder() {
|
||||
|
||||
}
|
||||
|
||||
void VoxelMeshBuilder::add_voxel_type(Ref<Voxel> voxel) {
|
||||
ERR_FAIL_COND(voxel.is_null());
|
||||
ERR_FAIL_COND(voxel->get_id() >= MAX_VOXEL_TYPES);
|
||||
ERR_FAIL_COND(voxel->get_material_id() >= MAX_MATERIALS);
|
||||
unsigned int id = voxel->get_id();
|
||||
_voxel_types[id] = voxel;
|
||||
}
|
||||
|
||||
void VoxelMeshBuilder::set_material(Ref<Material> material, unsigned int id) {
|
||||
ERR_FAIL_COND(id >= MAX_MATERIALS);
|
||||
_materials[id] = material;
|
||||
_surface_tool[id].set_material(material);
|
||||
}
|
||||
|
||||
Ref<Mesh> VoxelMeshBuilder::build(Ref<VoxelBuffer> buffer_ref) {
|
||||
ERR_FAIL_COND_V(buffer_ref.is_null(), Ref<Mesh>());
|
||||
|
||||
const VoxelBuffer & buffer = **buffer_ref;
|
||||
|
||||
for (unsigned int i = 0; i < MAX_MATERIALS; ++i) {
|
||||
_surface_tool[i].begin(Mesh::PRIMITIVE_TRIANGLES);
|
||||
}
|
||||
|
||||
// Iterate 3D padded data to extract voxel faces.
|
||||
// This is the most intensive job in this class, so all required data should be as fit as possible.
|
||||
for (unsigned int z = 1; z < buffer.get_size_z()-1; ++z) {
|
||||
for (unsigned int x = 1; x < buffer.get_size_x()-1; ++x) {
|
||||
for (unsigned int y = 1; y < buffer.get_size_y()-1; ++y) {
|
||||
|
||||
int voxel_id = buffer.get_voxel_local(x, y, z, 0);
|
||||
|
||||
if (voxel_id != 0 && !_voxel_types[voxel_id].is_null()) {
|
||||
|
||||
const Voxel & voxel = **_voxel_types[voxel_id];
|
||||
|
||||
SurfaceTool & st = _surface_tool[voxel.get_material_id()];
|
||||
|
||||
// Hybrid approach: extract cube faces and decimate those that aren't visible,
|
||||
// and still allow voxels to have geometry that is not a cube
|
||||
|
||||
// Sides
|
||||
for (unsigned int side = 0; side < Voxel::SIDE_COUNT; ++side) {
|
||||
|
||||
const DVector<Vector3> & vertices = voxel.get_model_side_vertices(side);
|
||||
if (vertices.size() != 0) {
|
||||
|
||||
Vector3i normal = g_side_normals[side];
|
||||
unsigned nx = x + normal.x;
|
||||
unsigned ny = y + normal.y;
|
||||
unsigned nz = z + normal.z;
|
||||
|
||||
int neighbor_voxel_id = buffer.get_voxel_local(nx, ny, nz, 0);
|
||||
// TODO Better face visibility test
|
||||
if (neighbor_voxel_id == 0) {
|
||||
|
||||
DVector<Vector3>::Read r = vertices.read();
|
||||
Vector3 pos(x - 1, y - 1, z - 1);
|
||||
|
||||
for (unsigned int i = 0; i < vertices.size(); ++i) {
|
||||
st.add_normal(Vector3(normal.x, normal.y, normal.z));
|
||||
st.add_vertex(r[i] + pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Inside
|
||||
if (voxel.get_model_vertices().size() != 0) {
|
||||
|
||||
const DVector<Vector3> & vertices = voxel.get_model_vertices();
|
||||
DVector<Vector3>::Read rv = voxel.get_model_vertices().read();
|
||||
DVector<Vector3>::Read rn = voxel.get_model_normals().read();
|
||||
Vector3 pos(x - 1, y - 1, z - 1);
|
||||
|
||||
for (unsigned int i = 0; i < vertices.size(); ++i) {
|
||||
st.add_normal(rn[i]);
|
||||
st.add_vertex(rv[i] + pos);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Commit mesh
|
||||
Ref<Mesh> mesh_ref = _surface_tool[0].commit();
|
||||
_surface_tool[0].clear();
|
||||
for (unsigned int i = 1; i < MAX_MATERIALS; ++i) {
|
||||
if (_materials[i].is_valid()) {
|
||||
SurfaceTool & st = _surface_tool[i];
|
||||
st.commit(mesh_ref);
|
||||
st.clear();
|
||||
}
|
||||
}
|
||||
|
||||
return mesh_ref;
|
||||
}
|
||||
|
||||
void VoxelMeshBuilder::_bind_methods() {
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("add_voxel_type", "voxel"), &VoxelMeshBuilder::add_voxel_type);
|
||||
ObjectTypeDB::bind_method(_MD("set_material", "material", "id"), &VoxelMeshBuilder::set_material);
|
||||
ObjectTypeDB::bind_method(_MD("build", "voxel_buffer"), &VoxelMeshBuilder::build);
|
||||
|
||||
}
|
||||
|
35
voxel_mesh_builder.h
Normal file
35
voxel_mesh_builder.h
Normal file
@ -0,0 +1,35 @@
|
||||
#ifndef VOXEL_MESH_BUILDER
|
||||
#define VOXEL_MESH_BUILDER
|
||||
|
||||
#include <reference.h>
|
||||
#include <scene/resources/mesh.h>
|
||||
#include <scene/resources/surface_tool.h>
|
||||
#include "voxel.h"
|
||||
#include "voxel_buffer.h"
|
||||
|
||||
class VoxelMeshBuilder : public Reference {
|
||||
OBJ_TYPE(VoxelMeshBuilder, Reference);
|
||||
|
||||
static const unsigned int MAX_VOXEL_TYPES = 256; // Required limit because voxel types are stored in 8 bits
|
||||
static const unsigned int MAX_MATERIALS = 8; // Arbitrary. Tweak if needed.
|
||||
|
||||
Ref<Voxel> _voxel_types[MAX_VOXEL_TYPES];
|
||||
Ref<Material> _materials[MAX_MATERIALS];
|
||||
SurfaceTool _surface_tool[MAX_MATERIALS];
|
||||
|
||||
public:
|
||||
|
||||
VoxelMeshBuilder();
|
||||
|
||||
void add_voxel_type(Ref<Voxel> voxel);
|
||||
void set_material(Ref<Material> material, unsigned int id);
|
||||
|
||||
Ref<Mesh> build(Ref<VoxelBuffer> buffer_ref);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif // VOXEL_MESH_BUILDER
|
Loading…
Reference in New Issue
Block a user