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https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
Rename VoxelMesherSmooth => VoxelMesherTransvoxel
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d53e43f115
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@ -8,13 +8,14 @@
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namespace dmc {
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namespace dmc {
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// Faster than SurfaceTool, only does what is needed
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// Faster than SurfaceTool, only does what is needed to build a smooth mesh
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class MeshBuilder {
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class MeshBuilder {
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public:
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public:
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inline void add_vertex(Vector3 position, Vector3 normal) {
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inline void add_vertex(Vector3 position, Vector3 normal) {
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int i = 0;
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int i = 0;
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// TODO Debug this to see if it's effectively indexing
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if (_position_to_index.find(position) != _position_to_index.end()) {
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if (_position_to_index.find(position) != _position_to_index.end()) {
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i = _position_to_index[position];
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i = _position_to_index[position];
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@ -3,6 +3,7 @@
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#include "marching_cubes_tables.h"
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#include "marching_cubes_tables.h"
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#include "mesh_builder.h"
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#include "mesh_builder.h"
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// Dual marching cubes
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// Algorithm taken from https://www.volume-gfx.com/volume-rendering/dual-marching-cubes/
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// Algorithm taken from https://www.volume-gfx.com/volume-rendering/dual-marching-cubes/
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namespace dmc {
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namespace dmc {
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@ -1,6 +1,6 @@
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#include "register_types.h"
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#include "register_types.h"
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#include "dmc/voxel_mesher_dmc.h"
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#include "dmc/voxel_mesher_dmc.h"
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#include "transvoxel/voxel_mesher_smooth.h"
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#include "transvoxel/voxel_mesher_transvoxel.h"
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#include "voxel_box_mover.h"
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#include "voxel_box_mover.h"
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#include "voxel_buffer.h"
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#include "voxel_buffer.h"
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#include "voxel_library.h"
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#include "voxel_library.h"
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@ -21,7 +21,7 @@ void register_voxel_types() {
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ClassDB::register_class<VoxelProvider>();
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ClassDB::register_class<VoxelProvider>();
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ClassDB::register_class<VoxelProviderTest>();
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ClassDB::register_class<VoxelProviderTest>();
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ClassDB::register_class<VoxelProviderImage>();
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ClassDB::register_class<VoxelProviderImage>();
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ClassDB::register_class<VoxelMesherSmooth>();
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ClassDB::register_class<VoxelMesherTransvoxel>();
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ClassDB::register_class<VoxelBoxMover>();
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ClassDB::register_class<VoxelBoxMover>();
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ClassDB::register_class<VoxelMesherDMC>();
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ClassDB::register_class<VoxelMesherDMC>();
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@ -1,5 +1,5 @@
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#include "voxel_mesher_smooth.h"
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#include "voxel_mesher_transvoxel.h"
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#include "transvoxel_tables.cpp"
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#include "transvoxel_tables.cpp"
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#include <core/os/os.h>
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#include <core/os/os.h>
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@ -58,28 +58,28 @@ void copy_to(PoolVector<T> &to, Vector<T> &from) {
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}
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}
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}
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}
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VoxelMesherSmooth::ReuseCell::ReuseCell() {
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VoxelMesherTransvoxel::ReuseCell::ReuseCell() {
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case_index = 0;
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case_index = 0;
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for (unsigned int i = 0; i < 4; ++i) {
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for (unsigned int i = 0; i < 4; ++i) {
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vertices[i] = -1;
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vertices[i] = -1;
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}
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}
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}
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}
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VoxelMesherSmooth::VoxelMesherSmooth() {
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VoxelMesherTransvoxel::VoxelMesherTransvoxel() {
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}
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}
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Ref<ArrayMesh> VoxelMesherSmooth::build_mesh(Ref<VoxelBuffer> voxels_ref, unsigned int channel, Ref<ArrayMesh> mesh) {
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Ref<ArrayMesh> VoxelMesherTransvoxel::build_mesh(Ref<VoxelBuffer> voxels_ref, unsigned int channel, Ref<ArrayMesh> mesh) {
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ERR_FAIL_COND_V(voxels_ref.is_null(), Ref<ArrayMesh>());
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ERR_FAIL_COND_V(voxels_ref.is_null(), Ref<ArrayMesh>());
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VoxelBuffer &buffer = **voxels_ref;
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VoxelBuffer &buffer = **voxels_ref;
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Array surfaces = build(buffer, channel);
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Array surfaces = build(buffer, channel);
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if(mesh.is_null())
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if (mesh.is_null())
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mesh.instance();
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mesh.instance();
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//int surface = mesh->get_surface_count();
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//int surface = mesh->get_surface_count();
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for(int i = 0; i < surfaces.size(); ++i) {
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for (int i = 0; i < surfaces.size(); ++i) {
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Array arrays = surfaces[i];
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Array arrays = surfaces[i];
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
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//mesh->surface_set_material(surface, _materials[i]);
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//mesh->surface_set_material(surface, _materials[i]);
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@ -88,7 +88,7 @@ Ref<ArrayMesh> VoxelMesherSmooth::build_mesh(Ref<VoxelBuffer> voxels_ref, unsign
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return mesh;
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return mesh;
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}
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}
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Array VoxelMesherSmooth::build(const VoxelBuffer &voxels, unsigned int channel) {
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Array VoxelMesherTransvoxel::build(const VoxelBuffer &voxels, unsigned int channel) {
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ERR_FAIL_COND_V(channel >= VoxelBuffer::MAX_CHANNELS, Array());
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ERR_FAIL_COND_V(channel >= VoxelBuffer::MAX_CHANNELS, Array());
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@ -134,11 +134,11 @@ Array VoxelMesherSmooth::build(const VoxelBuffer &voxels, unsigned int channel)
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return surfaces;
