godot_voxel/voxel_buffer.h

105 lines
3.8 KiB
C++

#ifndef VOXEL_BUFFER_H
#define VOXEL_BUFFER_H
#include <reference.h>
#include <vector.h>
#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<VoxelBuffer> other, unsigned int channel);
void _copy_from_area_binding(Ref<VoxelBuffer> 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