#ifndef VOXEL_BUFFER_H #define VOXEL_BUFFER_H #include #include #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) public: // Arbitrary value, 8 should be enough. Tweak for your needs. static const int MAX_CHANNELS = 8; 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_ Vector3i get_size() const { return _size; } void set_default_values(uint8_t values[MAX_CHANNELS]); int get_voxel(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); _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); } _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); } void fill(int defval, unsigned int channel_index = 0); void fill_area(int defval, Vector3i min, Vector3i max, unsigned int channel_index = 0); bool is_uniform(unsigned int channel_index = 0); void optimize(); void copy_from(const VoxelBuffer & other, unsigned int channel_index=0); void copy_from(const VoxelBuffer & other, Vector3i src_min, Vector3i src_max, Vector3i dst_min, unsigned int channel_index = 0); _FORCE_INLINE_ bool validate_pos(unsigned int x, unsigned int y, unsigned int z) const { return x < _size.x && y < _size.y && z < _size.x; } _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 row_index(unsigned int x, unsigned int y, unsigned int z) const { return (z * _size.z + x) * _size.x; } _FORCE_INLINE_ unsigned int get_volume() { return _size.x * _size.y * _size.z; } private: void create_channel_noinit(int i, Vector3i size); void create_channel(int i, Vector3i size, uint8_t defval=0); void delete_channel(int i); protected: static void _bind_methods(); _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_voxel_binding(int x, int y, int z, unsigned int channel) const { return get_voxel(x, y, z, channel); } _FORCE_INLINE_ void _set_voxel_binding(int value, int x, int y, int z, unsigned int channel) { set_voxel(value, x, y, z, channel); } void _copy_from_binding(Ref other, unsigned int channel); void _copy_from_area_binding(Ref 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