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https://github.com/Relintai/godot_voxel.git
synced 2024-12-25 16:27:16 +01:00
Removed internal offset from VoxelBuffer and improved Vector3i
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parent
7305fd7b27
commit
e990286b54
79
vector3i.h
79
vector3i.h
@ -5,9 +5,14 @@
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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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union {
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struct {
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int x;
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int y;
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int z;
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};
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int coords[3];
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};
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_FORCE_INLINE_ Vector3i() : x(0), y(0), z(0) {}
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@ -34,28 +39,20 @@ struct Vector3i {
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return *this;
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}
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_FORCE_INLINE_ Vector3i operator+(const Vector3i & other) const {
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return Vector3i(x + other.x, y + other.y, z + other.z);
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_FORCE_INLINE_ void 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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}
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_FORCE_INLINE_ Vector3i operator-(const Vector3i & other) const {
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return Vector3i(x - other.x, y - other.y, z - other.z);
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_FORCE_INLINE_ void 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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}
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_FORCE_INLINE_ Vector3i operator*(int n) const {
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return Vector3i(x * n, y * n, z * n);
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}
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_FORCE_INLINE_ Vector3i operator/(int n) const {
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return Vector3i(x / n, y / n, z / n);
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}
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_FORCE_INLINE_ bool operator==(const Vector3i & other) const {
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return x == other.x && y == other.y && z == other.z;
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}
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_FORCE_INLINE_ bool operator!=(const Vector3i & other) const {
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return x != other.x && y != other.y && z != other.z;
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_FORCE_INLINE_ int & operator[](unsigned int i) {
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return coords[i];
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}
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void clamp_to(const Vector3i min, const Vector3i max) {
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@ -68,9 +65,49 @@ struct Vector3i {
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if (z >= max.z) z = max.z;
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}
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_FORCE_INLINE_ bool is_contained_in(const Vector3i & min, const Vector3i & max) {
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return x >= min.x && y >= min.y && z >= min.z
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&& x < max.x && y < max.y && z < max.z;
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}
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_FORCE_INLINE_ Vector3i wrap(const Vector3i & size) {
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return Vector3i(
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x % size.x,
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y % size.y,
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z % size.z
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);
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}
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};
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_FORCE_INLINE_ Vector3i operator+(const Vector3i a, const Vector3i & b) {
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return Vector3i(a.x + b.x, a.y + b.y, a.z + b.z);
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}
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_FORCE_INLINE_ Vector3i operator-(const Vector3i & a, const Vector3i & b) {
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return Vector3i(a.x - b.x, a.y - b.y, a.z - b.z);
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}
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_FORCE_INLINE_ Vector3i operator*(const Vector3i & a, int n) {
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return Vector3i(a.x * n, a.y * n, a.z * n);
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}
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_FORCE_INLINE_ Vector3i operator*(int n, const Vector3i & a) {
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return Vector3i(a.x * n, a.y * n, a.z * n);
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}
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_FORCE_INLINE_ Vector3i operator/(const Vector3i & a, int n) {
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return Vector3i(a.x / n, a.y / n, a.z / n);
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}
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_FORCE_INLINE_ bool operator==(const Vector3i & a, const Vector3i & b) {
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return a.x == b.x && a.y == b.y && a.z == b.z;
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}
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_FORCE_INLINE_ bool operator!=(const Vector3i & a, const Vector3i & b) {
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return a.x != b.x && a.y != b.y && a.z != b.z;
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}
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struct Vector3iHasher {
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static _FORCE_INLINE_ uint32_t hash(const Vector3i & v) {
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uint32_t hash = hash_djb2_one_32(v.x);
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@ -49,13 +49,9 @@ void VoxelBuffer::clear_channel(unsigned int channel_index, int clear_value) {
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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;
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y -= _offset.y;
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z -= _offset.z;
