#ifndef VOXEL_MAP_H #define VOXEL_MAP_H #include #include #include #include #include "voxel_buffer.h" // Fixed-size voxel container used in VoxelMap. Used internally. class VoxelBlock { public: static const int SIZE_POW2 = 4; // 3=>8, 4=>16, 5=>32... static const int SIZE = 1 << SIZE_POW2; static const int SIZE_MASK = 0xf; Ref voxels; // SIZE*SIZE*SIZE voxels Vector3i pos; NodePath mesh_instance_path; NodePath body_path; // TODO static VoxelBlock * create(Vector3i bpos, Ref buffer); MeshInstance * get_mesh_instance(const Node & root); StaticBody * get_physics_body(const Node & root); private: VoxelBlock(); }; // Infinite voxel storage by means of octants like Gridmap class VoxelMap : public Reference { GDCLASS(VoxelMap, Reference) public: // Converts voxel coodinates into block coordinates static _FORCE_INLINE_ Vector3i voxel_to_block(Vector3i pos) { return Vector3i( pos.x >> VoxelBlock::SIZE_POW2, pos.y >> VoxelBlock::SIZE_POW2, pos.z >> VoxelBlock::SIZE_POW2 ); } static _FORCE_INLINE_ Vector3i to_local(Vector3i pos) { return Vector3i( pos.x & VoxelBlock::SIZE_MASK, pos.y & VoxelBlock::SIZE_MASK, pos.z & VoxelBlock::SIZE_MASK ); } // Converts block coodinates into voxel coordinates static _FORCE_INLINE_ Vector3i block_to_voxel(Vector3i bpos) { return bpos * VoxelBlock::SIZE; } VoxelMap(); ~VoxelMap(); 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); _FORCE_INLINE_ int get_block_size() const { return VoxelBlock::SIZE; } 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; }; #endif // VOXEL_MAP_H