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return surfaces;
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}
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}
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void VoxelMesherSmooth::build_internal(const VoxelBuffer &voxels, unsigned int channel) {
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void VoxelMesherTransvoxel::build_internal(const VoxelBuffer &voxels, unsigned int channel) {
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// Each 2x2 voxel group is a "cell"
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// Each 2x2 voxel group is a "cell"
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if(voxels.is_uniform(channel)) {
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if (voxels.is_uniform(channel)) {
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// Nothing to extract, because constant isolevels never cross the threshold and describe no surface
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// Nothing to extract, because constant isolevels never cross the threshold and describe no surface
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return;
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return;
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}
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}
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@ -381,18 +381,18 @@ void VoxelMesherSmooth::build_internal(const VoxelBuffer &voxels, unsigned int c
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//OS::get_singleton()->print("\n");
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//OS::get_singleton()->print("\n");
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}
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}
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VoxelMesherSmooth::ReuseCell &VoxelMesherSmooth::get_reuse_cell(Vector3i pos) {
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VoxelMesherTransvoxel::ReuseCell &VoxelMesherTransvoxel::get_reuse_cell(Vector3i pos) {
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int j = pos.z & 1;
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int j = pos.z & 1;
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int i = pos.y * m_block_size.y + pos.x;
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int i = pos.y * m_block_size.y + pos.x;
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return m_cache[j].write[i];
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return m_cache[j].write[i];
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}
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}
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void VoxelMesherSmooth::emit_vertex(Vector3 primary, Vector3 normal) {
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void VoxelMesherTransvoxel::emit_vertex(Vector3 primary, Vector3 normal) {
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m_output_vertices.push_back(primary - PAD.to_vec3());
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m_output_vertices.push_back(primary - PAD.to_vec3());
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m_output_normals.push_back(normal);
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m_output_normals.push_back(normal);
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}
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}
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void VoxelMesherSmooth::_bind_methods() {
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void VoxelMesherTransvoxel::_bind_methods() {
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ClassDB::bind_method(D_METHOD("build", "voxels", "channel", "existing_mesh"), &VoxelMesherSmooth::build_mesh, DEFVAL(Variant()));
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ClassDB::bind_method(D_METHOD("build", "voxels", "channel", "existing_mesh"), &VoxelMesherTransvoxel::build_mesh, DEFVAL(Variant()));
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}
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}
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@ -4,11 +4,11 @@
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#include "../voxel_buffer.h"
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#include "../voxel_buffer.h"
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#include <scene/resources/mesh.h>
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#include <scene/resources/mesh.h>
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class VoxelMesherSmooth : public Reference {
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class VoxelMesherTransvoxel : public Reference {
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GDCLASS(VoxelMesherSmooth, Reference)
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GDCLASS(VoxelMesherTransvoxel, Reference)
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public:
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public:
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VoxelMesherSmooth();
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VoxelMesherTransvoxel();
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Ref<ArrayMesh> build_mesh(Ref<VoxelBuffer> voxels_ref, unsigned int channel, Ref<ArrayMesh> mesh = Ref<ArrayMesh>());
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Ref<ArrayMesh> build_mesh(Ref<VoxelBuffer> voxels_ref, unsigned int channel, Ref<ArrayMesh> mesh = Ref<ArrayMesh>());
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Array build(const VoxelBuffer &voxels, unsigned int channel);
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Array build(const VoxelBuffer &voxels, unsigned int channel);
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@ -6,7 +6,7 @@
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#include <core/hash_map.h>
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#include <core/hash_map.h>
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#include <scene/main/node.h>
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#include <scene/main/node.h>
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// Infinite voxel storage by means of octants like Gridmap
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// Infinite voxel storage by means of octants like Gridmap, within a constant LOD
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class VoxelMap : public Reference {
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class VoxelMap : public Reference {
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GDCLASS(VoxelMap, Reference)
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GDCLASS(VoxelMap, Reference)
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public:
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public:
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@ -60,10 +60,10 @@ public:
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template <typename Action_T>
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template <typename Action_T>
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void remove_block(Vector3i bpos, Action_T pre_delete) {
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void remove_block(Vector3i bpos, Action_T pre_delete) {
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if(_last_accessed_block && _last_accessed_block->pos == bpos)
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if (_last_accessed_block && _last_accessed_block->pos == bpos)
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_last_accessed_block = NULL;
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_last_accessed_block = NULL;
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VoxelBlock **pptr = _blocks.getptr(bpos);
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VoxelBlock **pptr = _blocks.getptr(bpos);
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if(pptr) {
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if (pptr) {
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VoxelBlock *block = *pptr;
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VoxelBlock *block = *pptr;
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ERR_FAIL_COND(block == NULL);
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ERR_FAIL_COND(block == NULL);
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pre_delete(block);
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pre_delete(block);
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@ -7,7 +7,7 @@
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#include "voxel_buffer.h"
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#include "voxel_buffer.h"
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#include "voxel_mesher.h"
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#include "voxel_mesher.h"
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#include "transvoxel/voxel_mesher_smooth.h"
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#include "transvoxel/voxel_mesher_transvoxel.h"
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class VoxelMeshUpdater {
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class VoxelMeshUpdater {
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public:
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public:
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@ -77,7 +77,7 @@ private:
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Mutex *_output_mutex;
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Mutex *_output_mutex;
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Ref<VoxelMesher> _model_mesher;
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Ref<VoxelMesher> _model_mesher;
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Ref<VoxelMesherSmooth> _smooth_mesher;
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Ref<VoxelMesherTransvoxel> _smooth_mesher;
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Input _input;
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Input _input;
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Output _output;
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Output _output;
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