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const Channel & channel = _channels[channel_index];
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if (validate_local_pos(x, y, z) && channel.data) {
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if (validate_pos(x, y, z) && channel.data) {
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return VOXEL_AT(channel.data, x,y,z);
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}
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else {
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@ -63,27 +59,9 @@ int VoxelBuffer::get_voxel(int x, int y, int z, unsigned int channel_index) cons
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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 {
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ERR_FAIL_INDEX_V(channel_index, MAX_CHANNELS, 0);
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const Channel & channel = _channels[channel_index];
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if (validate_local_pos(x, y, z) && channel.data) {
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return VOXEL_AT(channel.data, x, y, z);
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}
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else {
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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);
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x -= _offset.x;
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y -= _offset.y;
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z -= _offset.z;
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ERR_FAIL_COND(!validate_local_pos(x, y, z));
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ERR_FAIL_COND(!validate_pos(x, y, z));
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Channel & channel = _channels[channel_index];
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@ -254,16 +232,9 @@ void VoxelBuffer::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("get_size_y"), &VoxelBuffer::get_size_y);
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ObjectTypeDB::bind_method(_MD("get_size_z"), &VoxelBuffer::get_size_z);
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ObjectTypeDB::bind_method(_MD("get_offset_x"), &VoxelBuffer::get_offset_x);
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ObjectTypeDB::bind_method(_MD("get_offset_y"), &VoxelBuffer::get_offset_y);
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ObjectTypeDB::bind_method(_MD("get_offset_z"), &VoxelBuffer::get_offset_z);
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ObjectTypeDB::bind_method(_MD("get_offset"), &VoxelBuffer::_get_offset_binding);
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ObjectTypeDB::bind_method(_MD("set_offset", "x", "y", "z"), &VoxelBuffer::_set_offset_binding);
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ObjectTypeDB::bind_method(_MD("set_voxel", "value", "x", "y", "z", "channel"), &VoxelBuffer::set_voxel, DEFVAL(0));
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ObjectTypeDB::bind_method(_MD("set_voxel", "value", "x", "y", "z", "channel"), &VoxelBuffer::_set_voxel_binding, DEFVAL(0));
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ObjectTypeDB::bind_method(_MD("set_voxel_v", "value", "pos", "channel"), &VoxelBuffer::set_voxel_v, DEFVAL(0));
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ObjectTypeDB::bind_method(_MD("get_voxel", "x", "y", "z", "channel"), &VoxelBuffer::get_voxel, DEFVAL(0));
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ObjectTypeDB::bind_method(_MD("get_voxel", "x", "y", "z", "channel"), &VoxelBuffer::_get_voxel_binding, DEFVAL(0));
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ObjectTypeDB::bind_method(_MD("fill", "value", "channel"), &VoxelBuffer::fill, DEFVAL(0));
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ObjectTypeDB::bind_method(_MD("fill_area", "value", "min", "max", "channel"), &VoxelBuffer::_fill_area_binding, DEFVAL(0));
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@ -36,10 +36,6 @@ private:
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// How many voxels are there in the three directions. All populated channels have the same size.
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Vector3i _size;
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// Offset applied to coordinates when accessing voxels.
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// Use _local versions to bypass this.
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Vector3i _offset;
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public:
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VoxelBuffer();
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~VoxelBuffer();
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@ -48,22 +44,13 @@ public:
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void clear();
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void clear_channel(unsigned int channel_index, int clear_value=0);
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_FORCE_INLINE_ int get_size_x() const { return _size.x; }
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_FORCE_INLINE_ int get_size_y() const { return _size.y; }
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_FORCE_INLINE_ int get_size_z() const { return _size.z; }
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_FORCE_INLINE_ Vector3i get_size() const { return _size; }
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_FORCE_INLINE_ int get_offset_x() const { return _offset.x; }
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_FORCE_INLINE_ int get_offset_y() const { return _offset.y; }
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_FORCE_INLINE_ int get_offset_z() const { return _offset.z; }
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_FORCE_INLINE_ void set_offset(int x, int y, int z) { _offset = Vector3i(x,y,z); }
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_FORCE_INLINE_ void set_offset(Vector3i pos) { _offset = pos; }
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int get_voxel(int x, int y, int z, unsigned int channel_index=0) const;
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int get_voxel_local(int x, int y, int z, unsigned int channel_index=0) const;
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void set_voxel(int value, int x, int y, int z, unsigned int channel_index=0);
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void set_voxel_v(int value, Vector3 pos, unsigned int channel_index = 0);
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_FORCE_INLINE_ int get_voxel(const Vector3i pos, unsigned int channel_index = 0) const { return get_voxel(pos.x, pos.y, pos.z, channel_index); }
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_FORCE_INLINE_ void set_voxel(int value, const Vector3i pos, unsigned int channel_index = 0) { set_voxel(value, pos.x, pos.y, pos.z, channel_index); }
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void fill(int defval, unsigned int channel_index = 0);
