Code style

This commit is contained in:
Marc Gilleron 2017-01-02 02:19:02 +01:00
parent c75d1e78b2
commit c38a822664
5 changed files with 81 additions and 72 deletions

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@ -10,13 +10,21 @@ Voxel::Voxel() : Reference(),
_color(1.f, 1.f, 1.f)
{}
Ref<Voxel> Voxel::set_name(String name) {
_name = name;
return Ref<Voxel>(this);
}
Ref<Voxel> Voxel::set_id(int id) {
ERR_FAIL_COND_V(id < 0 || id >= 256, Ref<Voxel>(this));
// Cannot modify ID after creation
ERR_FAIL_COND_V(_id != -1, Ref<Voxel>(this));
_id = id;
return Ref<Voxel>(this);
}
Ref<Voxel> Voxel::set_color(Color color) {
_color = color;
return Ref<Voxel>(this);
}
@ -26,6 +34,11 @@ Ref<Voxel> Voxel::set_material_id(unsigned int id) {
return Ref<Voxel>(this);
}
Ref<Voxel> Voxel::set_transparent(bool t) {
_is_transparent = t;
return Ref<Voxel>(this);
}
Ref<Voxel> Voxel::set_cube_geometry(float sy) {
const Vector3 vertices[SIDE_COUNT][6] = {
{

49
voxel.h
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@ -23,45 +23,23 @@ public:
SIDE_COUNT
};
private:
VoxelLibrary * _library;
// Identifiers
int _id;
String _name;
// Properties
int _material_id;
bool _is_transparent;
// Model
Color _color;
DVector<Vector3> _model_vertices;
DVector<Vector3> _model_normals;
DVector<Vector2> _model_uv;
DVector<Vector3> _model_side_vertices[SIDE_COUNT];
DVector<Vector2> _model_side_uv[SIDE_COUNT];
// TODO Child voxel types
public:
Voxel();
// Properties
_FORCE_INLINE_ Ref<Voxel> set_name(String name) { _name = name; return Ref<Voxel>(this); }
Ref<Voxel> set_name(String name);
_FORCE_INLINE_ String get_name() const { return _name; }
Ref<Voxel> set_id(int id);
_FORCE_INLINE_ int get_id() const { return _id; }
_FORCE_INLINE_ Ref<Voxel> set_color(Color color) { _color = color; return Ref<Voxel>(this); }
Ref<Voxel> set_color(Color color);
_FORCE_INLINE_ Color get_color() const { return _color; }
Ref<Voxel> set_material_id(unsigned int id);
_FORCE_INLINE_ unsigned int get_material_id() const { return _material_id; }
_FORCE_INLINE_ Ref<Voxel> set_transparent(bool t = true) { _is_transparent = t; return Ref<Voxel>(this); }
Ref<Voxel> set_transparent(bool t = true);
_FORCE_INLINE_ bool is_transparent() const { return _is_transparent; }
// Built-in geometry generators
@ -86,6 +64,27 @@ protected:
static void _bind_methods();
private:
VoxelLibrary * _library;
// Identifiers
int _id;
String _name;
// Properties
int _material_id;
bool _is_transparent;
// Model
Color _color;
DVector<Vector3> _model_vertices;
DVector<Vector3> _model_normals;
DVector<Vector2> _model_uv;
DVector<Vector3> _model_side_vertices[SIDE_COUNT];
DVector<Vector2> _model_side_uv[SIDE_COUNT];
// TODO Child voxel types
};
#endif // VOXEL_TYPE_H

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@ -16,27 +16,6 @@ public:
// Arbitrary value, 8 should be enough. Tweak for your needs.
static const int MAX_CHANNELS = 8;
private:
struct Channel {
// Allocated when the channel is populated.
// Flat array, in order [z][x][y] because it allows faster vertical-wise access (the engine is Y-up).
uint8_t * data;
// Default value when data is null
uint8_t defval;
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;
public:
VoxelBuffer();
~VoxelBuffer();
@ -98,6 +77,25 @@ protected:
void _copy_from_area_binding(Ref<VoxelBuffer> other, Vector3 src_min, Vector3 src_max, Vector3 dst_min, unsigned int channel);
_FORCE_INLINE_ void _fill_area_binding(int defval, Vector3 min, Vector3 max, unsigned int channel_index) { fill_area(defval, Vector3i(min), Vector3i(max), channel_index); }
private:
struct Channel {
// Allocated when the channel is populated.
// Flat array, in order [z][x][y] because it allows faster vertical-wise access (the engine is Y-up).
uint8_t * data;
// Default value when data is null
uint8_t defval;
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;
};
#endif // VOXEL_BUFFER_H

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@ -39,19 +39,6 @@ private:
// Infinite voxel storage by means of octants like Gridmap
class VoxelMap : public Reference {
OBJ_TYPE(VoxelMap, Reference)
// Voxel values that will be returned if access is out of map bounds
uint8_t _default_voxel[VoxelBuffer::MAX_CHANNELS];
// Blocks stored with a spatial hash in all 3D directions
HashMap<Vector3i, Ref<VoxelBlock>, Vector3iHasher> _blocks;
// Voxel access will most frequently be in contiguous areas, so the same blocks are accessed.
// To prevent too much hashing, this reference is checked before.
VoxelBlock * _last_accessed_block;
//IVoxelMapObserver * _observer;
public:
VoxelMap();
~VoxelMap();
@ -111,6 +98,18 @@ private:
void _get_buffer_copy_binding(Vector3 pos, Ref<VoxelBuffer> dst_buffer_ref, unsigned int channel = 0);
void _set_block_buffer_binding(Vector3 bpos, Ref<VoxelBuffer> buffer) { set_block_buffer(Vector3i(bpos), buffer); }
private:
// Voxel values that will be returned if access is out of map bounds
uint8_t _default_voxel[VoxelBuffer::MAX_CHANNELS];
// Blocks stored with a spatial hash in all 3D directions
HashMap<Vector3i, Ref<VoxelBlock>, Vector3iHasher> _blocks;
// Voxel access will most frequently be in contiguous areas, so the same blocks are accessed.
// To prevent too much hashing, this reference is checked before.
VoxelBlock * _last_accessed_block;
//IVoxelMapObserver * _observer;
};
//class VoxelSector {

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@ -10,18 +10,6 @@
// It is loaded around VoxelTerrainStreamers.
class VoxelTerrain : public Node /*, public IVoxelMapObserver*/ {
OBJ_TYPE(VoxelTerrain, Node)
// Parameters
int _min_y; // In blocks, not voxels
int _max_y;
// Voxel storage
Ref<VoxelMap> _map;
Vector<Vector3i> _block_update_queue;
Ref<VoxelMesher> _mesher;
Ref<VoxelProvider> _provider;
public:
VoxelTerrain();
@ -50,6 +38,18 @@ protected:
Vector3 _block_to_voxel_binding(Vector3 pos) { return Vector3i(VoxelMap::block_to_voxel(pos)).to_vec3(); }
void _force_load_blocks_binding(Vector3 center, Vector3 extents) { force_load_blocks(center, extents); }
private:
// Parameters
int _min_y; // In blocks, not voxels
int _max_y;
// Voxel storage
Ref<VoxelMap> _map;
Vector<Vector3i> _block_update_queue;
Ref<VoxelMesher> _mesher;
Ref<VoxelProvider> _provider;
};
#endif // VOXEL_TERRAIN_H