#ifndef VOXEL_MAP_H #define VOXEL_MAP_H #include "voxel_buffer.h" #include "voxel_block.h" #include #include // Infinite voxel storage by means of octants like Gridmap class VoxelMap : public Reference { GDCLASS(VoxelMap, Reference) public: // Converts voxel coodinates into block coordinates _FORCE_INLINE_ Vector3i voxel_to_block(Vector3i pos) const { return Vector3i( pos.x >> _block_size_pow2, pos.y >> _block_size_pow2, pos.z >> _block_size_pow2); } _FORCE_INLINE_ Vector3i to_local(Vector3i pos) const { return Vector3i( pos.x & _block_size_mask, pos.y & _block_size_mask, pos.z & _block_size_mask); } // Converts block coodinates into voxel coordinates _FORCE_INLINE_ Vector3i block_to_voxel(Vector3i bpos) const { return bpos * _block_size; } VoxelMap(); ~VoxelMap(); _FORCE_INLINE_ unsigned int get_block_size() const { return _block_size; } _FORCE_INLINE_ unsigned int get_block_size_pow2() const { return _block_size_pow2; } _FORCE_INLINE_ unsigned int get_block_size_mask() const { return _block_size_mask; } int get_voxel(Vector3i pos, unsigned int c = 0); void set_voxel(int value, Vector3i pos, unsigned int c = 0); void set_default_voxel(int value, unsigned int channel = 0); int get_default_voxel(unsigned int channel = 0); // Gets a copy of all voxels in the area starting at min_pos having the same size as dst_buffer. void get_buffer_copy(Vector3i min_pos, VoxelBuffer &dst_buffer, unsigned int channels_mask = 1); // Moves the given buffer into a block of the map. The buffer is referenced, no copy is made. void set_block_buffer(Vector3i bpos, Ref buffer); void remove_blocks_not_in_area(Vector3i min, Vector3i max); VoxelBlock *get_block(Vector3i bpos); bool has_block(Vector3i pos) const; bool is_block_surrounded(Vector3i pos) const; void clear(); private: void set_block(Vector3i bpos, VoxelBlock *block); void set_block_size_pow2(unsigned int p); static void _bind_methods(); _FORCE_INLINE_ int _get_voxel_binding(int x, int y, int z, unsigned int c = 0) { return get_voxel(Vector3i(x, y, z), c); } _FORCE_INLINE_ void _set_voxel_binding(int value, int x, int y, int z, unsigned int c = 0) { set_voxel(value, Vector3i(x, y, z), c); } _FORCE_INLINE_ int _get_voxel_v_binding(Vector3 pos, unsigned int c = 0) { return get_voxel(Vector3i(pos), c); } _FORCE_INLINE_ void _set_voxel_v_binding(int value, Vector3 pos, unsigned int c = 0) { set_voxel(value, Vector3i(pos), c); } _FORCE_INLINE_ bool _has_block_binding(int x, int y, int z) { return has_block(Vector3i(x, y, z)); } _FORCE_INLINE_ Vector3 _voxel_to_block_binding(Vector3 pos) const { return voxel_to_block(Vector3i(pos)).to_vec3(); } _FORCE_INLINE_ Vector3 _block_to_voxel_binding(Vector3 pos) const { return block_to_voxel(Vector3i(pos)).to_vec3(); } bool _is_block_surrounded(Vector3 pos) const { return is_block_surrounded(Vector3i(pos)); } void _get_buffer_copy_binding(Vector3 pos, Ref dst_buffer_ref, unsigned int channel = 0); void _set_block_buffer_binding(Vector3 bpos, Ref 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 _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; unsigned int _block_size; unsigned int _block_size_pow2; unsigned int _block_size_mask; }; #endif // VOXEL_MAP_H