mirror of
https://github.com/Relintai/godot_voxel.git
synced 2024-11-19 02:47:18 +01:00
81 lines
2.0 KiB
C++
81 lines
2.0 KiB
C++
#include "float_buffer_3d.h"
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#include "utility.h"
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FloatBuffer3D::~FloatBuffer3D() {
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clear();
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}
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void FloatBuffer3D::clear() {
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if (_data) {
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memfree(_data);
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_data = nullptr;
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}
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}
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void FloatBuffer3D::create(Vector3i size) {
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ERR_FAIL_COND(size.x <= 0);
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ERR_FAIL_COND(size.y <= 0);
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ERR_FAIL_COND(size.z <= 0);
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clear();
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_data = (float *)memalloc(size.x * size.y * size.z * sizeof(float));
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_size = size;
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}
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void FloatBuffer3D::fill(float v) {
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ERR_FAIL_COND(_data == nullptr);
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int count = _size.x * _size.y * _size.z;
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for (int i = 0; i < count; ++i) {
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_data[i] = v;
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}
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}
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float FloatBuffer3D::get(int x, int y, int z) const {
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ERR_FAIL_COND_V(_data == nullptr, 0);
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ERR_FAIL_COND_V(x < 0 || x >= _size.x, 0);
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ERR_FAIL_COND_V(y < 0 || y >= _size.y, 0);
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ERR_FAIL_COND_V(z < 0 || z >= _size.z, 0);
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return _data[get_index(x, y, z)];
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}
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void FloatBuffer3D::set(int x, int y, int z, float v) {
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ERR_FAIL_COND(_data == nullptr);
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ERR_FAIL_COND(x < 0 || x >= _size.x);
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ERR_FAIL_COND(y < 0 || y >= _size.y);
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ERR_FAIL_COND(z < 0 || z >= _size.z);
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_data[get_index(x, y, z)] = v;
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}
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float FloatBuffer3D::get_clamped(int x, int y, int z) const {
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ERR_FAIL_COND_V(_data == nullptr, 0);
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x = x >= _size.x ? _size.x - 1 : x;
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y = y >= _size.y ? _size.y - 1 : y;
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z = z >= _size.z ? _size.z - 1 : z;
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return _data[get_index(x, y, z)];
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}
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float FloatBuffer3D::get_trilinear(float x, float y, float z) const {
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ERR_FAIL_COND_V(_data == nullptr, 0);
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int x0 = static_cast<int>(x);
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int y0 = static_cast<int>(y);
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int z0 = static_cast<int>(z);
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int x1 = static_cast<int>(Math::ceil(x));
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int y1 = static_cast<int>(Math::ceil(y));
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int z1 = static_cast<int>(Math::ceil(z));
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float v0 = get_clamped(x0, y0, z0);
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float v1 = get_clamped(x1, y0, z0);
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float v2 = get_clamped(x1, y0, z1);
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float v3 = get_clamped(x0, y0, z1);
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float v4 = get_clamped(x0, y1, z0);
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float v5 = get_clamped(x1, y1, z0);
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float v6 = get_clamped(x1, y1, z1);
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float v7 = get_clamped(x0, y1, z1);
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Vector3 rpos(x - x0, y - y0, z - z0);
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return interpolate(v0, v1, v2, v3, v4, v5, v6, v7, rpos);
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}
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