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105 lines
3.8 KiB
C++
105 lines
3.8 KiB
C++
#ifndef VOXEL_BUFFER_H
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#define VOXEL_BUFFER_H
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#include <reference.h>
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#include <vector.h>
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#include "vector3i.h"
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// Dense voxels data storage.
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// Organized in 8-bit channels like images, all optional.
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// Note: for float storage (marching cubes for example), you can map [0..256] to [0..1] and save 3 bytes per cell
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class VoxelBuffer : public Reference {
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GDCLASS(VoxelBuffer, Reference)
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public:
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// Arbitrary value, 8 should be enough. Tweak for your needs.
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static const int MAX_CHANNELS = 8;
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VoxelBuffer();
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~VoxelBuffer();
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void create(int sx, int sy, int sz);
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void clear();
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void clear_channel(unsigned int channel_index, int clear_value=0);
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_FORCE_INLINE_ Vector3i get_size() const { return _size; }
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void set_default_values(uint8_t values[MAX_CHANNELS]);
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int get_voxel(int x, int y, int z, unsigned int channel_index=0) const;
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void set_voxel(int value, int x, int y, int z, unsigned int channel_index=0);
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void set_voxel_v(int value, Vector3 pos, unsigned int channel_index = 0);
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_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); }
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_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); }
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void fill(int defval, unsigned int channel_index = 0);
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void fill_area(int defval, Vector3i min, Vector3i max, unsigned int channel_index = 0);
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bool is_uniform(unsigned int channel_index = 0);
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void optimize();
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void copy_from(const VoxelBuffer & other, unsigned int channel_index=0);
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void copy_from(const VoxelBuffer & other, Vector3i src_min, Vector3i src_max, Vector3i dst_min, unsigned int channel_index = 0);
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_FORCE_INLINE_ bool validate_pos(unsigned int x, unsigned int y, unsigned int z) const {
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return x < _size.x
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&& y < _size.y
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&& z < _size.x;
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}
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_FORCE_INLINE_ unsigned int index(unsigned int x, unsigned int y, unsigned int z) const {
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return (z * _size.z + x) * _size.x + y;
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}
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_FORCE_INLINE_ unsigned int row_index(unsigned int x, unsigned int y, unsigned int z) const {
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return (z * _size.z + x) * _size.x;
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}
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_FORCE_INLINE_ unsigned int get_volume() {
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return _size.x * _size.y * _size.z;
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}
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private:
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void create_channel_noinit(int i, Vector3i size);
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void create_channel(int i, Vector3i size, uint8_t defval=0);
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void delete_channel(int i);
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protected:
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static void _bind_methods();
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_FORCE_INLINE_ int get_size_x() const { return _size.x; }
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_FORCE_INLINE_ int get_size_y() const { return _size.y; }
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_FORCE_INLINE_ int get_size_z() const { return _size.z; }
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_FORCE_INLINE_ int _get_voxel_binding(int x, int y, int z, unsigned int channel) const { return get_voxel(x, y, z, channel); }
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_FORCE_INLINE_ void _set_voxel_binding(int value, int x, int y, int z, unsigned int channel) { set_voxel(value, x, y, z, channel); }
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void _copy_from_binding(Ref<VoxelBuffer> other, unsigned int channel);
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void _copy_from_area_binding(Ref<VoxelBuffer> other, Vector3 src_min, Vector3 src_max, Vector3 dst_min, unsigned int channel);
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_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); }
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private:
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struct Channel {
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// Allocated when the channel is populated.
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// Flat array, in order [z][x][y] because it allows faster vertical-wise access (the engine is Y-up).
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uint8_t * data;
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// Default value when data is null
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uint8_t defval;
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Channel() : data(NULL), defval(0) {}
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};
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// Each channel can store arbitary data.
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// For example, you can decide to store colors (R, G, B, A), gameplay types (type, state, light) or both.
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Channel _channels[MAX_CHANNELS];
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// How many voxels are there in the three directions. All populated channels have the same size.
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Vector3i _size;
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};
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#endif // VOXEL_BUFFER_H
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