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void fill_area(int defval, Vector3i min, Vector3i max, unsigned int channel_index = 0);
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@ -75,7 +62,7 @@ public:
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void copy_from(const VoxelBuffer & other, unsigned int channel_index=0);
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void copy_from(const VoxelBuffer & other, Vector3i src_min, Vector3i src_max, Vector3i dst_min, unsigned int channel_index = 0);
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_FORCE_INLINE_ bool validate_local_pos(unsigned int x, unsigned int y, unsigned int z) const {
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_FORCE_INLINE_ bool validate_pos(unsigned int x, unsigned int y, unsigned int z) const {
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return x < _size.x
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&& y < _size.y
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&& z < _size.x;
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@ -98,15 +85,19 @@ private:
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void create_channel(int i, Vector3i size, uint8_t defval=0);
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void delete_channel(int i, Vector3i size);
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_FORCE_INLINE_ void _set_offset_binding(int x, int y, int z) { set_offset(x, y, z); }
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_FORCE_INLINE_ Vector3 _get_offset_binding() const { return Vector3(_offset.x, _offset.y, _offset.z); }
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protected:
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static void _bind_methods();
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_FORCE_INLINE_ int get_size_x() const { return _size.x; }
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_FORCE_INLINE_ int get_size_y() const { return _size.y; }
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_FORCE_INLINE_ int get_size_z() const { return _size.z; }
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_FORCE_INLINE_ int _get_voxel_binding(int x, int y, int z, unsigned int channel) const { return get_voxel(x, y, z, channel); }
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_FORCE_INLINE_ void _set_voxel_binding(int value, int x, int y, int z, unsigned int channel) { set_voxel(value, x, y, z, channel); }
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void _copy_from_binding(Ref<VoxelBuffer> other, unsigned int channel);
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void _copy_from_area_binding(Ref<VoxelBuffer> other, Vector3 src_min, Vector3 src_max, Vector3 dst_min, unsigned int channel);
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_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); }
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protected:
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static void _bind_methods();
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};
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#endif // VOXEL_BUFFER_H
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@ -190,11 +190,12 @@ Ref<Mesh> VoxelMesher::build(Ref<VoxelBuffer> buffer_ref) {
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// Iterate 3D padded data to extract voxel faces.
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// This is the most intensive job in this class, so all required data should be as fit as possible.
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for (unsigned int z = 1; z < buffer.get_size_z()-1; ++z) {
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for (unsigned int x = 1; x < buffer.get_size_x()-1; ++x) {
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for (unsigned int y = 1; y < buffer.get_size_y()-1; ++y) {
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const Vector3i buffer_size = buffer.get_size();
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for (unsigned int z = 1; z < buffer_size.z-1; ++z) {
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for (unsigned int x = 1; x < buffer_size.x-1; ++x) {
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for (unsigned int y = 1; y < buffer_size.y-1; ++y) {
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int voxel_id = buffer.get_voxel_local(x, y, z, 0);
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int voxel_id = buffer.get_voxel(x, y, z, 0);
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if (voxel_id != 0 && library.has_voxel(voxel_id)) {
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@ -216,7 +217,7 @@ Ref<Mesh> VoxelMesher::build(Ref<VoxelBuffer> buffer_ref) {
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unsigned ny = y + normal.y;
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unsigned nz = z + normal.z;
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int neighbor_voxel_id = buffer.get_voxel_local(nx, ny, nz, 0);
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int neighbor_voxel_id = buffer.get_voxel(nx, ny, nz, 0);
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// TODO Better face visibility test
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if (is_face_visible(library, voxel, neighbor_voxel_id)) {
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@ -234,7 +235,7 @@ Ref<Mesh> VoxelMesher::build(Ref<VoxelBuffer> buffer_ref) {
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unsigned ex = x + edge_normal.x;
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unsigned ey = y + edge_normal.y;
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unsigned ez = z + edge_normal.z;
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if (!is_transparent(library, buffer.get_voxel_local(ex, ey, ez))) {
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if (!is_transparent(library, buffer.get_voxel(ex, ey, ez))) {
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shaded_corner[g_edge_corners[edge][0]] += 1;
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shaded_corner[g_edge_corners[edge][1]] += 1;
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}
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@ -249,7 +250,7 @@ Ref<Mesh> VoxelMesher::build(Ref<VoxelBuffer> buffer_ref) {
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unsigned int cx = x + corner_normal.x;
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unsigned int cy = y + corner_normal.y;
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unsigned int cz = z + corner_normal.z;
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if (!is_transparent(library, buffer.get_voxel_local(cx, cy, cz))) {
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if (!is_transparent(library, buffer.get_voxel(cx, cy, cz))) {
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shaded_corner[corner] += 1;
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}
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}
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